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“Look at those wobbly reflections from low precision, compressed normals. Literally UNPLAYABLE.”

1 month ago 1 0 0 0
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Had to look up what "braze" was...
That's a very unfortunate brand association for a brand that literally just said they wouldn't "flood our ecosystem with soulless AI slop"... hahah :cry:

I feel for the poor dev that selected the wrong deployment environment.

1 month ago 1 0 1 0
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Haha! We all have “that” cousin, right?

6 months ago 1 0 0 0

I’m still wiping imaginary blood splatter off my TV!
I excited to play it next year, and (hopefully) watch the Wolverine GDC talks that follow.

Congratulations!

6 months ago 0 0 0 0

I know i’m just a rando, but I hope you’re doing alright

8 months ago 1 0 1 0

Dead ass serious: this factoid caused my friend (making a worm type game) to stroke his chin and go “hmmmmmmm”.

Thank you.

9 months ago 3 0 1 0

So we have these internal meetings with analysts convering all kinds of industries.

Them - "We are seeing shifting trends in consumer behavior driven by X, Y, and Z" in serious business speak.

Gets to me.

Me - "So there's a new game with a big monkey in a tie that runs around smashing things."

9 months ago 189 12 12 0
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I walked into an AO test scene

9 months ago 4 0 0 0
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Meshes with 90° angles are super useful, providing asymptotically faster convergence for finite element simulation, and optimal shape approximation (when aligned with curvature).

Amazingly, no past quad meshing method could guarantee 90° angles under refinement—until now. #RSP

9 months ago 45 6 1 0
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A preview of three pages and a teaser image from the SIGGRAPH 2025 paper "Rectangular Surface Parameterization" by Etienne Corman & Keenan Crane, as well as a trophy with the SIGGRAPH logo embossed on it and the text "Best Paper Award (Honorable Mention)."

A preview of three pages and a teaser image from the SIGGRAPH 2025 paper "Rectangular Surface Parameterization" by Etienne Corman & Keenan Crane, as well as a trophy with the SIGGRAPH logo embossed on it and the text "Best Paper Award (Honorable Mention)."

Very happy to receive a SIGGRAPH 2025 Best Paper Award (Honorable Mention) for our RSP algorithm, which dices surfaces into near-perfect rectangles.

Such meshes are useful for everything from retopology, to microfluidic simulation, to textile design, to architectural geometry.

10 months ago 68 8 2 1
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Our #SIGGRAPH2025 paper "Augmented Vertex Block Descent" presents an extremely fast and stable physics solver with hard constraints for handling joints and collisions.

The project page has a 2D demo with source code and more details:
graphics.cs.utah.edu/research/pro...

10 months ago 38 9 1 0

I remember days *before* Xbox announced the price hike, I casually noticed Xbox Series leaping to #4-5 in Amazon’s Video Game Best Sellers category… and thinking:
1) That’s weird… that’s not a Roblox Gift Card 🤣
2) Wonder if this’ll show up in Mat’s monthly report

11 months ago 1 0 0 0

Thanks, as always, for the insights! 🙌

11 months ago 0 0 0 0
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📣 Ghost of Yōtei is out on October 2! 📣

Visit the PlayStation Blog to watch our new trailer and learn about Atsu's quest for revenge: blog.playstation.com/2025/04/23/g...

1 year ago 348 96 15 24

Great deep dive and accompanying article.
Thank you!

1 year ago 1 0 0 0

Wife and I are having a blast with this game!
Thank you and big congrats!

1 year ago 2 0 0 0

Does this include any triangle culling (frustum, backface, zero-area)?

1 year ago 0 0 1 0
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Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering

svraster.github.io

1 year ago 28 8 1 0
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Wow interesting/startling trend.
As a kid, I saved up all my lawn mowing money to get a on-sale gameboy color, and contrast that with my nephew’s only way to get a switch 2 will be via Uncle Peter.

1 year ago 0 0 0 0
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GitHub - NVIDIA-RTX/RTXNTC: NVIDIA Neural Texture Compression SDK NVIDIA Neural Texture Compression SDK. Contribute to NVIDIA-RTX/RTXNTC development by creating an account on GitHub.

I'm very proud to announce that today NVIDIA has released our first public SDK for Neural Texture Compression (NTC)!

github.com/NVIDIA-RTX/R...

NTC exploits neural techniques to achieve 12-24x compression of PBR material textures with quality comparable or better than BC formats.

1 year ago 133 29 5 2
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Hah! When I gotta lock in (mechanical coding refactor or gaming boss level), I also turn to Ken C M Young...
Those speed run levels burned the song into my neurons.

1 year ago 1 0 0 0

Over 60% of new video game buyers in the US will buy a new video game once every 6 months - or less frequently.

For video game players overall, over 75% of US video game players say that most influential characteristic of a game that will get them to play is that game is free to play.

1 year ago 144 16 8 4
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a man is crying and saying `` i 'm tired boss '' in a dark room . ALT: a man is crying and saying `` i 'm tired boss '' in a dark room .

Thanks for the analysis, as always.

Love the game (300 hrs in 😅), but lack of AO and indirect lighting (baked or otherwise) really dinged the visual presentation for me.
Was hoping the PC port had some improvements in these areas.

Can only imagine your reaction revisiting the Mythril Mines...

1 year ago 0 0 0 0
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December 2024 U.S. Video Game Market Highlights from Circana - December 2024 projected U.S. consumer spending on video game hardware, content and accessories declined 8.9% when compared to a year ago, to $7.5B. Spending during the 2024 year fell 1.1% compared to 2023, to $58.7B.

1 year ago 163 24 10 4

You got em 🫡

bsky.app/profile/rebe...

1 year ago 0 0 0 0
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In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.

1 year ago 709 109 11 9
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Rendering Tiny Glades With Entirely Too Much Ray Marching
Rendering Tiny Glades With Entirely Too Much Ray Marching YouTube video by Graphics Programming Conference

Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

www.youtube.com/watch?v=jusW...

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.

1 year ago 453 108 15 9

damn

1 year ago 0 0 0 0
30th Anniversary | Thank You
30th Anniversary | Thank You YouTube video by PlayStation

It's about you.

Thank you for 30 years of play 💙

1 year ago 13314 3088 788 1124

Believe it or not, you can fit everything you want in a 32-bit atomic operation by simply pacing around the house, mumbling to yourself and then yelling "eureka".

1 year ago 11 1 1 0