Senior Graphics Programmer @RemedyGames. I tweet about real-time computer graphics and machine learning. Fantasy and sci-fi books and manga connoisseur. 日本語OK.
meshoptimizer 1.1 is out!
Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! Meshlet codec is heavily optimized for CPU decompression and output can be compressed further with Zstandard; opacity micromap rasterizer outputs hardware ready data representation and is fast and easy to integrate.
Boosts and repository stars are welcome!
https://t.co/BXRVTbXbiL
New blog post: A Decade of Slug
This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain.
https://t.co/xWEz0q2c4N
Explore a warped Manhattan on the brink of paranatural annihilation in CONTROL Resonant, a thrilling action-adventure RPG.
CONTROL Resonant is out in 2026 on PlayStation 5, Xbox Series X|S, PC via Steam and the Epic Games Store, and Mac via Steam & the App Store. Wishlist now!
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. Release announcement with more details on past, present and future is below; please RT!
Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: https://t.co/XIHKrGVxpv
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!
Retweets appreciated :) Link in reply because algorithm.
meshoptimizer 0.23 is out! Featuring vertex codec v1 (increased compression ratio, faster decompression), even faster decompression on Apple Silicon, improvements to meshlet builder with fewer disconnected clusters and more options for clustered raytracing and hierarchical clusterization, new algorithms for hierarchical clusterization, simplification quality improvements and more.
Thanks to Valve for sponsoring most of the work on the core library in this release!
Today on Digital Foundry - what is RTX Mega Geometry and how does it run in Alan Wake 2? We're looking at efficiency, quality and performance improvements here and curiously, in our tests, it's RTX 20-series and 30-series that benefit most: https://t.co/q5qkHol01u
The new PC update for Alan Wake 2 makes it the first game to feature NVIDIA RTX Mega Geometry technology, available on all GeForce RTX GPUs and laptops. @nvidiageforce
Also included is support for NVIDIA DLSS 4 with Multi Frame Generation which allows for additional visual refinement and performance increase, a new Ultra quality ray tracing preset, and more. #RTXOn
Learn more: https://t.co/2qQX92FvMe
Dive into the knowledge behind Alan Wake 2, and explore technical innovations in our Northlight Engine.
Now available: All talks from GDC on programming, visual arts, audio design, narrative, and Northlight! https://t.co/9LIhnWNxZc
@The_MrX_@okonomiyonda if you're using Live++ you just need to press Ctrl+Alt+O in visual studio and it will "hot-deoptimize" the current file.
https://t.co/aRFxSJFjXa