Tom
@dev_tomas
Senior Software Engineer. Opinions are my own.
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The way reflections work in SMERF is wild!
Spider-Punk is in a rush. Just a small traversal prototype. Thanks, @GiacomoLiberio for the Spidey model. #UE5
Nanite for Educators pdf cdn2.unrealengine.com/nanite-for-edu… (English) cdn2.unrealengine.com/nanite-for-edu… (German)
I don’t know. I quite like it. - Seems better image quality - Better response and less laggy (at least from few tests.) - Adaptive Triggers :) - Overall: Yea, it’s more enjoyable than remote app #PSPortal
ok so - the human eye can absolutely tell the difference in framerates beyond 60 Hz can we please stop the "the eye can only see in 60 fps" nonsense now
My blog post on PSO Caching in #UE5 is now live! A critical step for PC DX12 titles to avoid frame stutters. It's still too common for games to launch without proper PSO caching and the information on this is often confusing. tomlooman.com/psocaching-unr…
#rtradvances from #SIGGRAPH2023 - sharing the presentations from the talks - @SebAaltonen 's talk is posted - enjoy! advances.realtimerendering.com/s2023/index.ht…
Here is a new blog post of mine about fibers. Hopefully, it could be helpful to someone who is interested in learning the topic. agraphicsguynotes.com/posts/fiber_in…
I uploaded an interactive V-Sync simulator to help devs & users understand the impact of buffer_count & swapchain_count in their applications: darksylinc.github.io/vsync_simulato… (a bit more info here: github.com/darksylinc/vsy… it's open source)
A thread about rollback network code. Last weekend was Tekken 8 beta and many gamers were talking about rollback netcode (Tekken finally has it). I used to write network code in the past, including rollback netcode, so I will explain how it works in fighting games now...
(1/3) @trevordblack and @hollasch and I are proud/happy to announce that we’ll be releasing the alpha of the next major version of raytracing.github.io on day 1 of @Siggraph (final version by end of 2023).
The new Ancient interactive swampy water from CS2 beta
I'm honored to be presenting @Guerrilla's new Voxel Cloud tech from #HorizonForbbidenWest #BurningShores @ #rtradvances during #SIGGRAPH2023 with "Nubis, Cubed: Methods (and madness) to model and render immersive real-time voxel-based clouds". 👇 advances.realtimerendering.com/s2023/index.ht…
#rtradvances this year will include topics from from @HypeHypeInc's @SebAaltonen, @Guerrilla 's @vonschneidz, @intel 's @alphanew, Stephane Etienne from @Activision , @SebHillaire and @kiwaiii from Epic Games, and @iryoku1 and @miguel_oenp from @sd_studios
For those who were unable to attend my presentation @developconf about the new #UnrealEngine build system from @EpicGames called Horde, here are my slides: docs.google.com/presentation/d…
Gm☀️Comparison of past and present sketches.🖊️
In another feat of armchair reviewing, here's my take on FSR 2.2 and the latest on advanced upscalers: medium.com/@opinali/fsr-2… With hopefully constructive criticism/suggestions for the pros @HardwareUnboxed @digitalfoundry @UL_Benchmarks
medium.com
FSR 2.2: AMD’s Upscaler matures
FidelityFX Super Resolution (FSR) is among the most important tech to come out of AMD’s Radeon group in recent years. Following NVidia’s…
i'm so embarrassed that there was ever a time i didn't think this man was a superlative-defying moron just an avalanche of mind-meltingly stupid decisions. the platonic form of the Absolute Berk
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