When I started work on my @VulkanAPI#Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording.
Finally fixed those and also write a bit about that and 10 years of Vulkan samples: saschawillems.de/blog/2025/08/1…
"Moving Frostbite to PBR" is 10 years old already but still an amazing physically based rendering and lighting resource, so much knowledge packed in there. seblagarde.wordpress.com/2015/07/14/sig…
Once @Microsoft 's Shader Model 7 is released, #DirectX 12 will accept shaders compiled to SPIR-V. Microsoft is working with the Khronos #SPIR and #Vulkan Working Groups to ensure that this transition benefits the whole development ecosystem.
devblogs.microsoft.com/directx/direct…
Microsoft
SEED is delighted to announce that Gigi, an innovative tool for rapid prototyping of rendering techniques, is now open source and available to the public! Congrats to Alan Wolfe for spearheading this project!
Learn more about Gigi and watch the tutorial: ea.com/seed/news/gigi
There's a fun little issue in Unreal's view port when working with foliage and lumen where everything is really blotchy and noisy, especially on grass. You can get around this issue with the following console command:
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal 0
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