NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Speaking for myself. he/him @pixeljetstream@mastodon.gamedev.place

Joined April 2012
Using bsky.app/profile/pixeljetstr… from now on. Also can be found on mastodon
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Christoph Kubisch retweeted
Rings and men.
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I think one of the nerdiest things I do is make app color schemes based on this one frame of the Nostromo UI from Alien.
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We are hiring a passionate senior performance engineer for the ARM ecosystem. Interested in CPU/SoC performance and efficiency? Comfortable on Linux and Windows? Enjoy hands-on work as well as advising internal teams, and external partners? nvidia.wd5.myworkdayjobs.com…
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Just released: A modern #Vulkan (1.3, maintenance 6) sample app showcasing current best practices—all in a single, easy-to-read file. Great for learning, modernizing, or enhancing your Vulkan projects! github.com/nvpro-samples/vk_…
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Lovely SR-71 Lego ideas project looking for supporters ideas.lego.com/projects/06e8…
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Pushed a bigger update to support VK_EXT_device_generated_commands. It comes with many ways to compare different approaches to passing per draw state, binding shaders and generating the draw calls Atm requires the latest NV Vulkan Beta driver to work. github.com/nvpro-samples/vk_…
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Christoph Kubisch retweeted
Made some octagonal impostors for these trees. Might seem like overkill for such a stylized look, but they're a lot more stable when rotating the camera than all other billboard solutions I've tried, which is kinda important.
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meshoptimizer 0.22 is out! Featuring significant improvements to simplifier (attribute simplification, fewer topology restrictions, component pruning), new provoking vertex algorithm (thanks to John Hable), clusterization improvements & gltfpack size optimizations. Thanks to Valve for sponsoring most of the work on the core library in this release!
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kickstarter.com/projects/som… - If anyone wonders what is possible pushing the NES to it's limit using advanced in-cartrige logic, it's being done here. Absolutely amazing.
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Fast birds. Some bugs but that’s it for tonite.
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One More Win
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So...
In celebration of the 10th Anniversary a message from creative director, Al Hope: #AlienIsolation10
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This is amazing! I wish I could have worked on this demo. Just so cool. Hats off to everyone who did. 1000s of dynamic shadow casting lights in real-time on a PS5! youtu.be/KYGEfQJPqW8?t=3062
We are Mega excited about this in particular 🔦 MegaLights, a new experiential feature in 5.5, enables artists to use orders of magnitude more lights. They are movable and dynamic, with realistic area shadows, and can light volumetric fog. See this capture of our live, real-time demo using Quixel Megascans and KitBash3D assets. #UnrealFest
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Mouse Borrower 🧀
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Sync Points are new to texture projects in @marmosetco Toolbag 5 Beta. You can build up normal and bump details and add a sync point to automatically generate curvature/ao/height data that drives smart materials and complex masking effects. More: marmoset.co/toolbag/beta/
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Here's another new feature that I'm excited about in Toolbag 5 Beta. Carve groups are special containers that allow grouping of multiple layers and blending between or carving through them with a single mask stack. More: marmoset.co/toolbag/beta/
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🎉The Marmoset Toolbag 5 beta is here! This game-changing update introduces powerful new features: UDIMs, Bevel Shader, Vector Tools, Clone Tool, Groom, Hybrid Rendering, Real-Time Baking, Material Layering, and more. Start testing now!👉 marmoset.co/toolbag/beta
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🍞 UDIM support is now available in Toolbag’s Bake Projects. Bake high-resolution textures for multiple UDIM tiles simultaneously to achieve incredible levels of detail in the Toolbag 5 beta. Start baking with UDIMs today: marmoset.co/toolbag/beta
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