I’m Nico May and I work at Xbox on/with the team(s) that do graphics driver, GPU tooling (PIX), shader compiler, and developer engagement / samples.
Mostly I’ve been focussed on raytracing driver performance, tooling, and advising developers.
www.youtube.com/watch?v=ofA6...
www.youtube.com/watch?v=ofA6...
zeux.io/2025/09/30/b...
zeux.io/2025/09/30/b...
Thank you to the awesome people at Machine Games and id Software!
Thank you to the awesome people at Machine Games and id Software!
So we're launching a brand new channel - dedicated to discovering new games that push our industry forward, previews of exciting new titles and reporting on the issues that face gaming today.
welcome to noclip_2
TRAILER: www.youtube.com/watch?v=K7lf...
So we're launching a brand new channel - dedicated to discovering new games that push our industry forward, previews of exciting new titles and reporting on the issues that face gaming today.
welcome to noclip_2
TRAILER: www.youtube.com/watch?v=K7lf...
(And yes it's really been 10 years 👴).
therealmjp.github.io/posts/ten-ye...
(And yes it's really been 10 years 👴).
therealmjp.github.io/posts/ten-ye...
If you are looking for a senior graphics coder to solve all your rendering problems on any platform, either remote or in the Seattle area, I'd love to hear from you.
Picture is purely for attention.
If you are looking for a senior graphics coder to solve all your rendering problems on any platform, either remote or in the Seattle area, I'd love to hear from you.
Picture is purely for attention.
Posted 2007 and 2008 courses online - check them out!
advances.realtimerendering.com
Posted 2007 and 2008 courses online - check them out!
advances.realtimerendering.com
www.youtube.com/watch?v=T1tX...
www.youtube.com/watch?v=T1tX...
Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.