- Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
100% match
· <code><about><covers><first><game><multi><programmers><release> - How rendering changed | Sebastian Aaltonen
How rendering changed | Sebastian Aaltonen is a recorded talk by Sebastian Aaltonen, presented at Wookash Podcast.
Wookash Podcast interview with Sebastian Aaltonen on his…
100% match
· <code><talk><aimed><conference><engine><industry><interested><practice> - EA Sports F1 25: Path Tracing at 200mph
EA Sports F1 25: Path Tracing at 200mph is a recorded talk by Tom Hammersley, presented at GDC Vault.
GDC Vault session by Tom Hammersley (EA Codemasters) on shipping a path…
100% match
· <code><talk><about><aimed><conference><covers><engine><game> - Introducing Advanced Shader Delivery
Introducing Advanced Shader Delivery is a DirectX Developer Blog post by Wendy, Jesse, and Cassie announcing Microsoft's cloud-precompiled shader cache pipeline for PC games,…
100% match
· <code><intermediate><about><aimed><engine><first><game><launch> - Our Workflow with Blender and Godot
Our Workflow with Blender and Godot is a Blender Studio blog post by technical director Simon Thommes on the Blender-to-Godot pipeline used for the DOGWALK game.
It describes a…
100% match
· <code><general><intermediate><aimed><game><multi><postmortem><studio> - REAC 2025 Anvil Rendering Architecture
This is a REAC 2025 conference talk video by Nicolas Lopez and Michel Bouchard of Ubisoft about Anvil's rendering architecture as a centralized monorepo engine shared across…
100% match
· <code><talk><about><conference><covers><engine><multi><platform> - REAC 2025 Dragon Age: The Veilguard - GI, RT, Character Creator and other systems
This is a REAC 2025 conference talk video by Navjot Garg, Kleber Garcia, and Darrin Stewart about architectural choices for global illumination, ray tracing, and the character…
100% match
· <code><talk><about><conference><covers><engine><postmortem><shipping> - How to optimize your Niagaras - Paweł Charzyński || 11Bit Studios ||
How to optimize your Niagaras is a Game Industry Conference 2024 talk by Pawel Charzynski of 11Bit Studios on Unreal Engine Niagara VFX optimization from Frostpunk 2…
100% match
· <intermediate><talk><bit><conference><covers><engine><game><industry> - The Art Of Packing Data
The Art Of Packing Data is a long technical blog post by redorav on The Code Corsair.
100% match
· <code><intermediate><about><bit><covers><engine><game><platform> - RE ENGINE Meshlet Rendering Pipeline
This REAC 2025 conference talk by Capcom rendering engineer Hitoshi Mishima covers the meshlet rendering pipeline introduced in RE ENGINE for Dragon's Dogma 2 and Monster Hunter…
100% match
· <code><talk><aimed><conference><covers><engine><made><programmers> - REAC 2025 Evolving Global Illumination in Overwatch 2
A REAC 2025 talk by Will Pierce, senior graphics programmer on Blizzard Team 4, about evolving diffuse global illumination in Overwatch 2.
100% match
· <code><talk><about><bit><conference><engine><multi><platform> - Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine
Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine is a free YouTube video on the Digital Foundry channel.
Digital Foundry sponsored interview with IO…
96% match
· <code><intermediate><aimed><covers><engine><first><interested><programmers> - New GPU Profiler and RHI Submission Pipeline | Unreal Fest Stockholm 2025
New GPU Profiler and RHI Submission Pipeline | Unreal Fest Stockholm 2025 is an Unreal Fest talk by Luke Thatcher of Epic's RHI team, published on the Unreal Engine YouTube…
96% match
· <code><talk><about><covers><engine><first><multi><team> - Shading Languages Symposium 2026 Trip Report
Article series by Keith Stockdale (Rare Ltd) on the first Shading Languages Symposium in 2026, where he spoke on a pure-HLSL shader test framework.
94% match
· <code><about><engine><first><multi><programmers><talk><three> - GTC 2026
Landing page by Jendrik Illner for NVIDIA GTC 2026, noting the conference runs March 16-19 and presents generative AI and NVIDIA technology updates.
94% match
· <general><about><aimed><conference><covers><industry><platform><talk> - Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
Written companion to Claire Blackshaw’s Develop Brighton 2026 talk on shipping commercial VR in Godot and the community PS5/PSVR2 port work.
90% match
· <code><general><intermediate><aimed><covers><engine><shipping><studios> - Graphics Programming Conference 2025 - slides released
Graphics Programming Conference 2025 - slides released points to the official GPC 2025 archive of talk materials from the conference held in Breda, Netherlands.
The archive…
88% match
· <code><general><conference><engine><industry><programmers><shipping><talk> - I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) is a YouTube technical overview by Mike Turitzin of a solo-built engine focused on high-fidelity editable…
88% match
· <code><general><engine><game><interested><programmers><talk><technical> - How to Not be Scared of SPIR-V
Vulkanised 2026 talk by Spencer Fricke of LunarG on demystifying SPIR-V for graphics developers.
85% match
· <code><intermediate><talk><aimed><bit><conference><covers><programmers> - It's Not About the API - Fast, Flexible, and Simple Rendering in Vulkan
It's Not About the API - Fast, Flexible, and Simple Rendering in Vulkan is a talk by Mason Remaley on his Games by Mason blog, with embedded video and slides.
85% match
· <code><intermediate><talk><about><engine><first><game><programmers>