Freya Holmér argues that AI is eroding trust and humanity, framing the issue as more than a tooling debate for game ...
Evolve Blog details how Traverse Research builds a light-sampling CDF on the GPU for its real-time ray tracer. The goal is to pick brighter lights more often, then compensate mathematically so the ...
Evolve Blog details how Breda handles dynamic LODs for geometry and materials in Evolve, its next-gen GPU benchmark. The system trims triangle counts and cheaper distant materials to stay within ...
Evolve Blog details how Traverse Research used microbenchmarks to measure GPU memory bandwidth across several cards, turning a narrow test into a practical guide for shader and engine work. The ...
Evolve Blog details a fix for rasterization scoring on tiling mobile GPUs, where per-draw timestamps were badly undercounting work. The benchmark will now time whole render passes instead, which ...
XBox Wire details DMZ, the new extraction mode coming with Call of Duty: Modern Warfare 4, and it looks built around ...
Evolve Blog breaks down inline vs pipeline ray tracing and why the choice still matters for engine architecture. The benchmark found similar results on NVIDIA and Intel, but AMD’s Radeon RX 9070 XT ...
GamesIndustry.biz reports that Paramount Pictures is making a live-action Cyberpunk 2077 film with CD Projekt Red ...
Evolve Blog details how Traverse Research builds pure Rust Android apps, and why the toolchain still matters even when the ...
Gamefromscratch reports that Bevy 0.20 is out, and the headline change for graphics teams is Solari, a rewritten real-time ...
GamesIndustry.biz argues that games are too often blamed for kids’ mental health struggles when the real issue is context, not play itself. The piece points to games as a source of belonging, ...
Evolve Blog is laying out the basics of bindless rendering in D3D12 and Vulkan, with Rust examples and a focus on practical ...
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