Vlad Erium

@shamanix@mastodon.gamedev.place
79 Followers
114 Following
430 Posts
RealityCapture/Photogrammetry expert, C++/GLSL, TD @ CyberAgent Inc., Tokyo. All opinions are my own. Eng・日本語・Rus. ArtStation: http://ssh4.artstation.com
@amydiehl being not-thin is not equal to being fat.

😅
Am I Playing Better Now? The Effects of G-SYNC in 60Hz Gameplay
Maryam Riahi, Benjamin Watson

https://arxiv.org/abs/2506.19084

Am I Playing Better Now? The Effects of G-SYNC in 60Hz Gameplay

G-SYNC technology matches formerly regular display refreshes to irregular frame updates, improving frame rates and interactive latency. In a previous study of gaming at the 30Hz frame rates common on consoles, players of Battlefield 4 were unable to discern when G-SYNC was in use, but scored higher with G-SYNC and were affected emotionally. We build on that study with the first examination of G-SYNC's effects at the 60Hz frame rate more common in PC gaming and on emerging consoles. Though G-SYNC's effects are less at 60Hz than they were at 30Hz, G-SYNC can still improve the performance of veteran players, particularly when games are challenging. G-SYNC's effects on emotion and experience were limited.

arXiv.org
@aras Did you measured decoding too?
jpeg2000 have pretty fast encoding but really slow decoding (on CPU)
@imp3tuz @aras Multi layers, multi channels, high bit integers or floats.
Encoding and decoding speed way faster than jpeg2000 that in most case not support more than 16bit int.
But HT2K extension made jpegxl in case of lossy encoding/decoding speed I guess.

CUDA RAY TRACING 3.6X FASTER THAN RTX: MY CUDA RAY TRACING JOURNEY

https://karimsayedre.github.io/RTIOW.html

Karim Sayed - Rendering Engineer

A showcase of my projects and portfolio.

Histogram Stratification for Spatio-Temporal Reservoir Sampling

Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski

(Max Planck Institute for Informatics, Germany & Intel, France)

https://iribis.github.io/publication/2025_Stratified_Histogram_Resampling

A Fluorescent Material Model for Non-Spectral Editing & Rendering

Belcour Laurent, Fichet Alban, Barla Pascal
(Intel Corp. France, Inria Bordeaux)

https://arxiv.org/abs/2505.19672

Argy & Omiki - WIND

YouTube

Code released for “Position-Normal Manifold for Efficient Glint Rendering on High-Resolution Normal Maps”

https://github.com/lwwu2/glint24

GitHub - lwwu2/glint24: Position-Normal Manifold for Efficient Glint Rendering on High-Resolution Normal Maps

Position-Normal Manifold for Efficient Glint Rendering on High-Resolution Normal Maps - lwwu2/glint24

GitHub

Power Diagram Enhanced Adaptive Isosurface Extraction from Signed Distance Fields

Pengfei Wang, Ziyang Zhang, Wensong Wang, Shuangmin Chen, Lin Lu, Shiqing Xin, Changhe Tu

https://arxiv.org/abs/2506.09579