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Graphics and generalist engineer. Currently at Telltale Games. searchable

New blog post! "Load store conflicts", in which we look at some performance sensitive code that has surprisingly dramatic performance swings based on the compiler and the microarchitecture used. Boosts appreciated!

https://zeux.io/2025/05/03/load-store-conflicts/

Load-store conflicts

meshoptimizer implements several geometry compression algorithms that are designed to take advantage of redundancies common in mesh data and decompress quickly - targeting many gigabytes per second in decoding throughput. One of them, index decoder, has seen a significant and unexpected variance in performance across multiple compilers and compiler releases recently; upon closer investigation, the differences can mostly be attributed to the same microarchitectural detail that is not often talked about. So I thought it would be interesting to write about it.

Hey everyone! My talk on how we approach NPR rendering in
Unreal Engine at Telltale Games that I gave at the Graphics Programming Conferences is posted: https://www.youtube.com/watch?v=VoUJB5Cf31A
NPR Light Rendering at Telltale

YouTube

This is a post I wrote a little while ago internally for the team I was on all about reverse z (it took me longer than I'd like to admit to wrap my head around it ๐Ÿ˜…๐Ÿ™ˆ). Hopefully, someone finds it helpful! https://tomhultonharrop.com/mathematics/graphics/2023/08/06/reverse-z.html

Heavily inspired by the work of @reedbeta and @benjamin

Reverse Z (and why itโ€™s so awesome)

Topic

Tom Hulton-Harrop

Yes, we need regulation. But as we said:

"It is indeed time to act: but the focus of our concern should not be imaginary "powerful digital minds." Instead, we should focus on the very real and very present exploitative practices of the companies claiming to build them, who are rapidly centralizing power and increasing social inequities."

https://www.dair-institute.org/blog/letter-statement-March2023

>>

Finally got around to watching https://youtu.be/eviSykqSUUw on UE5 Nanite. It seems the key insight is to alternative lod segment cluster boundaries between lod levels, so that you can transition levels without seams showing up. And also that TAA is pretty vital to hiding those transitions.
A Deep Dive into Nanite Virtualized Geometry

YouTube
Anyone have experience running P4 on NFS? Looking into setting up a side project server on AWS EFS so it can suspend when not in use.
Since I can't find a way to add Alt text to a posted image, here it is again with Alt Text.

Hi! Adding a proper #Introduction.

I'm a game dev engineer of about 18 years now. My Adhd has me as a generalist and my passion is development tools and systems, happenstance has had me as a graphics engineer. I've worked at FunBits, LucasFilm, Amazon recently, and now back as lead engineer at the Telltale Games reboot working on The Wolf Among Us 2.

At work you'll find me working on efficiency, and tightening the iteration loop.

At home you'll find me taking care of my dog Toast

Ok, I made it! Where's the snacks?