Intel Open Image Denoise 2.5.0 is out with improved performance and lower memory usage on Intel GPUs with XMX and Intel CPUs with AMX-FP16, support for D3D/Vulkan semaphores, and some important fixes in the Metal backend: https://t.co/pJXiBPoKvI
#IamIntel
DirectX 12 Agility SDK 1.721.0-preview has been released. Interesting to see texture layouts based on GUIDs added, next to the existing `UNKNOWN`, which may help texture memory compatibility between GPU and CPU or between different GPUs.
https://t.co/jOmhf3RKY7
Visual Studio 2026 18.1-18.6 brings 416 C++ bug fixes, MSVC Build Tools v14.51, SPGO for easier runtime performance gains, a Debugger Agent that can autonomously reproduce & fix bugs, & Copilot tools with semantic intelligence for cross-file refactoring.
https://t.co/S23nu2n1Wc
MSVC now supports Sample Profile Guided Optimization (SPGO). Collect hardware performance counter samples from your actual release binaries in production, then feed them back to the compiler for PGO-quality optimizations. No instrumented builds needed.
https://t.co/prbQhKm1HC
I'm a little late to the party on this one since it's from January, but I just read this great blog post by Jure Triglav walking through implementing surfel-based global illumination. It's got a bunch of really cool interactive toys/visualizers!
https://t.co/T5fsPEVx2N
New Post: Triangle Tessellation with Clamped Parallelograms. The key idea is to use float tess factors like Dx11 tessellation but replace the pattern to be straighter and more stable. Also includes an MIT licensed web viewer for reference.
https://t.co/7zPNcJDGQY
Just gave a talk on SIMD-accelerated data processing in C++!
We push JSON parsing to ~14 GB/s single-threaded on a macBook, added C++26 compile-time reflection for zero-boilerplate (de)serialization, and brought blazing fast UTF-8/16 + Base64 to browsers (16+ GB/s).
Hardware keeps getting wider & faster, our code has to keep up.
Full talk https://t.co/GRooXHZF08
Joint work with lots of people such as @geofflangdale, @GeimanThiesen, @FUZxxl and @yagiznizipli
Visual Studio 2026 now defaults new C++ projects to use Windows Segment Heap for better protection against memory vulnerabilities, lower fragmentation, and improved performance under load. Existing projects can opt in per-target for both MSBuild and CMake. https://t.co/7dgDx7e7OF
Here's an awesome new blog post by @MaximeHeckel on rendering realistic skies and atmospheres. There's a ton of really cool interactive widgets illustrating each of the steps; I highly recommend giving it a read and giving the interactive widgets a try!
New post 📝
A deep dive into a topic I wanted to explore for a long time: how to render a realistic sky and atmosphere
I explore everything from simulating the interaction of light with air, to handling sunsets, all in real-time, from ground to space
https://t.co/lov84x0Ods
interesting write up by saturn emulator devs on simulating VDP1 quad-rasterization in compute shader to fix artifacts that occur when rendering at higher resolutions
https://t.co/HGlGtOZ6um
dear imgui 1.92.8: https://t.co/G17w0mqvL8
- many fixes/improvements for tables, text inputs, axis auto-sizing, multi-select & box-select, clipper, key ownership system etc.
- ImDrawList::AddRect() sig change⚠️
- Bonus: a renderer agnostic standard for changing texture sampler.
MSVC Build Tools v14.51 is now GA and the default in VS 2026 v18.6. Additional C++23 support, codegen improvements that speed up your binaries without touching source, and preview support for Intel APX.
https://t.co/0hoFzyNmds