
Building and breaking software. Shiny pixels @ NVIDIA. https://xitter.cf/t.co/6pcDQI3r9I @ado_tan@mastodon.social
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Joined August 2012
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How Metal Gear Solid V renders a frame: adriancourreges.com/blog/201…
Adrian Courrèges retweeted
Behind the pretty frames of #DiabloIV, is a breakdown to how @Diablo renders. i Hope you enjoy or find something new! (i bet you saw this coming!)
mamoniem.com/behind-the-pret…
P.S. This is also my L💘VE letter to Diablo 2...
Adrian Courrèges retweeted
Behind the pretty frames of #DeathStranding. Breaking down some tricks and hidden gems of #KojimaProductions's renderer.
i hope you enjoy & find this ~5 months worth of freetime article useful 🙃... i had FUN!!!! 👶🐋🌧️🪱
mamoniem.com/behind-the-pret…
Adrian Courrèges retweeted
Behind the pretty frames of @ResidentEvil, sorta breakdown to how #ResidentEvil renders. This is the most intensive & detailed so far...Hope you enjoy or find something new!
mamoniem.com/behind-the-pret…
P.S. it's more about CryEngine7....oh,...i mean RE Engine!
Adrian Courrèges retweeted
Beautiful dynamic GI, flexible decals and other nice rendering details in a rendering offer you cannot refuse.
The Rendering of Mafia: Definitive Edition
elopezr.com/the-rendering-of…
Adrian Courrèges retweeted
The Rendering of Jurassic World: Evolution
elopezr.com/the-rendering-of…
Put together a list of all the frame breakdowns I could gather online: rendering analysis for 20+ recent games.
Let me know if I missed something.
adriancourreges.com/blog/202…
Adrian Courrèges retweeted
SilentPatch for Mass Effect releases! Together with @WithinRafael we've figured out the cause of broken lighting in the game causing black blobs to show exclusively on modern AMD CPUs. Post describes the entire procedure & how it was fixed.
cookieplmonster.github.io/20…
#SilentPatchIt
Adrian Courrèges retweeted
New blog post: "Graphics Study: Red Dead Redemption 2"
Please send feedback, share, enjoy!
imgeself.github.io/posts/202…
Adrian Courrèges retweeted
Memories - All the tricks from the insane 256 byte demo that was recently presented at Revision 2020 explained. sizecoding.org/wiki/Memories
Adrian Courrèges retweeted
Restoring the gold filter in Deus Ex: Human Revolution - Director’s Cut - a blog post detailing the process of researching, and later implementing DXHR style post-processing in the Director's Cut. If you liked the gold filter, now it's back!
cookieplmonster.github.io/20…
Diablo playable in the web-browser, on a phone... Nostalgia! d07riv.github.io/diabloweb/
(Devilution re-write ported to WebAssembly by RivSoft)
Adrian Courrèges retweeted
A procedural animated creature, raymarched SDF as usual in @Shadertoy. It's a first basic attempt to some character animation. Live-Stream with the Making-of and QA soon! In the meanwhile, source code: shadertoy.com/view/3lsSzf
Adrian Courrèges retweeted
Alpha Compositing – ciechanow.ski/alpha-composit…
Adrian Courrèges retweeted
This tool-assisted speedrun (TAS) of Arkanoid for NES shaves ~10% off the time of the previous best from 2007.
The person who made it re-wrote the game engine in C++ then did a mostly brute-force search of the input space. The write-up is amazing.
tasvideos.org/6347S.html
Adrian Courrèges retweeted
Reverse-Engineering a Link to The Past (GBA), part 1:
sideway.re/Reverse-Engineeri…
Adrian Courrèges retweeted
Reverse-engineered Diablo source code released on GitHub ubm.io/2ymnpGl
Adrian Courrèges retweeted
A write up for finding the developer mode cheat combo in Animal Crossing for GameCube jamchamb.github.io/2018/06/0…
I'll be giving a talk at #UnrealFest tomorrow about game optimization for the Nintendo Switch.

















