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Zino

@zino2201.bsky.social
1.1K followers 596 following 66 posts

22 | Engine Programmer @ Asobo Studio I write a lot of C++ and Rust

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Zino @zino2201.bsky.social · 11/09/2026
I just dropped a new blog post about my renderer: zino2201.substack.com/p/how-sparse... I would love feedback about my writing style, I'm still not sure about it :)
zino2201.substack.com
How sparse resources helped my GPU-driven renderer memory usage
NOTE: This blog post assumes knowledge of GPU programming, GPU-driven rendering, D3D12 and systems programming.
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Arseny Kapoulkine @zeux.io · 08/12/2025
After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT! meshoptimizer.org/v1
meshoptimizer.org
🐇 meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
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Zino @zino2201.bsky.social · 15/10/2025
Been a long time since I've written a blogpost. "Heterogenous AoS instance encoding for a GPU-driven renderer" zino2201.substack.com/p/heterogeno...
zino2201.substack.com
Heterogenous AoS instance encoding for a GPU-driven renderer
How to manage various instance data requirements inside a GPU-driven renderer with a unified instance representation
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Zino @zino2201.bsky.social · 16/09/2025
Are there engines or apps out there that uses vulkan as their sole gfx API /RHI and provide homemade vk implementations for other backends/platforms (with homemade extensions too) ?
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Zino @zino2201.bsky.social · 16/09/2025
So it seems like a miracle happend in Win11 24H2. UpdateTileMappings() doesn't seems as unpredictable and slow on NVidia. I only did simple tests though, with buffers and not giga textures.
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Jendrik Illner @jendrikillner.bsky.social · 03/03/2025
Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...
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Zino @zino2201.bsky.social · 26/01/2025
ajmmertens.medium.com/why-it-is-ti... This resonate with me a lot, recently I am prototyping on a game that involves a lot of data-driven logic and relationships between entities, factions, resources etc... Seeing this world has a database, a flat array of entities with relationships to each other
ajmmertens.medium.com
Why it is time to start thinking of games as databases
How do we build games that can be understood by intelligent agents? An in-depth overview of the tech that could one day make this a…
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Zino @zino2201.bsky.social · 24/01/2025
TIL MSVC only apply NRVO when using using /O2, /std:c++20 or later, /permissive- or /Zc:nrvo. We were wondering why a copy constructor was called when returning from a function and the return value was not constructed as part of the return statement. devblogs.microsoft.com/cppblog/impr...
devblogs.microsoft.com
Improving Copy and Move Elision - C++ Team Blog
With Visual Studio 2022 version 17.4 Preview 3, we’ve significantly increased the number of situations where we do copy or move elision and given users more control over whether these transformations ...
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Zino @zino2201.bsky.social · 22/01/2025
21 yo... why is time accelerating ?
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Morten Vassvik @vassvik.bsky.social · 17/11/2024
Let's wrap up this lovely week with a nice technical post This is the "case study" from my Masterclass at GPC, where I apply a series of optimizations to improve the effective bandwidth of a 3x3x3 blur (a proxy for a huge set of operations on volumetric data) Check ALT text for (a lot of) context.
A table showing the experimental results of applying 6 different compute shader versions of a simple 3x3x3 box blur on a 512x512x512 texture using either GL_R16F or GL_R32F internal format for storage for a eight different GPUs spanning several GPU architectures and vendors. 

The upper table shows the absolute effective bandwidth (measured as the sum of total bytes read and written divided by execution time), whereas the lower table shows the effective bandwidth relative to the theoretical bandwidth as a percentage. 

Each row corresponds to a specific shader variant (except for the "theoretical" row, which displays the theoretical bandwidth according to the GPU specification), and each column corresponds to a specific GPU. The color coding is per column in the upper table, and it's a single color coding on the entire lower table. 

Each version will be explained in detail in the subsequent posts.

Version 6 applies uses half precision floating point for the shared memory cache, and the relevant extension does not exist in the Intel drivers for Windows. Likewise this version is not applied to the GL_R32F internal format benchmarks since that would destroy the precision of the backing format anyway. 

The code was written and initially tested on a desktop 4090 (the first column), which naturally skews the results a bit since everything was evaluated and tested on that GPU. Had I used another GPU I might have picked slightly different compromises, and the results would have been slightly different. 

One interesting observation is that the RTX 4000 series (Ada Lovelace architecture) significantly overperform everything else, with 7900 XTX (RDNA3) slightly behind. A large part of these overwhelmingly efficient results is due to the massive caches these devices sport (72 MiB on the desktop 4090, 64 MiB on the laptop 4090, etc.), which really helps reach peak bandwidth a lot easier.
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Zino @zino2201.bsky.social · 09/01/2025
Graphics programming changed my PoV about CPU architectures. I want to see a more ILP/SIMD approach to software. I saw some architectures having what's called SPM (scratchpad memory) which is similar to groupshared memory. Wonder what computing would look like if we went full VLIW early.
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Zino @zino2201.bsky.social · 28/12/2024
The actor model is very elegant and message-passing in general always worked great for me to exchange data between threads. I would love to generalize my engine towards more actors, but I'm still skeptical about the overhead VS classical fibers/job graph with fine-grained locking (what I have).
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Zino @zino2201.bsky.social · 19/12/2024
yea so I watched again some videos of threat interactive, I agree on some of his points, but no, nanite is not a perf disaster. no serious game developer will use something without evalutating its tradeoffs with its content. rendering avatar: the last frontier is not the same
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Culture Crave 🍿 @culturecrave.co · 17/12/2024
First look at Wakanda in 'Marvel 1943: The Rise of Hydra' It will be a playable location "We wanted to tell a globe-trotting story ... There are yet-to-be-revealed locations in between" (via EW)
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Zino @zino2201.bsky.social · 29/11/2024
(1/2) Anyone experimented or have resources about depth gradient based occlusion culling ? I wonder how it could looks in a meshlet renderer. This is how I see it: - Store (or compute ?) in your hierarchical depth buffer the gradients
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Harry Eccles @harryeccles.bsky.social · 28/11/2024
Repost if BlueSky is now your primary social media site.
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Lea - Newin AKA Shodan’s girlfriend @newincpp.bsky.social · 24/11/2024
I’m doing so much photomode in games and I don’t have my virtual gallery website anymore, so here is a thread. I will try to dump a game a day. Today Plague Tale: Requiem.
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Zino @zino2201.bsky.social · 27/11/2024
Follow up on that, I started writing the safe part of the bindings and I hit several issues due to the differences between C++ and Rust, specially around mutability. So yesterday I started writing a USDA parser... let's see where this goes
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Zino @zino2201.bsky.social · 24/11/2024
yay I've been able to bind a small part of the OpenUSD api to Rust, only unsafe bindings for now
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Zino @zino2201.bsky.social · 21/11/2024
:o !!
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Zino @zino2201.bsky.social · 21/11/2024
I made the choice to drop out of uni to work in the video games industry as a engine programmer, but sometimes I wonder if I made the right choice. I'm still scared about diploma gatekeeping even though in video games it seems to be easier to enter with only a portfolio.
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Rami Ismail (رامي) @ramiismail.com · 21/11/2024
OK honestly though, Microsoft Flight Simulator 2024 is staggeringly beautiful? Everything about this feels like a massive upgrade. The EFB, the load transitions, the career mode, the flight model, the weather - it's all just An Enormous Step Up. Did not think it would blow my mind again, but damn.
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Zino @zino2201.bsky.social · 21/11/2024
oh! saw on UE5.5 that Nanite streaming pool use tiled/sparse resources if available, could they now be usable ? Atleast for buffers, i'm not yet interested into hw virtual textures
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Zino @zino2201.bsky.social · 21/11/2024
Took a small trip to Japan in Flight Simulator 2024
Microsoft Flight Simulator 2024 landscape at sunrise with a clouded sky on a mountain with some vegetation. The sun is rising at the horizon showing orange colors piercing through the clouds.
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Zino @zino2201.bsky.social · 19/11/2024
and now you can too ! :)
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Alan Wolfe @demofox.bsky.social · 14/05/2024
For folks that know me as "the blue noise guy", I've put together a 50 minute video that talks about many of the things I've learned in my ~decade long dive into noise and related topics - up to and including our latest paper published days ago at I3D. Enjoy! www.youtube.com/watch?v=teth...
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Radek Paszkowski @artdev.bsky.social · 10/10/2024
If you want to learn about Mesh Shaders and understand where they can be used, and already are used, check out my talk from #dd2024: youtu.be/3EMdMD1PsgY?...
youtu.be
Radosław Paszkowski - Mesh Shaders - The Future of Rendering
YouTube video by Digital Dragons
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Zino @zino2201.bsky.social · 17/11/2024
(1/3) I'm currently doing a toy engine in Rust, so far I love the language. But I'm seriously considering switching back to C++ just so I can use the gigantic amount of libs/middleware for gamedev available. I'm tired of writing bindings, it is not as easy as using bindgen or autocxx.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 16/11/2024
Great collection of resources for GPU architecture and optimisation gist.github.com/silvesthu/50...
gist.github.com
GPU Optimization for GameDev
GPU Optimization for GameDev. GitHub Gist: instantly share code, notes, and snippets.
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Zino @zino2201.bsky.social · 16/11/2024
is there a Windows scheduler bible resource somewhere ? I was told about the Windows Internals books
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lockit.bsky.social @lockit.bsky.social · 08/11/2024
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Zino @zino2201.bsky.social · 08/11/2024
I wonder if in a high poly scene using visbuffer rendering shading into a gbuffer, having a vertex cache (like something implemented in Horizon Forbidden West) is worth it on modern consoles and GPUs vs blasting 3x vertex per pixel Has anyone benched both in the same scene ?
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Zino @zino2201.bsky.social · 07/11/2024
1/9 Integrating a material system in your shaders is not easy. One obstacle you may encounter is that you have multiple vertex producers: static meshes, skinned meshes, particles, terrains, procgen meshes...
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Zino @zino2201.bsky.social · 06/11/2024
Had a mystical bug on NV. Loading 4 texels per thread in a compute shader returned crazy values but not when loading 1 texel. The shader expects a Texture2D<uint2> but CPU-side it was created with the R32G32_FLOAT format, funny.
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🌙NoxuArts - Commission status: OPEN! @notyournyx.bsky.social · 06/11/2024
Always 💖 Don't make me tap the sign
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Rebecca Fernandez O'Shea @rebeccafernandez.bsky.social · 29/10/2024
We are hiring at Nixxes for graphics and optimisation programmers. In my biased opinion we're a great bunch and the graphics/optimisation team is full of talented and caring people. We care about one another, the players and the games. Sounds trite, but it's true ❤️ #gamejobs www.nixxes.com/jobs/
nixxes.com
Jobs
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Gabe Graziani @gabegraziani.bsky.social · 28/10/2024
Heads up for those looking to avoid Dragon Age: The Veilguard spoilers on Bsky! Also, please tag any potential narrative spoilers appropriately (hashtag DAspoilers should work). Be safe out there!
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Zino @zino2201.bsky.social · 28/10/2024
started replaying Stellaris, I wish one day to have a modern Stellaris with great graphics, would be so cool !!
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Erik Jansson @caffeineviking.net · 25/10/2024
Hello, World! It's cool to see so many rendering programmers here already! As a self-introduction and for those that haven't seen it on Twitter already, here's the talk that I did earlier this year at Digital Dragons re: the GPU-driven rendering in AW2! www.youtube.com/watch?v=EtX7...
youtube.com
Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
YouTube video by Digital Dragons
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Arseny Kapoulkine @zeux.io · 25/10/2024
meshoptimizer 0.22 is out! Featuring significant improvements to simplifier (attribute simplification, fewer topology restrictions, component pruning), new provoking vertex algorithm (thanks to John Hable), clusterization improvements & gltfpack size optimizations.
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Lea - Newin AKA Shodan’s girlfriend @newincpp.bsky.social · 25/10/2024
Join our (very nice) Rendering Team 💖 emp.jobylon.com/jobs/258448-...
emp.jobylon.com
Senior Graphics Programmer | Remedy Entertainment
Remedy Entertainment, the creator of Control®, Max Payne®, Alan Wake® and one of the leading independent game studios in the world is looking for a Senior Graphics Programmer to create high quality ga...
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Zino @zino2201.bsky.social · 25/10/2024
I think I have a good understanding of GPUs. Still, it amazes me seeing my GPU culls more than one million meshlets in less than one millisecond.
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Zino @zino2201.bsky.social · 24/10/2024
RDNA really loves culling those primitives inside the mesh shader with a meshlet renderer
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Gijs Richard Kaerts @belgianrenderer.gijskaerts.com · 23/10/2024
Thought I'd share an old post I did which I still feel is pretty relevant today: Implementing a GPU-driven debug line renderer www.gijskaerts.com/wordpress/?p... Ever wanted to just draw debug primitives directly from a shader without CPU intervention? Look no further!
gijskaerts.com
Implementing a GPU-driven debug line renderer
I recently tweeted about some of the work I’m doing around GPU debugging tools (more specifically GPU-driven line rendering) in my home real-time rendering project. Since the tweet gained a g…
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Bart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 28/05/2024
We have recorded a 48min version of the presentation for our paper "Filtering After Shading with Stochastic Texture Filtering": www.youtube.com/watch?v=e339... Properly paced, going deeper into history, context, gamedev practices, and explaining recommendations - check it out! :)
youtube.com
I3D'24 Technical Paper: Filtering After Shading with Stochastic Texture Filtering
This is a recorded talk accompanying our paper: "Filtering After Shading with Stochastic Texture Filtering" by Matt Pharr, Bartlomiej Wronski, Marco Salvi, and Marcos Fajardo. https://research.nvidia.com/labs/rtr/publication/pharr2024stochtex/ Published at ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2024, where it won the Best Paper Award. Please see the link above for publication details. Thank you for watching!
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Jacco Bikker 🎦 @jbikker.bsky.social · 23/10/2024
Graphics moved to BlueSky? Great! While I work on the initial release of a fast, "C-with-classes", single-file BVH-builder / optimizer library, may I perhaps amuse you with some reading material on the subject: jacco.ompf2.com/2022/04/13/h... Comes with a github repo too! github.com/jbikker/bvh_...
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Zino @zino2201.bsky.social · 23/10/2024
very cool ideas for Unity (or others!) folks who work on a open-world game, cool ideas to borrow :) discussions.unity.com/t/making-of-...
discussions.unity.com
Making of Time Ghost: Using DOTS ECS for more complex environments
By Mikko Alaluusua, and Xuan Prada In September 2024, Unity’s Demo team unveiled a new real-time cinematic demo, Time Ghost. It was created with the Unity 6 engine, which includes a number of feature...
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Zino @zino2201.bsky.social · 22/10/2024
Still shocked about the performance of vkd3d workgraph implementation vs NVidia and AMD drivers I hope this is because we need more adoption so drivers can iterate more on this. For now, workgraphs have a quite low occupancy :( github.com/HansKristian...
github.com
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Zino @zino2201.bsky.social · 22/10/2024
AWII raytracing on PS5 Pro looks so good! www.remedygames.com/article/alan...
remedygames.com
Alan Wake 2 on PlayStation 5 Pro – Behind The Scenes
Take a deep dive into how Remedy’s Northlight engine team updated the technology behind Alan Wake 2 to support the new features of PlayStation 5 Pro.
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