Sylvain Meunier

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Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
Twitterhttps://twitter.com/meuns
LinkedInhttps://www.linkedin.com/in/sylvain-meunier-24461a88
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Anyone want to test out small #webgpu page where I'm investigating performance of rendering many points, using regular GPU vs a compute shader?

Here: https://aras-p.info/files/temp/webgpu/20250823_webgpu-point-raster.html

I'd like to know: the GPU times for each of 5 buttons, with and without the compute shader checkbox, as well as the GPU model it was running on. I have my own numbers at the bottom of the page.

[upd: thanks everyone! already got data from 30 GPUs, that will do :)]

WebGPU Point Rasterization

Happy to announce the latest release of Arm Performance Studio - free tools for Arm CPU and Mali GPU performance profiling for Android developers

http://developer.arm.com/performance-studio

Highlights:

* Native Apple silicon builds for macOS.
* Streamline profile analysis is faster and lower mem use.
* Streamline gains GPU scheduler trace for Vulkan apps.
* Streamline CSM now reports short ranges in milliseconds or microseconds.
* Frame Advisor gets support for compute workloads.

Can I interest anyone is some custom rendering technology? https://youtu.be/e9qK6EtqB-Q
GP-Direct 2025 - Graphics Programming Showcase

YouTube
I wonder if anybody attempted to drill down on the 1.4x perf edge that Ryzen "X3D" models have in Factorio? I'm not convinced this difference is just due to working set of the benchmark fitting in the large cache: at those sizes, I'd expect a high amount of TLB misses too (unless there are huge pages at play), so I'm not sure "just less traffic to RAM" completely explains it.
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
https://blog.selfshadow.com/publications/s2025-shading-course/
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

https://physicallybased.info/ just got updated with:
- New metals
- F82 tint values for all metals
- Reflectance values
- Copy Unreal Snippet for light sources
#CG #VFX #GameDev #Rendering #PBR #3D #MaterialX #B3D #Blender #Blender3D #UE5 #UnrealEngine #OpenPBR #MaterialX #OpenUSD

Is there something that can be used to frame capture an old game using OpenGL 1.x on Windows?

RenderDoc only supports GL3+ contexts.

I know there are some things that remap older GLs to D3D12 or Vulkan but ideally looking for something that's a drop-in replacement for the Windows OpenGL DLL or similar.

Can anyone find a release with a larger shame version (https://pridever.org/) than aws cli 2.27.63? https://github.com/aws/aws-cli/blob/v2/CHANGELOG.rst#22763
Pride Versioning - Pride Versioning 🏳️‍🌈 0.3.0

Forget semantic versioning, use PRIDE VERSIONING 🏳️‍🌈

I’m excited to announce the release of Spark 1.3 and the launch of spark.js, our new JavaScript API for real-time GPU texture compression on the web.

https://ludicon.com/sparkjs/

spark.js

Real-Time GPU Texture Codecs for the Web

For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast. https://www.youtube.com/watch?v=T1tXepGXDDM
Legendary Software Rendering Era | Sean Barrett

YouTube