Great to see renewed interest in #AssassinsCreedUnity following the new 60fps patch.
If you’re curious about some of the tech behind it— global illumination and early GPU-driven pipeline —I shared a few details in my GDC talk. youtu.be/yj5pYktC3X8?...
#AssassinsCreed
08.03.2026 00:42
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Battlefield 6: Pushing visual fidelity while optimizing for all hardware
YouTube video by Graphics Programming Conference
Graphics Programming Conference 2025 presentation recordings are now online: www.youtube.com/watch?v=iRVL...
05.03.2026 23:02
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oh that is awesome, well deserved! congrats @ocornut.bsky.social
06.03.2026 08:10
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Direct3D 11.3 Functional Specification
Float to R8_UNorm conversion has a permitted tolerance of 0.6ulp in the DX spec. 0.55/255 on some GPUs rounds down to 0 and on others rounds up to 1/255. Dangerous behavior when R8_UNorm NumFramesAccumulated=0 is used by a denoiser to mark invalid history... microsoft.github.io/DirectX-Spec...
24.02.2026 04:38
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Simon Rodriguez
Renderistically - Simon Rodriguez
[BLOG] A frame analysis of Dark Souls III
blog.simonrodriguez.fr/articles/202...
A detailed look at how the FromSoftware game renders a frame, with step-by-step comparisons and explanations.
21.02.2026 22:25
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I am happy to announce publication of my chapter titled "Real-Time Neural Network Implementation for GPUs" in GPU Zen 4 book, available now.
Chapter comes with full MIT-licensed source code, available on Github here: github.com/boksajak/MLP...
The book is available on Amazon.
20.02.2026 15:57
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I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book.
We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year.
The book is now available on Amazon.
20.02.2026 17:10
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I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing.
Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out:
www.shadertoy.com/view/WX3fRB
11.02.2026 14:50
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I didn’t know it existed!
20.02.2026 01:16
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Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)
20.02.2026 01:02
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Best bagels, our office is literally next street :D
18.02.2026 15:38
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I and the team had the chance to talk to @digitalfoundry about our port of #assassinscreedshadow including some behind the scene debug views
15.01.2026 16:53
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Assassin's Creed Shadows on Switch 2: The Making of an "Impossible Port"
"All the investments we had in scalability really paid off."
How Ubisoft brought AC Shadows to Switch 2: "Some people called it an impossible port, and it can sound a bit impossible at the beginning... but the key is to understand the specificities of the GPU architecture."
www.digitalfoundry.net/features/ass...
15.01.2026 15:33
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“Obviously” :)
14.12.2025 15:34
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Congrats to you!
14.12.2025 01:43
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Digital Foundry's Best Game Graphics of 2025 - PC/PS5/Xbox/Switch 2 - Another Amazing Year
YouTube video by Digital Foundry
#AssassinsCreedShadows named 2nd best looking game of 2025 by @digitalfoundry.
“Anvil at a super next-gen level” made me smile.
Countless hours of work behind this—very happy to see it recognized.
youtu.be/nZ7pc4M-Uuk?...
13.12.2025 23:01
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Huge congrats to #ClairObscurExpedition33! So proud to see a French game take the top spot. An absolutely stunning achievement, your work inspires so many of us. Bravo à toute l’équipe!
12.12.2025 11:39
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"Microbenchmarking NVIDIA’s Blackwell Architecture: An in-depth Architectural Analysis", focusing on the tensor cores arxiv.org/pdf/2512.02189
11.12.2025 22:59
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Anvil - Ubisoft’s engine workflow | Nicolas Lopez
YouTube video by Wookash Podcast
It’s a good opportunity to know more about Anvil, the engine that powers #AssassinsCreed, and how we approach tech convergence at Ubi. I love this format. Thanks for the chat @gameengineering.bsky.social
youtu.be/vtxXt7E63bQ?...
06.12.2025 17:46
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Glad to see this fixed!
26.11.2025 00:18
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
05.11.2025 21:15
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Dear ImGui | On UI Architecture with Omar Cornut
YouTube video by Wookash Podcast
Łukasz from Wookash Podcast (@gameengineering.bsky.social) has posted a lengthy conversation I recorded with him a few weeks ago:
www.youtube.com/watch?v=2KPU...
It's really awkward for me to watch it so I'll assume it's just confused rambling :)
08.11.2025 20:03
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RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
YouTube video by SIGGRAPH Advances in Real-Time Rendering
Ray tracing The World of #AssassinsCreedShadows (Siggraph 2025) available on YouTube youtu.be/2K-rwy4aMmU?...
30.09.2025 08:08
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