Martin Fuller
@martinfuller.bsky.social
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Principal Engineer - Microsoft ATG
pinned post!
A little something I've been meaning to write for a while
martinfullerblog.wordpress.com/2025/09/26/a...
Thank you to the awesome people at Machine Games and id Software!
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Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
While working on Indiana Jones and the Great Circle and later DOOM: The Dark Ages, it became apparent that both titles are particularly sensitive to anisotropic sampling cost on the Xbox Series con…
https://martinfullerblog.wordpress.com/2025/09/26/anisotropic-scaling-in-indiana-jones-and-the-great-circle-and-doom-the-dark-ages/
2 months ago
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Philip Hammer
about 1 month ago
Very excited to present a few interesting bits about the rendering of
#DOOM
: The Dark Ages together with
@domlaz.bsky.social
and
@martinfuller.bsky.social
. If you happen to attend
#GPC2025
next month, feel free to say hello!
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Jobs available with Microsoft graphics:
devblogs.microsoft.com/directx/sigm...
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The Silicon, Graphics, Media and AI (SiGMA) team is hiring! - DirectX Developer Blog
Do you want to be a part of the Silicon, Graphics, Media and AI (SiGMA) platform team? We are hiring for multiple positions – if you’re interested in knowing more about opportunities in SiGMA, please ...
https://devblogs.microsoft.com/directx/sigma-engineering-hiring-2025/
2 months ago
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Martin Fuller
Alex Tardif
2 months ago
Advanced Shader Delivery is here
devblogs.microsoft.com/directx/agil...
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Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of preview - DirectX Developer Blog
We are pleased to announce the retail release of AgilitySDK 1.618, available on Agility SDK Downloads today! This release promotes our 1.716 features out of preview and also introduces support for the...
https://devblogs.microsoft.com/directx/agility-sdk-1-618/
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A little something I've been meaning to write for a while
martinfullerblog.wordpress.com/2025/09/26/a...
Thank you to the awesome people at Machine Games and id Software!
loading . . .
Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
While working on Indiana Jones and the Great Circle and later DOOM: The Dark Ages, it became apparent that both titles are particularly sensitive to anisotropic sampling cost on the Xbox Series con…
https://martinfullerblog.wordpress.com/2025/09/26/anisotropic-scaling-in-indiana-jones-and-the-great-circle-and-doom-the-dark-ages/
2 months ago
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Martin Fuller
Digital Foundry
6 months ago
Today on Digital Foundry, a deep dive interview hosted at CD Projekt RED earlier this week. Alex speaks with key CDPR and Epic staff about the stunning Witcher 4 Unreal Engine 5 tech demo - lots of new detail in this candid conversation:
youtu.be/OplYN2MMI4Q
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Martin Fuller
Kostas Anagnostou
6 months ago
The Road to 60 fps in The Witcher 4 Unreal Engine 5 Tech Demo
www.youtube.com/live/0X6amtH...
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Livestream 2, Day 2 | Unreal Fest 2025
YouTube video by Unreal Engine
https://www.youtube.com/live/0X6amtHcrUE?t=1191s
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Martin Fuller
BondSarahBond
6 months ago
It’s Showcase week! 🔥 Join us this Sunday, June 8 at 10 am PDT / 1pm EDT / 6pm BST as we reveal upcoming games from our studios and partners around the world, and get a deep dive from the devs at Obsidian Entertainment during The Outer Worlds 2 Direct. Hope you can join us! 💚
add a skeleton here at some point
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Machine Games did an outstanding job here with IDTech and got a huge lift from VRS on Xbox
add a skeleton here at some point
8 months ago
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Great side by side edit of Doom Eternal and Dark Ages trailers, showing just how far ID have raised the bar
youtu.be/qx8yZzsZ_4U?...
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I RECREATED THE DOOM: THE DARK AGES TRAILER IN DOOM ETERNAL!
YouTube video by MuricanEagle
https://youtu.be/qx8yZzsZ_4U?t=117
8 months ago
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Martin Fuller
Krzysztof Narkowicz
9 months ago
Interesting to see a bit of details behind the amazing DLSS tech:
research.nvidia.com/labs/adlr/DL...
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DLSS 4: Transforming Real-Time Graphics with AI
https://research.nvidia.com/labs/adlr/DLSS4/
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Martin Fuller
Arseny Kapoulkine
9 months ago
meshoptimizer 0.23 is out! Featuring vertex codec v1 (increased compression ratio, faster decompression + even faster on Apple Silicon), improvements to meshlet builder with fewer disconnected clusters and more options for clustered raytracing and hierarchical clusterization, new algorithms for ...
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Martin Fuller
Alex Battaglia
10 months ago
This is pretty amazing to see directly from Epic - a primer about the problem with stuttering in Unreal Engine: specifically about shaders compilation ctutters mainly. Really honest, and proactive, and even has a history lesson in there about the beginnings of DX12 and why DX11 was different. Cool!
add a skeleton here at some point
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Martin Fuller
Kostas Anagnostou
10 months ago
Nice video discussing, at a high level, how (NVidia) GPUs work with great visualisations:
www.youtube.com/watch?v=h9Z4...
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How do Graphics Cards Work? Exploring GPU Architecture
YouTube video by Branch Education
https://www.youtube.com/watch?v=h9Z4oGN89MU
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Martin Fuller
Mike Froggatt
10 months ago
For (new) gaming friends here, here's the info you'll need to publish your game in the MS store:
developer.microsoft.com/en-us/games/
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Microsoft Game Dev
Microsoft Game Dev can help you find the right mix of tools and services to fit your game development needs.
https://developer.microsoft.com/en-us/games/
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Another small gem for Graphics Engineers:
martinfullerblog.wordpress.com/2025/01/13/m...
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Massaging the Shader Compiler to emit Optimum Instructions
Modern GPU’s feature sophisticated instruction sets for executing shaders. However this blog details how unintiutive it can be to have the shader compiler leverage the optimum instruction. Co…
https://martinfullerblog.wordpress.com/2025/01/13/massaging-the-shader-compiler-to-emit-optimum-instructions/
11 months ago
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reposted by
Martin Fuller
Jendrik Illner
11 months ago
Graphics Programming weekly - Issue 374 - January 12th, 2025
www.jendrikillner.com/post/graphic...
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By request, a small follow up to my previous blog on DRS, this time covering PC specific difficulities. Interestingly due to the platform rather than the hardware.
martinfullerblog.wordpress.com/2025/01/06/d...
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Dynamic Resolution Scaling (DRS) on PC
DRS is one of those technique that is a lot easier to implement on console than PC, or perhaps more accurately, its easier to run closer to the wire, maximising GPU use without dropping frames. My …
https://martinfullerblog.wordpress.com/2025/01/06/dynamic-resolution-scaling-on-pc/
11 months ago
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