- 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…
94% match
· <code><aimed><covers><engine><lessons><shipping><talk><work> - REAC 2025 Geometry rendering and shaders infrastructure in Warhammer 40000: Space Marine 2
This is a REAC 2025 conference talk video from Max Bukhalov and Egor Orachev of Saber Interactive about geometry rendering and shader infrastructure in Warhammer 40000: Space…
94% match
· <code><console><covers><engine><lessons><shipping><talk><toward> - 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…
94% match
· <code><aimed><console><covers><early><engine><shipping><talk> - 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.
94% match
· <code><console><engine><experience><shipping><talk><toward><work> - The Alters - a technical postmortem - Szymon Kurek || 11 bit studios ||
Game Industry Conference talk by Szymon Kurek of 11 bit studios on the technical postmortem of The Alters.
90% match
· <code><general><intermediate><aimed><covers><engine><shipping><studios> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
85% match
· <general><intermediate><blog><community><engine><port><post><render> - Behind the Pretty Frames: PRAGMATA
Behind the Pretty Frames: PRAGMATA is a technical blog article by Muhammad.
GPU-capture frame breakdown of Capcom PRAGMATA on RE Engine under D3D12, tracing the render graph…
83% match
· <code><blog><aimed><console><engine><post><render><work> - Simplifying Vulkan One Subsystem at a Time
Simplifying Vulkan One Subsystem at a Time is a February 2026 Khronos blog post by Tobias Hector (AMD / Vulkan Strategy Officer) on cutting Vulkan API complexity through…
83% match
· <code><blog><community><engine><lessons><post><shipping><toward> - Figma rendering: Powered by WebGPU
Figma rendering: Powered by WebGPU is an engineering blog post by Alex Ringlein and Luke Anderson describing how Figma migrated its browser design renderer from WebGL toward…
83% match
· <code><blog><covers><engine><experience><post><shipping><toward> - Avowed: A GPU Technical Retrospective | Unreal Fest Orlando 2025
Avowed: A GPU Technical Retrospective is a recorded Unreal Fest Orlando 2025 talk by Matt Campbell, lead graphics engineer at Obsidian Entertainment, on GPU work for the shipped…
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· <code><aimed><covers><engine><shipping><talk><work> - Descriptors are Hard
Descriptors are Hard is a full-slot talk by Dr Faith Ekstrand of Collabora at XDC 2025 (X.Org Developer's Conference), focused on how modern graphics APIs expose resources to…
81% match
· <code><aimed><covers><engine><experience><talk><work> - REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
81% match
· <code><covers><engine><experience><shipping><talk><work> - Ghost of Yōtei – tech deep dive
This PlayStation Blog post by Adrian Bentley, Director of Programming at Sucker Punch Productions, is a long-form tech deep dive into systems behind Ghost of Yotei on PlayStation…
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· <code><general><blog><console><covers><engine><post><ps5> - 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…
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· <code><general><community><engine><shipping><talk><work> - Multi-Threading & Mutation
Multi-Threading & Mutation is a technical blog article by Ryan Fleury.
Essay by Ryan Fleury on designing multi-threaded systems by minimizing synchronization and carefully…
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· <code><intermediate><blog><aimed><covers><post><toward><work> - HIP Threads: GPU power for teams without GPU experts
AMD GPUOpen Learn article by Alexander Blake-Davies, Kelvin Lui, Chas Boyd, Marko Savic, and Daniel McIntosh introducing HIP Threads, a C++ concurrency library for AMD GPUs.
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· <code><intermediate><blog><aimed><covers><early><port><post> - Around The World, Part 28: Scaling up
This is part 28 of Thomas ten Cate's Around The World development blog about an early-stage sea exploration game in Godot.
73% match
· <code><intermediate><blog><covers><early><godot><post><toward> - Optimizing mannequin
Optimizing mannequin is a December 2025 post on the peterstrahle.dev blog about performance work for the Quest VR title Mannequin, with lessons carried from Vampire: The…
73% match
· <code><intermediate><blog><console><covers><lessons><post><work> - Partial Graphics Programs
Partial Graphics Programs is a technical blog article by Nada Ouf.
DirectX Developer Blog detailing Partial Graphics Programs in Agility SDK 1.721-preview: split pipeline…
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· <code><blog><aimed><covers><partial><post><work> - Custom SRP 6.2.0 3D Color LUT
Custom SRP 6.2.0 3D Color LUT is a technical blog article by Jasper Flick.
Catlike Coding Custom SRP tutorial that upgrades the color-grading LUT from a simulated 2D strip to a…
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· <code><blog><aimed><covers><post><render><work>