@saschawillems.bsky.social
Application developer by day, open source developer and Khronos contributor by night. Maintainer of the Vulkan and OpenGL and hardware databases at https://www.gpuinfo.org
Reposted
RenderDoc v1.41 is now available! It adds threaded support for shader debugging, enabling debugging of shaders that use subgroup/wave operations and simulating all threads in a compute group.
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
Release Version v1.41 · baldurk/renderdoc
Version v1.41
This release includes new threaded support for the shader debugger on all supported APIs (D3D11, D3D12, Vulkan). More details are found below, and please report any problems encounter...
github.com
November 5, 2025 at 5:13 PM
RenderDoc v1.41 is now available! It adds threaded support for shader debugging, enabling debugging of shaders that use subgroup/wave operations and simulating all threads in a compute group.
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
New update for the @opencl.bsky.social #OpenCL Hardware Capability viewer released. Mostly a maintenance update to improve Android compatibility incl. support for reading OpenCL caps on newer handhelds (e.g. Pixel devices).
opencl.gpuinfo.org/download.php
opencl.gpuinfo.org/download.php
OpenCL on gpuinfo.org
OpenCL hardware capability database.
opencl.gpuinfo.org
November 1, 2025 at 11:03 AM
New update for the @opencl.bsky.social #OpenCL Hardware Capability viewer released. Mostly a maintenance update to improve Android compatibility incl. support for reading OpenCL caps on newer handhelds (e.g. Pixel devices).
opencl.gpuinfo.org/download.php
opencl.gpuinfo.org/download.php
Reposted
🔔 We’re #Hiring! The Forge Interactive is looking for a Graphics Programmer and an Intern to join our team!
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: [email protected]
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: [email protected]
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
October 30, 2025 at 7:53 PM
🔔 We’re #Hiring! The Forge Interactive is looking for a Graphics Programmer and an Intern to join our team!
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: [email protected]
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: [email protected]
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
New update for the @vulkan.org #Vulkan Hardware Capability Viewer released.
This adds in support for several new extensions and adds support for for non-portability implementations on Apple platforms like KosmicKrisp thanks to LunarG.
Download at: vulkan.gpuinfo.org/download.php
This adds in support for several new extensions and adds support for for non-portability implementations on Apple platforms like KosmicKrisp thanks to LunarG.
Download at: vulkan.gpuinfo.org/download.php
Download - Vulkan Hardware Database by Sascha Willems
vulkan.gpuinfo.org
October 26, 2025 at 9:48 AM
New update for the @vulkan.org #Vulkan Hardware Capability Viewer released.
This adds in support for several new extensions and adds support for for non-portability implementations on Apple platforms like KosmicKrisp thanks to LunarG.
Download at: vulkan.gpuinfo.org/download.php
This adds in support for several new extensions and adds support for for non-portability implementations on Apple platforms like KosmicKrisp thanks to LunarG.
Download at: vulkan.gpuinfo.org/download.php
As someone spending almost as much time with Guild Wars 2 as with 3D graphics programming I really appreciate articles like these that get into some of the technical details. And @guildwars2.com IMO still looks a lot better than most recent games :)
Shadows are getting a glow-up that will enhance the Tyria you already know and love. Explore our blog to find out how our team is working to make every corner of Tyria look sharper and even more alive! 👉 www.guildwars2.com/news/improve...
October 24, 2025 at 6:20 PM
As someone spending almost as much time with Guild Wars 2 as with 3D graphics programming I really appreciate articles like these that get into some of the technical details. And @guildwars2.com IMO still looks a lot better than most recent games :)
Reposted
Coming up tomorrow: I'm giving a talk/walkthrough of autodiff in Slang! These virtual meetup sessions include time for Q&A, so bring your questions! We'll kick off at 8am Pacific/11am Eastern/5pm CEST.
Join us in two weeks on October 21st for the next Getting Started with Slang meetup! This time we will tackle Automatic Differentiation. This session will distill the core concepts of autodiff.
Learn more and register: shader-slang.org/event/2025/1...
#slang #autodiff #graphics #rendering #GPU
Learn more and register: shader-slang.org/event/2025/1...
#slang #autodiff #graphics #rendering #GPU
Getting Started with Slang: Automatic Differentiation
shader-slang.org
October 20, 2025 at 5:16 PM
Coming up tomorrow: I'm giving a talk/walkthrough of autodiff in Slang! These virtual meetup sessions include time for Q&A, so bring your questions! We'll kick off at 8am Pacific/11am Eastern/5pm CEST.
Reposted
Autodesk VRED 2026 has introduced new Vulkan renderer alongside the traditional OpenGL real-time pipeline, addressing fundamental limitations while introducing hybrid ray tracing capabilities that significantly enhance visual quality in real-time scenarios on […]
[Original post on fosstodon.org]
[Original post on fosstodon.org]
October 14, 2025 at 2:36 PM
Autodesk VRED 2026 has introduced new Vulkan renderer alongside the traditional OpenGL real-time pipeline, addressing fundamental limitations while introducing hybrid ray tracing capabilities that significantly enhance visual quality in real-time scenarios on […]
[Original post on fosstodon.org]
[Original post on fosstodon.org]
Reposted
Major Update to vk_gaussian_splatting sample by Jean-Eudes Marvie
-Unscented transforms allow proper fisheye effect
-SPZ file format support
And more
#vulkan #3dgs
github.com/nvpro-sample...
-Unscented transforms allow proper fisheye effect
-SPZ file format support
And more
#vulkan #3dgs
github.com/nvpro-sample...
October 3, 2025 at 9:12 PM
Major Update to vk_gaussian_splatting sample by Jean-Eudes Marvie
-Unscented transforms allow proper fisheye effect
-SPZ file format support
And more
#vulkan #3dgs
github.com/nvpro-sample...
-Unscented transforms allow proper fisheye effect
-SPZ file format support
And more
#vulkan #3dgs
github.com/nvpro-sample...
Reposted
My team is hiring. Let's join Battlefield 6 Rendering Team (Montréal).
jobs.ea.com/en_US/ca...
jobs.ea.com/en_US/ca...
September 23, 2025 at 7:41 AM
My team is hiring. Let's join Battlefield 6 Rendering Team (Montréal).
jobs.ea.com/en_US/ca...
jobs.ea.com/en_US/ca...
Reposted
Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...
Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...
Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
September 10, 2025 at 3:51 PM
Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...
Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...
Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
Reposted
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.
(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...
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
therealmjp.github.io
September 8, 2025 at 12:49 AM
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.
(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...
Reposted
RenderDoc v1.40 is now available! This version includes support for VK_EXT_descriptor_buffer, and vulkan 1.4, as well as some other bug fixes an quality of life improvements.
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
September 5, 2025 at 4:09 PM
RenderDoc v1.40 is now available! This version includes support for VK_EXT_descriptor_buffer, and vulkan 1.4, as well as some other bug fixes an quality of life improvements.
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
Reposted
New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...
GPU utilisation and performance improvements
Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…
interplayoflight.wordpress.com
August 29, 2025 at 7:52 PM
New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...
Reposted
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks “Fast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
are now online
advances.realtimerendering.com/s2025/index....
August 26, 2025 at 12:52 PM
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks “Fast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
Reposted
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...
August 20, 2025 at 3:56 PM
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...
Reposted
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
blog.selfshadow.com/publications...
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
blog.selfshadow.com
August 10, 2025 at 2:47 PM
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
blog.selfshadow.com/publications...
When I started work on my @vulkan.org #Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording. Finally fixed those and did a write-up with a small retrospective at www.saschawillems.de/blog/2025/08...
Fundamental Vulkan Samples rework
Fundamental Vulkan Samples rework (Sync, command buffers and more) Some history It’s been almost ten years since I started working on my open source C++ Vulkan samples. Never would I have imagined wha...
www.saschawillems.de
August 15, 2025 at 11:36 AM
When I started work on my @vulkan.org #Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording. Finally fixed those and did a write-up with a small retrospective at www.saschawillems.de/blog/2025/08...
Reposted
Jean-Eudes Marvie updated the vk_gaussian_splatting sample with ray tracing techniques
github.com/nvpro-sample... @vulkan.org
github.com/nvpro-sample... @vulkan.org
GitHub - nvpro-samples/vk_gaussian_splatting: Sample implementing several rendering methods for 3D gaussians using Vulkan API
Sample implementing several rendering methods for 3D gaussians using Vulkan API - nvpro-samples/vk_gaussian_splatting
github.com
August 12, 2025 at 12:00 PM
Jean-Eudes Marvie updated the vk_gaussian_splatting sample with ray tracing techniques
github.com/nvpro-sample... @vulkan.org
github.com/nvpro-sample... @vulkan.org
Reposted
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.
github.com/diharaw/hybr...
github.com/diharaw/hybr...
August 7, 2025 at 6:13 PM
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.
github.com/diharaw/hybr...
github.com/diharaw/hybr...
Reposted
We are excited for next week's SIGGRAPH in Vancouver, Canada! Come see our Birds of a Feather (BOF) session, panels, Forging Forward with Vulkan. Don’t miss your chance to connect with us and the wider developer community.
www.khronos.org/events/siggr...
#SIGGRAPH2025 #vulkan #api
www.khronos.org/events/siggr...
#SIGGRAPH2025 #vulkan #api
August 4, 2025 at 4:47 PM
We are excited for next week's SIGGRAPH in Vancouver, Canada! Come see our Birds of a Feather (BOF) session, panels, Forging Forward with Vulkan. Don’t miss your chance to connect with us and the wider developer community.
www.khronos.org/events/siggr...
#SIGGRAPH2025 #vulkan #api
www.khronos.org/events/siggr...
#SIGGRAPH2025 #vulkan #api
In case anyone is having issues accessing my @vulkan.org #Vulkan hardware database: Looks like someone is running a DDoS against the site. It seems like whoever is doing that has been ramping up hits against the site in recent days. Right now up from the usual 60~80k to almost a million :(
July 31, 2025 at 7:41 PM
In case anyone is having issues accessing my @vulkan.org #Vulkan hardware database: Looks like someone is running a DDoS against the site. It seems like whoever is doing that has been ramping up hits against the site in recent days. Right now up from the usual 60~80k to almost a million :(
Reposted
Debugging AMD-Specific Issues with Driver Experiments Tool - new article on my blog.
asawicki.info/news_1788_de...
asawicki.info/news_1788_de...
July 30, 2025 at 4:13 PM
Debugging AMD-Specific Issues with Driver Experiments Tool - new article on my blog.
asawicki.info/news_1788_de...
asawicki.info/news_1788_de...
Reposted
Looks like I’ll be giving a talk about working on X-Plane at GPC 🥳. Covering how we went from a GL 2.1(!) codebase to a modern Vulkan/Metal one and the challenges and advantages of working on a single product for 30 years, with an eye on the unique challenges of a small studio working on flight sims
July 26, 2025 at 11:20 PM
Looks like I’ll be giving a talk about working on X-Plane at GPC 🥳. Covering how we went from a GL 2.1(!) codebase to a modern Vulkan/Metal one and the challenges and advantages of working on a single product for 30 years, with an eye on the unique challenges of a small studio working on flight sims
Reposted
Just pushed a technique to avoid too many BLAS builds for continuous cluster-based LoD ray tracing. Thanks to Pyarelal Knowles whose instance merging idea was a precursor to this solution and helped on debugging.
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com
July 24, 2025 at 4:01 PM
Just pushed a technique to avoid too many BLAS builds for continuous cluster-based LoD ray tracing. Thanks to Pyarelal Knowles whose instance merging idea was a precursor to this solution and helped on debugging.
github.com/nvpro-sample...
github.com/nvpro-sample...
Reposted
Today, with the release of version 1.4.321 of the #Vulkan specification, Vulkan Video is once again being expanded for encoding operations with the introduction of the Encode Intra-refresh extension—the second advanced feature extension for encoding.
khr.io/1l7
khr.io/1l7
July 9, 2025 at 2:08 PM
Today, with the release of version 1.4.321 of the #Vulkan specification, Vulkan Video is once again being expanded for encoding operations with the introduction of the Encode Intra-refresh extension—the second advanced feature extension for encoding.
khr.io/1l7
khr.io/1l7