JMS55
@jms5517.bsky.social
220 followers 26 following 120 posts
Working on rendering for the Bevy game engine. Long form blog at https://jms55.github.io.
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Reposted by JMS55
bevy.org
Bevy @bevy.org · 11d
Bevy 0.17 is out now! It features Raytracing, Improved Observers / Events, UI Widgets, Rust Hotpatching, Light Textures, DLSS, Tilemap Chunks, Web Assets, Reflect Auto-Registration, UI Gradients, Raymarched Atmosphere, Virtual Geometry BVH Culling, and more!

bevy.org/news/bevy-0-17
Bevy 0.17
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevy.org
jms5517.bsky.social
With any luck, I should have some more time to work on Bevy soon, and we should be able to catch up and process Zorah. My PC has "only" 16 GB of RAM. Lots of work to do to get to the point we can process, load, and render it!
jms5517.bsky.social
Great post! Bevy is on a fairly old version of meshoptimizer at this point, we're overdue in updating our from_mesh() algorithm to take advantage of the new simplification and possibly clusterization code (would have to see how it compares to METIS).
Reposted by JMS55
zeux.io
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
Reposted by JMS55
gpuopen.bsky.social
Exciting news for developers working with our AMD DGF geometry compression technology!

🗜️ The DGF SDK has been updated with a new animation-aware encoding pipeline, bug fixes, and improvements.

👉 Learn more and download: gpuopen.com/learn/animat...
Animating geometry with AMD DGF - AMD GPUOpen
The AMD DGF SDK has been updated with improvements and new features, including the addition of an animation-aware encoding pipeline.
gpuopen.com
jms5517.bsky.social
New blog post: "Realtime Raytracing in Bevy 0.17 (Solari)"
jms55.github.io/posts/2025-0...
jms5517.bsky.social
New blog post: "Bevy's Fifth Birthday - Progress and Production Readiness"

jms55.github.io/posts/2025-0...
JMS55's Blog
jms55.github.io
Reposted by JMS55
idsoftwaretiago.bsky.social
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.
ceruleite.bsky.social
#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....
Reposted by JMS55
zeux.io
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 by JMS55
hexaquo.at
Karl @hexaquo.at · Aug 17
New tutorial blog post!
Environment and Light in Godot: Setting Up For Photorealistic 3D Graphics

hexaquo.at/pages/enviro...

I've been meaning to write this for a while, both as an overview over Godot's Environment, and as an entry point to realistic 3D graphics.

#godot #gamedev
Demo scene in Godot consisting of a simple concrete structure with two windows walls and a tree. Godot's default environment is applied, making the scene look a bit unimpressive. Screenshot of the same demo scene from the same perspective, but with better lighting and more vivid colors. Same demo scene viewed from a slightly steeper angle, making the ground reflect more light and showing more of the sky through the window. Demo scene viewed from the back, making branches of the tree visible through the concrete window.
jms5517.bsky.social
That said, please do try it out and let me know what the limitations are! (keeping in mind it's experimental and not production ready).

I'm a developer, not a designer, so I've only been testing it on a few static scenes. If you try it, please let me know how it fares for real use cases!
jms5517.bsky.social
* No skinned meshes or morph targets
* No alpha masked or transparent material
* No support for specular materials
* You need a NVIDIA RTX GPU (for DLSS-RR)

All things I hope to solve eventually, but not in this release.
jms5517.bsky.social
It's going to be in Bevy 0.17!

Special setup, sorta? Current caveats:
* You have to use StandardMaterial only
* You have to use meshes with exactly {position,uv_0,tangent,normal} vertex attributes
...
jms5517.bsky.social
DI/GI/world cache
jms5517.bsky.social
Realtime raytraced DI/GI
jms5517.bsky.social
crates.io/crates/dlss_...

Just published my open source crate for using DLSS in wgpu! Supports both super resolution and ray reconstruction.

Also look forward to DLSS support in the upcoming Bevy 0.17 release!
crates.io: Rust Package Registry
crates.io
jms5517.bsky.social
Figured it out! Permutation sampling during temporal reuse works wonders!
jms5517.bsky.social
Anyone used DLSS-RR with ReSTIR GI before? How do you prevent DLSS-RR from thinking that correlated noise from ReSTIR GI is detail that needs to be preserved?
Reposted by JMS55
cart.work
Today is Bevy's fifth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy:

bevy.org/news/bevys-f...
Bevy's Fifth Birthday
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevy.org
jms5517.bsky.social
Actually, this was with locked base clocks in NSight.

Using GPU timestamps, it's really more like 9.3ms (4.3ms for lighting, 5ms for DLSS-RR).
jms5517.bsky.social
Vs several minutes pathtraced reference
jms5517.bsky.social
Added DLSS Ray Reconstruction to Bevy Solari!

It's kind of fun to look at the profile, I _think_ this is a series of upsample/downsample convolutions for a U-net, but who knows!
jms5517.bsky.social
Very excited for ray regeneration! Currently my renderer is nvidia-only because it relies on DLSS-RR, will be nice to have crossplatform support! (And Intel soon, hopefully)