
Senior Render Engineer @IOInteractive | Glacier | @007GameIOI | Project Fantasy🎮 prev @Ubisoft
Copenhagen, Denmark
Joined September 2013
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Very detailed frame breakdown of Hitman WoA - As mentioned at the bottom of this article, my colleague Mircea will present a frame breakdown of 007 First Light at the Graphics Programming Conference in November!
A frame analysis of Hitman World of Assassination blog.simonrodriguez.fr/artic…
Two new render features made it into #007FirstLight with yesterday's patch 1.3.0:
- After adding support for FSR 4 Upscaling in the last patch we now also added support for FSR 4 Framegen together with AMD
- We added a 60 fps performance mode for XBOX Series S
I know it’s been a highly requested feature since launch, with the pathtracing update this week we also added support for FSR 4.1 upscaling to the PC version of 007 First Light
The slides for my SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on the Smolder volumetrics tech are now online!
advances.realtimerendering.c…
I'll be joining the Advances in Real-Time Rendering in Games course at Siggraph next week to talk about how we render volumetric effects in our Glacier engine & 007 First Light with Smolder!
Take a look at all the cool presentations that are lined up:
advances.realtimerendering.c…
❗Spoilers Ahead - Don't watch if you want to play it yourself❗
The First 13 Minutes of 007 First Light (@007GameIOI )
youtube.com/watch?v=bfxGhcAV…
Very happy that we were able to finally share a closer look at Smolder in the latest @digitalfoundry video!
It is a fully integrated volumetric renderer, and it enables volumetric shadows for every light in the entire game.
You'll see a lot of Smolder effects in @007GameIOI :)
Our first trailer for 007 First Light!
Powered by Glacier <3
youtube.com/watch?v=J4qY9DYE…
Most important part of today's Hitman patch notes 👀
New celebrity elusive target and PS5 Pro support too but judging by the subreddit people stopped reading after this one 😄
















