Graphics Programming Weekly - Issue 405


[video] Elden Ring, scrolling textures, swirling tornadoes.

  • video explains the implementation of a tornado effect as found in Elden Ring
  • shows the modeling, UV manipulation, and shader work in Godot

[video] What to do if you're GPU Bound - Game Optimization - Episode 6

  • video tutorial covering optimization strategies when games are GPU-limited
  • presents techniques for identifying GPU bottlenecks and performance issues
  • demonstrates effects of lights, shadows, post-processing, as well as overdraw optimizations


This many points is surely out of scope!

  • The author explores GPU point rendering performance bottlenecks
  • investigates why millions of points cause dramatic slowdowns on Apple GPUs when heavily overlapped
  • compares regular point rasterization vs compute shader approaches across 30+ GPU models


Neural Super Sampling

  • Arm releases a temporal super sampling model optimized for mobile Neural Accelerators  
  • enables upscaling from 540p to 1080p
  • includes explanations on how to get started with the model as well as how to train and evaluate it


Notes on AutoGrad

  • comprehensive guide to automatic differentiation in machine learning from a practical perspective
  • covers DAG computation graphs, dynamic graph building, and gradient computation using the chain rule
  • includes toy AutoGrad implementation in Python, demonstrating forward and backward passes
  • explores regularization techniques, skip connections, and gradient management in modern frameworks like PyTorch


Big O

  • interactive tutorial on Big O notation explaining algorithm complexity analysis
  • covers O(1), O(log n), O(n), and O(n²) with practical examples including bubble sort and binary search
  • demonstrates performance implications through visual demonstrations


Neural Visibility Cache for Real-Time Light Sampling

  • trained neural cache storing visibility between lights and 3D positions for direct illumination
  • integrates MLP with multi-resolution hash-grid encoding
  • feeds light visibility data to weighted reservoir sampling


OKLCH colors

  • perceptually uniform color model based on OKLab color space, offering improved color manipulation
  • enables consistent brightness across different hues by maintaining the same lightness value
  • produces better gradients without muddy midpoints and predictable shades without hue drift
  • supports wider Display-P3 gamut colors beyond sRGB


Introducing Advanced Shader Delivery

  • Microsoft’s solution to shader compilation stuttering by moving shader compilation to cloud infrastructure
  • creates State Object Database (SODB) from game data and Precompiled Shader Database (PSDB) for distribution
  • initially launching on ROG Xbox Ally devices and later broader through the AgilitySDK


AMD FidelityFX SDK 2.0 launches our neural rendering technologies for developers

  • major revision introducing ML-based neural rendering technologies, including AMD FSR 4 upscaling
  • requires pre-built, signed DLL architecture with automatic hardware-appropriate fallback from FSR 4 to FSR 3.1.5
  • enables automatic driver-based technology upgrades for FSR 4 upscaling and upcoming FSR ML Frame Generation


Introducing the MIP Explorer

  • Python tool for analyzing texture resolution requirements by examining mipmap level information distribution
  • calculates per-pixel differences between consecutive mip levels to identify needlessly large textures
  • helps to optimize texture memory usage and streaming performance by providing objective metrics for size reduction decisions


Thanks to Matt Pharr for support of this series.


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