Jasper Bekkers
@jasper-bekkers.bsky.social
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Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
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Jasper Bekkers
SkatterBencher
8 days ago
๐ Another New Memory Overclocking World Record! ๐ 6576.8 MHz (13153.6 MT/sec) by Saltycroissant ๐จ๐ฆ using Intel Arrow Lake, GIGABYTE Z890 Aorus Tachyon Ice, and
@corsair.com
Vengeance DDR5. Chart:
skatterbencher.com/memory-overc...
Details:
hwbot.org/benchmarks/m...
Validation:
valid.x86.fr/j4et68
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Jasper Bekkers
Tomรกลก Weiss
about 1 month ago
I'm gonna be attending the
graphicsprogrammingconference.com
in Breda, Netherlands this year. My first ever conference! Any chance I'll be able to meet anyone from here?
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Graphics Programming Conference
The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.
https://graphicsprogrammingconference.com
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Guillaume Boissรฉ ๐ GPCโ25
3 months ago
Ticket booked, looking forward to it!
add a skeleton here at some point
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Tickets are up!
graphicsprogrammingconference.com/tickets/
3 months ago
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Jasper Bekkers
Ritesh Oedayrajsingh Varma
5 months ago
Solved it by the ancient tradition of Just Reading The Code. Turns out continuously taking the RCU lock by inserting thousands of elements into a BPF_MAP_TYPE_LRU_HASH from within a NMI is Not Good for your system. Rolled our own (simpler) version directly in eBPF.
add a skeleton here at some point
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Jasper Bekkers
Evolve Benchmark
5 months ago
We're releasing our Neural Radiance Caching benchmark soon. Here's what you need to know ๐งต For clarity - all shading you see in the video is inferred through our high quality Neural Radiance Cache at the first intersection point (primary rays).
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Evolve Benchmark
5 months ago
Wrapping C/C++ libraries in Rust doesnโt have to be painful. Weโve written up our approach to simple, reproducible
build.rs
setups using just cc + bindgenโno CMake, no autotools, no drama. If you care about FFI and clean builds, this is for you. ๐ Read more:
www.evolvebenchmark.com/blog-posts/h...
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How we structure our build.rs in Rust | Evolve
This post goes into detail on how we pragmatically set up our build.rs files for an easy developer experience
https://www.evolvebenchmark.com/blog-posts/how-we-wrap-external-c-and-cpp-libraries-in-rust
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Jasper Bekkers
Indy Ray
6 months ago
Hey everyone! My talk on how we approach NPR rendering in
@unrealengine.bsky.social
at Telltale Games that I gave at the Graphics Programming Conferences is posted:
www.youtube.com/watch?v=VoUJ...
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NPR Light Rendering at Telltale
YouTube video by Graphics Programming Conference
https://www.youtube.com/watch?v=VoUJB5Cf31A
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Jasper Bekkers
Evolve Benchmark
6 months ago
Weโre committed to helping developers, researchers, gamers and organizations accurately assess GPU performance. Here is an updated version of Evolve Benchmark Technical Guideโa more authoritative, transparent, and forward-looking resource.
#GPU
#game
www.evolvebenchmark.com/technical-gu...
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Jasper Bekkers
Evolve Benchmark
7 months ago
๐ฆ Evolve 1.0.3 Update LIVE! Check out our new Hall of Fame โ flex your GPU scores! ๐ง Critical fixes: Temporarily disable benchmark interrupts for the Intel driver-configured frame limiter Authentication flow optimized...... ๐ Full notes:
www.evolvebenchmark.com/release-note...
#GPU
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Nice to see our benchmark get some traction!
add a skeleton here at some point
7 months ago
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Jasper Bekkers
Evolve Benchmark
7 months ago
Breda features a highly customizable sun/atmosphere editor ๐. This allows us to tweak many physics-based parameters ๐ฌ which influence the look of our atmosphere. In this video, we go over each of the settings to display their effect on the scene.
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Jasper Bekkers
Alex Ene ๐ฆ
8 months ago
A while back i gave a talk on building and shipping a rust ui engine. Itโs now free to watch here:
www.infoq.com/presentation...
#rustlang
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Rebuilding Prime Video UI with Rust and WebAssembly
Alexandru Ene features details of a new UI SDK in Rust for Prime Video that targets living room devices.
https://www.infoq.com/presentations/prime-video-rust/
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Jasper Bekkers
Evolve Benchmark
8 months ago
๐ช The GDC Expo doors are opening! Find us at the AWS booth to: ๐ See Evolve in action ๐ Test-drive our cinematic Photo Mode ๐ธ Capture GPU stress test masterpieces! ๐
#GameDev
#GDC2025
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Jasper Bekkers
Evolve Benchmark
8 months ago
๐น๏ธ GDC 2025 | The GPU Benchmark Revolution That Redefines Game Development Jasper, Chief Technology Officer at Traverse Research, will reveal how Evolve Benchmark will empower the next generation of benchmarking at
#GDC2025
: โณBook your appointment now๏ผโ
meetings-eu1.hubspot.com/jasper-bekke...
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Jasper Bekkers
Evolve Benchmark
8 months ago
In our path tracers we keep track of a world space hash grid, which contains radiance values associated with ray directions and positions ๐. Based on the path spread, we can stop tracing rays and instead directly use the cached radiance, still achieving an accurate result ๐ฏ at a lower cost.
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Jasper Bekkers
Evolve Benchmark
8 months ago
๐จ Unlock a โฌ23.99 Next-Gen Benchmark Tool for FREE! Want to stress-test your GPU with
#EvolveBenchmark
Advanced version? โ Worldโs first
#Workgraphs
Evaluation โ Real-time monitoring of GPU voltage/temp/energy โ A benchmark that crushes traditional tools Tag your hardware-obsessed friends!
#gpu
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Jasper Bekkers
Evolve Benchmark
8 months ago
The render graph debug composer is an essential component of the Breda framework. It allows us to view any resource we use during render graph construction ๐๏ธ. In this video, we select a few textures which are used while rendering our final image.
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Jasper Bekkers
Evolve Benchmark
8 months ago
Breda is our in-house rendering framework. This video highlights the efficient workflow we use for development. There are three steps when adding a new compute shader. (1) Setup resources with our render graph. (2) Define the shader in a yaml config file. (3) Write simple shaders using bindless.
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Jasper Bekkers
Evolve Benchmark
9 months ago
This is some early footage of our work on neural radiance caching (NRC). With some aggressive learning rates ๐ we achieve quite responsive results! Here we tweak the radiance coming from an object in the room next to us ๐ซ. NRC is getting us closer to responsive and stable radiance caching ๐.
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@dachsjaeger.bsky.social
thanks for the shout out of GPC, reallynice to see it get mentioned! ๐ซก
10 months ago
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Jasper Bekkers
Tomasz Stachowiak
11 months ago
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
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Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
https://www.youtube.com/watch?v=jusWW2pPnA0&list=PLLaly9x9rqjsXLW1tMFruyh_657sh8epk&index=15
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