Joined January 2011
126 Photos and videos
Dietmar Suoch retweeted
In the tradition of @fabynou 's game engine books, Bas Smits (on X?) has made the comprehensive book on the Commander Keen games. Available free online and in print: forgottenbytes.net/

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Dietmar Suoch retweeted
New recording and replay feature added to Box2D. Uses determinism to exactly reproduce the simulation from your game. Debug your game with all details including ray casts and other queries. Deterministic rollback too. box2d.org/posts/2026/06/repl…
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Dietmar Suoch retweeted
I'm happy to share my latest blog post. In this post, I document how I implemented forward-mode automatic differentiation in my custom shading language and used it to drive mipmap selection in my offline renderer. agraphicsguynotes.com/posts/…
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Dietmar Suoch retweeted
I recently gave a talk on parallel computing in video games at TU Dresden and OvGU Magdeburg, looking at the historical evolution of parallelism in game consoles, why graphics is easy and gameplay hard to parallelize. Had a great time doing it! youtu.be/xZjKragRQjc
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Dietmar Suoch retweeted
Intel Open Image Denoise 2.5.0 is out with improved performance and lower memory usage on Intel GPUs with XMX and Intel CPUs with AMX-FP16, support for D3D/Vulkan semaphores, and some important fixes in the Metal backend: github.com/RenderKit/oidn/re… #IamIntel
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Dietmar Suoch retweeted
Graphics Programming weekly - Issue 442 - May 24th, 2026 jendrikillner.com/post/graph…
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Dietmar Suoch retweeted
DirectX 12 Agility SDK 1.721.0-preview has been released. Interesting to see texture layouts based on GUIDs added, next to the existing `UNKNOWN`, which may help texture memory compatibility between GPU and CPU or between different GPUs. devblogs.microsoft.com/direc…
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Dietmar Suoch retweeted
Visual Studio 2026 18.1-18.6 brings 416 C bug fixes, MSVC Build Tools v14.51, SPGO for easier runtime performance gains, a Debugger Agent that can autonomously reproduce & fix bugs, & Copilot tools with semantic intelligence for cross-file refactoring. devblogs.microsoft.com/cppbl…
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Dietmar Suoch retweeted
Floor and Ceil Versus Denormals on CPU and GPU asawicki.info/news_1802_floo…

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Dietmar Suoch retweeted
MSVC now supports Sample Profile Guided Optimization (SPGO). Collect hardware performance counter samples from your actual release binaries in production, then feed them back to the compiler for PGO-quality optimizations. No instrumented builds needed. devblogs.microsoft.com/cppbl…
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Dietmar Suoch retweeted
Graphics Programming weekly - Issue 441 - May 17th, 2026 jendrikillner.com/post/graph…
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Dietmar Suoch retweeted
I'm a little late to the party on this one since it's from January, but I just read this great blog post by Jure Triglav walking through implementing surfel-based global illumination. It's got a bunch of really cool interactive toys/visualizers! juretriglav.si/surfel-based-…
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Dietmar Suoch retweeted
New Post: Triangle Tessellation with Clamped Parallelograms. The key idea is to use float tess factors like Dx11 tessellation but replace the pattern to be straighter and more stable. Also includes an MIT licensed web viewer for reference. filmicworlds.com/blog/comput…
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Dietmar Suoch retweeted
Just gave a talk on SIMD-accelerated data processing in C ! We push JSON parsing to ~14 GB/s single-threaded on a macBook, added C 26 compile-time reflection for zero-boilerplate (de)serialization, and brought blazing fast UTF-8/16 Base64 to browsers (16 GB/s). Hardware keeps getting wider & faster, our code has to keep up. Full talk youtube.com/watch?v=BBLDgsU7… Joint work with lots of people such as @geofflangdale, @GeimanThiesen, @FUZxxl and @yagiznizipli
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Dietmar Suoch retweeted
Visual Studio 2026 now defaults new C projects to use Windows Segment Heap for better protection against memory vulnerabilities, lower fragmentation, and improved performance under load. Existing projects can opt in per-target for both MSBuild and CMake. devblogs.microsoft.com/cppbl…
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Dietmar Suoch retweeted
Here's an awesome new blog post by @MaximeHeckel on rendering realistic skies and atmospheres. There's a ton of really cool interactive widgets illustrating each of the steps; I highly recommend giving it a read and giving the interactive widgets a try!
New post 📝 A deep dive into a topic I wanted to explore for a long time: how to render a realistic sky and atmosphere I explore everything from simulating the interaction of light with air, to handling sunsets, all in real-time, from ground to space blog.maximeheckel.com/posts/…
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