Martin Fuller
@martinfuller.bsky.social
180 followers 65 following 18 posts
Principal Engineer - Microsoft ATG
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martinfuller.bsky.social
Not as advertised. For the right candidate maybe, worth asking!
martinfuller.bsky.social
100% you can bet an overall win my throttling certain workloads. Quite a common optimisation on console
Reposted by Martin Fuller
digitalfoundry.bsky.social
Today on Digital Foundry, a deep dive interview hosted at CD Projekt RED earlier this week. Alex speaks with key CDPR and Epic staff about the stunning Witcher 4 Unreal Engine 5 tech demo - lots of new detail in this candid conversation: youtu.be/OplYN2MMI4Q
Reposted by Martin Fuller
bondsarahbond.bsky.social
It’s Showcase week! 🔥

Join us this Sunday, June 8 at 10 am PDT / 1pm EDT / 6pm BST as we reveal upcoming games from our studios and partners around the world, and get a deep dive from the devs at Obsidian Entertainment during The Outer Worlds 2 Direct. Hope you can join us! 💚
martinfuller.bsky.social
Path of Exile 2. Elden Ring. Star Wars Outlaws.
martinfuller.bsky.social
I wouldn’t like to speculate
martinfuller.bsky.social
That doesn’t look like VRS exactly. VRS on console is 2x2 as the lowest rate. Those tiles are much larger than 2 pixels.
martinfuller.bsky.social
Machine Games did an outstanding job here with IDTech and got a huge lift from VRS on Xbox
digitalfoundry.bsky.social
Indiana Jones and the Great Circle reviewed on PlayStation 5 and PlayStation 5 Pro. How does the base Sony console measure up to Xbox Series X - and to what extent does MachineGames tap into the Pro's extra horsepower? youtu.be/DqMOBz-yFR8
martinfuller.bsky.social
Great side by side edit of Doom Eternal and Dark Ages trailers, showing just how far ID have raised the bar youtu.be/qx8yZzsZ_4U?...
I RECREATED THE DOOM: THE DARK AGES TRAILER IN DOOM ETERNAL!
YouTube video by MuricanEagle
youtu.be
martinfuller.bsky.social
Very cool, that’s expected 😉 The power of occlusion culling 👍
Reposted by Martin Fuller
zeux.io
meshoptimizer 0.23 is out! Featuring vertex codec v1 (increased compression ratio, faster decompression + even faster on Apple Silicon), improvements to meshlet builder with fewer disconnected clusters and more options for clustered raytracing and hierarchical clusterization, new algorithms for ...
martinfuller.bsky.social
That is an impressive uplift from just frustum culling, large meshes I guess. We recommend EI over AS, but YMMV.
martinfuller.bsky.social
Thanks for sharing, very interesting. I’d be interested in your results on AMD HW
martinfuller.bsky.social
I’m actually surprised that someone paying to support DF would do this…. maybe I’m naive…..
martinfuller.bsky.social
Awesome! Great to work with you Nico. Keep it up :)
Reposted by Martin Fuller
dachsjaeger.bsky.social
This is pretty amazing to see directly from Epic - a primer about the problem with stuttering in Unreal Engine: specifically about shaders compilation ctutters mainly. Really honest, and proactive, and even has a history lesson in there about the beginnings of DX12 and why DX11 was different. Cool!
martinfuller.bsky.social
Agree entirely, sometimes optimisation attempts can have unexpected consequences. GPU’s are complex machines