@saschawillems.bsky.social
850 followers 380 following 27 posts
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
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Reposted
vulkan.fosstodon.org.ap.brid.gy
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]
Autodesk VRED 2026: How Autodesk revolutionized visualization with Vulkan
Reposted
pixeljetstream.bsky.social
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...
Reposted
soufianekhiat.bsky.social
My team is hiring. Let's join Battlefield 6 Rendering Team (Montréal).
jobs.ea.com/en_US/ca...
saschawillems.bsky.social
One idea I'm pondering with is to introduce some sort of device age. E.g. when it was first submitted and then you could exclude devices "older" than x years. Thought that won't be 100% perfect, as device names differ between OS and vendors sometimes change them.
saschawillems.bsky.social
Also no way for me to add something like market share. I wonder where that D3D12 database gets those numbers from. Only place I can imagine is Steam, but that's desktop only and you have to get those numbers manually.
saschawillems.bsky.social
That's something I've been wanting to do, but things are much harder in Vulkan land :/
Reposted
pixeljetstream.bsky.social
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.
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics
Reposted
mjp123.bsky.social
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...
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
Reposted
baldurk.bsky.social
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
Reposted
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
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
selfshadow.com
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...
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
blog.selfshadow.com
Reposted
diharaw94.bsky.social
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...
Reposted
vulkan.org
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
saschawillems.bsky.social
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
asawicki.info
Debugging AMD-Specific Issues with Driver Experiments Tool - new article on my blog.
asawicki.info/news_1788_de...
Reposted
justsid.bsky.social
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
pixeljetstream.bsky.social
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
Reposted
vulkan.org
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
saschawillems.bsky.social
New update for the @vulkan.org #Vulkan Hardware Capability Viewer released.

This adds in support for several new extensions and also is the first version with native builds for Linux ARM64 thanks to an external contribution.

Download at: vulkan.gpuinfo.org/download.php
Vulkan on gpuinfo.org
Vulkan hardware capability database.
vulkan.gpuinfo.org
saschawillems.bsky.social
Same for Windows. Make sure that an up-to-date version of slang is in the path. I simply delete the .exe from the SDK to avoid mistakes ;)
saschawillems.bsky.social
Playing around with #Vulkan @vulkan.org and JoltPhysics. Integrating Jolt was pretty straight-forward (compared to other physics engines). Both in terms of build setup and code. Nice job @jrouwe.bsky.social :)
www.youtube.com/watch?v=1Yc6...
Vulkan and Jolt Physics Engine
YouTube video by Sascha Willems
www.youtube.com