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Vidyagaem @omwgamestudio - #1 Certified Boruto Hater Fmr: Lunarch, Digital Hazard

Joined October 2022
Photo by Riley (@RVL1389)Photo by Riley (@RVL1389)Photo by Riley (@RVL1389)Photo by Riley (@RVL1389)Photo by Riley (@RVL1389)Photo by Riley (@RVL1389)Photo by Riley (@RVL1389)Photo by Riley (@RVL1389)Photo by Riley (@RVL1389)Photo by Riley (@RVL1389)
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Hey everyone 👋 I'm opening myself up to some short term contract work and I would appreciate any leads. I'm an Environment and Technical artist with over a half decade of professional experience I have experience in: 👇
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The problem with the AI models is that they are 100% on model all the time, it looks stiff
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And boomers will tell you that you dont work hard enough
I asked my neighbor what it was like in the 80s in LA. He said rent was $420 a month and he spent his whole 20s partying, dating, practicing Karate and watching movies with his friends. What we doing here, man? 😭
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This cannot possibly have any alternative implications at all whatsoever
Microsoft has filed a patent for an AI system that could rewrite what people say during livestreams in real time. It could change words depending on who's watching, taking into account their age, location, and language. The idea is to clean up broadcasts by removing filler words, censoring swearing, or even replacing certain words. The AI could also adjust the speaker's lip movements so viewers wouldn't notice anything had been changed.
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This literally happened in the original
Dato: si se quedan peleando contra los Stalchildren después de un rato sale uno gigante xD No recuerdo si esto pasaba en el original xD
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Riley retweeted
Material Painter A free PBR texture painter for game and film assets that opens Substance 3D Painter projects Paint layers, smart materials and masks onto 3D models, bake mesh maps like AO, curvature and thickness, and build tiling materials in a node graph. You can write your own nodes in WGSL with a live preview. Custom bakes add what happens around a model: rain streaks and rust runs, wind and sun wear, sand and snow piling up in corners, grime where parts touch. About 2,900 free CC0 materials from Poly Haven and ambientCG are built in. Export presets cover Unreal, Unity, Godot, glTF, Roblox and Blender. github.com/alla2001/material…
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I've been saying this since 2016 People called me crazy but I was right
BotW and TotK are masterful games and just what Zelda needed at the time. But I absolutely believe that the future should be (and will be) going back to the classic 3D linear Zelda format that everyone is experiencing again right now with Ocarina of Time Remake. It’s just better.
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Riley retweeted
Unreal Engine X (UE5.8 Fork) + XFSDK - Followup Started trying to port UE6 SceneGraph Entity Components into my Unreal Engine 5.8 fork! The port runs without Verse, preserving native C++ and Blueprint compatibility. Includes Entity Prefab editing and runtime support. The attached screenshot shows the Entity Prefab editor alongside the in-game result. Beyond SceneGraph, this post also serves as an update to my previous Unreal Engine X + XFSDK showcase. I updated the Demo (fixed extreme foliage, fix was trivial) + video (link below). Demo contains: 1. Custom Rendering Pipeline Guerrilla Games 2022-inspired Visibility Buffer. Custom volumetric fog and lighting. DOOM: The Dark Ages (2025)-inspired asynchronous post-processing and upscaler. 2. Advanced Anti-Aliasing Added Enhanced Activision Filmic SMAA TU4x with SurfaceID-guided processing and Additional FSR enhancements. 3. Extreme Foliage Enhanced foliage rendering for improved vegetation quality and visual detail. 4. Spectral Lighting Spectral lighting with approximated and accurately measured light-source profiles. Sunlight, daylight, incandescent, halogen, LED, and other spectral profiles. Temperature-based lighting. Watch the updated demo: youtu.be/7Ej7m-H9UkI Download the demo: mega.nz/file/VQUzFLoB#OjUXNe… Unreal Engine X Fork: github.com/mad-ben/UnrealEng… XFSDK Plugin & Documentation: unreal-engine-ace7bf.gitlab.… #UnrealEngine #UE5 #UE6 #SceneGraph #Rendering #GameDev
Unreal Engine X - new stuff, demo updates, documentation, and more papers. github.com/mad-ben/UnrealEng… Please note: The default UE 5.8.4 remains fully preserved and accessible. 🔹 X:Renderer - Spectral Rendering release and updated documentation. 🔹 X:Renderer & X:VFX - Visibility Buffer + Artistic Fog Release and documentation updates for visibility buffer rendering and artistic fog. See rendering pipeline graph below. 🔹 World Composition - undeprecated, with tiled landscape import restored. 🔹 X:VFX - NvFlow cleanup, heat haze, support for different emitter types within a single actor, plus PSO and Advanced Shader Delivery updates. The updated Flow demo map is included. 🔹 X:Renderer - Tessellation Crack-free tessellation for skeletal meshes. 🔹 X:Renderer - Shading Model Selection Choose which shading models your project ships in the legacy rendering path, reducing shader permutations for models you don’t use. 🔹 X:DevOps - Insights and RE:Dox updates, refreshed documentation, and an Advanced Shader Delivery helper. 🔹 X:Editor - Knowledge Hub let's you browse, search, and read rendering and tech art papers directly inside UE5, with an integrated PDF viewer, local caching, and Google Drive sources. Documentation is updated, and 15 more PDFs have been added to the library. The demo now includes Filmic TU4x mode for Filmic SMAA, plus Intel Sponza for GI and fog testing. 🔸 My rendering pipeline I’m gradually building my own pipeline: XVisibilityBuffer + async XPostProcess + async XUpscaler, taking inspiration from DOOM: The Dark Ages. The basic shape is there, including post processing overlapping the N+1 frame. More targeted profiling in my own game scenes is still needed. Some recorded legacy/XRender results: • Legacy + UE fog + Epic post: 8.91 ms • Visibility buffer + volumetric light + async post: 7.38 ms • Visibility buffer + fog + async post + Filmic SMAA T2x: 8.35 ms • Visibility buffer + fog + async post + TU4x: 6.50 ms, rendering internally at 1358×764 ------------------------------------------------------------ 📚 All 15 newly added papers - accessible through Knowledge Hub inside UE5: Rendering: drive.google.com/drive/u/1/f… • Activision - Software VRS - SIGGRAPH 2020 • Activision - Tessellation in Call of Duty - GDC 2014 • AMD - Understanding Many-Light Rendering - CEDEC 2025 • Seasun - Mastering Massive World Building - GDC 2026 • Threshold - Variable Rate Shading with Visibility Buffer Rendering - SIGGRAPH 2024 • Ubisoft - Anvil Rendering - REAC 2025 • Ubisoft - Raytracing in Snowdrop - GDC 2024 • Ubisoft - Raytracing the World of Assassin’s Creed Shadows - SIGGRAPH 2025 • Ubisoft - Upgrading the Snowdrop Engine - GDC 2024 Tech Art: drive.google.com/drive/u/1/f… • Activision - Next Generation Post Processing in Call of Duty: Advanced Warfare - SIGGRAPH 2014 • Activision - Scaling Content in Call of Duty: Modern Warfare - GDC 2020 Small Research Papers: drive.google.com/drive/u/1/f… • Jimenez - Separable Subsurface Scattering - Computer Graphics Forum 2015 • NVIDIA - An Approximate Mie Scattering Function for Fog and Cloud Rendering - SIGGRAPH 2023 • NVIDIA - Decoupled Coverage Anti-Aliasing - HPG 2015 • NVIDIA - Fast, Flexible, Physically-Based Volumetric Light Scattering - GDC 2016 Updated demo: mega.nz/file/RNNRGbpY#GeSu3v… Updated documentation: unreal-engine-ace7bf.gitlab.… #UnrealEngine #UE5 #UnrealEngineX #Rendering #GraphicsProgramming #GameDev #TechArt
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What
BREAKING: Krispy Kreme officially outperforms NVIDIA over the past year.
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Riley retweeted
Hey everyone 👋 I'm opening myself up to some short term contract work and I would appreciate any leads. I'm an Environment and Technical artist with over a half decade of professional experience I have experience in: 👇
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You may get two of these maximum
I truly expect to see: -Higher federal minimum wage -Term limits -Free Healthcare -Amnesty -Cheaper Gas -Student Loan forgiveness -Epstein Files released -Women's healthcare restored -Cheaper housing No reason any of these shouldn't happen when Democrats have all the power!
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Schools really need to teach scaling problems, it would be very easy to avoid this misunderstanding
The economy apparently collapses if a cashier makes $25 an hour but survives just fine when a CEO makes $25 million.
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A small request to fellow indie developers. When I showcase a game, please respect the featured developer and don't use the replies to promote your own game. I genuinely want to help as many developers as possible get noticed, but every showcase deserves its own moment. Thank you!
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The whole Steam review now taking a month is exactly why I made this suggestion btw teapaw.org/RVL1389/status/2112401…
You solve it with AI actually. Steam should implement AI testing to disqualify games that are low quality, repetitive, unpolished, etc. You'd filter out 90% of slop before it even hits the page.
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I appreciate you guys that retweeted, you are real ones!
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I'm having trouble deciding what my my next portfolio piece should be So I'm taking suggestions New: Environment Engine tool Procedural tool Stylized Renderer
Hey everyone 👋 I'm opening myself up to some short term contract work and I would appreciate any leads. I'm an Environment and Technical artist with over a half decade of professional experience I have experience in: 👇
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Tech Art Environment Art Lighting Art Engine Optimization Rendering Pipelines Materials and Shaders I have updates for my portfolio I will be polishing shortly but for now: artstation.com/rvl (My work on Shores of Vaelithar remains unchanged)
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Oh Ive also art directed on two as of yet released projects.
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Game devs, Steam has changed its pre-release review process after a rise in submissions, it currently takes up to 12 business days - Run your build via Steam for 5+ mins - Non-gameplay screenshots OK if labelled - Steam Cloud on? Sync a save - New checks on submit
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Hot Take: I'm glad actors are being removed because they're so incredibly bloated
I just came back from Unreal Fest Tokyo 2026! The News: - Re-Confirmation that Blueprints and Actors won't be in UE6 at all - The C++ Gameplay Framework will also go away with UE6 - UE 5.9 Preview launches next week - AI-Assisted Migration from UE5 to UE6 (1/8)🔗
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