Graphics Programming Weekly - Issue 398


The Sad State of Hardware Virtual Textures

  • Explains the concept and motivation behind virtual textures for efficient GPU memory use
  • Compares software and hardware implementations, highlighting current hardware limitations
  • benchmarks sampling and tile updating performance between different hardware and driver versions
  • shows that Intel’s drivers are the only ones with tile update performance that appears viable for real-time applications


Real-time Image-based Lighting of Glints

  • Proposes a real-time method for rendering glints using image-based lighting
  • Introduces a fast environment map filtering technique for dynamic materials and lighting


[video] Global Illumination for Poor People | TurboGI Devlog

  • the developers’ vlog discusses the implementation process of screen space global illumination
  • presents various techniques and stages of the implementation process
  • shows performance and quality differences between the various parts of the implementation


[video] REAC 2025 Introduction to the conference

  • The video introduces the REAC 2025 conference
  • discusses the underlying idea and philosophy of the conferences
  • provides an overview of the content and presents the schedule
  • All videos are available on the channel now


[video] The Magnetic Shadow Effect

  • The video provides a visual explanation for shadowing terms such as umbra and penumbra
  • shows how bokeh and lights for near and far objects interact to create the appearance that light and shadows are attracted by each other


[video] Intro To Terrain Generation

  • The video provides a high-level overview of how to implement a terrain generation vertex shader
  • discusses how to further develop this basic technique in various aspects
  • Additionally, announces a coding jam based on the project


[video] REAC 2025 Evolving Global Illumination in Overwatch 2

  • covers the Overwatch team’s journey to modernize their global illumination (GI) solution
  • discusses tradeoffs in quality, performance, and workflow for GI in a large-scale game
  • Details the transition to a new approach that improves artist workflow while maintaining visual quality
  • shares challenges and solutions for supporting a wide range of hardware


[video] REAC 2025 RE ENGINE Meshlet Rendering Pipeline

  • explains the meshlet rendering pipeline used in Dragon’s Dogma 2 and Monster Hunter Wilds
  • addresses challenges of rendering vast, dynamic environments with stable performance
  • Details the transition to meshlets across shared engine technology
  • compares early and current meshlet implementations and shares optimization results


[video] REAC 2025 Geometry rendering and shaders infrastructure in Warhammer 40000: Space Marine 2

  • Details the geometry rendering pipeline and data management in Swarm Engine for Space Marine 2
  • addresses challenges of rendering dense architecture, procedural vegetation, and many interactive entities
  • Discusses system organization for future optimizations and features
  • Explains shader infrastructure and managing the complexity of Uber shader permutations
  • shares lessons learned in balancing scalability, performance, and visual complexity


[video] REAC 2025 Anvil Rendering Architecture

  • presents Anvil’s evolution into a centralized engine powering multiple productions from a monorepo
  • discusses technical and organizational challenges: modularization, shader complexity, code divergence
  • details the rendering architecture as well as the GPU-driven mesh pipeline and frame graph
  • covers performance optimization, profiling tools, and data-driven tuning via a centralized platform manager


[video] REAC 2025 Dragon Age: The Veilguard - GI, RT, Character Creator and other systems

  • presents architectural challenges and decisions for GI, ray tracing, and character creator in Dragon Age: The Veilguard
  • covers probe baking system, team size, and asset constraints
  • discusses ray tracing implementation choices and support for a wide range of GPUs
  • details the technical and practical aspects of the character creator tool


Thanks to Peter Kohaut for support of this series.


Would you like to see your name here too? Become a Patreon of this series.