Dietmar Suoch (@dsuoch) header
Dietmar Suoch (@dsuoch) profile picture

Austrian in CALEEFORNEEA (again). Michael Clayton of GPU programming. Goosfraba ... Trying to ditch Twitter. Trying https://teapaw.org/t.co/Ae74NbKcJq

Santa Barbara, CA
Joined January 2011
Photo by Dietmar Suoch (@dsuoch)Photo by Dietmar Suoch (@dsuoch)Photo by Dietmar Suoch (@dsuoch)Photo by Dietmar Suoch (@dsuoch)Photo by Dietmar Suoch (@dsuoch)Photo by Dietmar Suoch (@dsuoch)Photo by Dietmar Suoch (@dsuoch)Photo by Dietmar Suoch (@dsuoch)Photo by Dietmar Suoch (@dsuoch)
Dietmar Suoch retweeted
Graphics Programming weekly - Issue 461 - November 1st, 2026 jendrikillner.com/post/graph…
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Dietmar Suoch retweeted
Released a paper that we haven't had a chance to formally publish yet. NTC suffers from divergence at runtime, and we were exploring ways to avoid it. A work uses a generalized decoder for NTC, but ours uses a NN to upscale texels arxiv.org/abs/2611.07289
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Dietmar Suoch retweeted
This is a bit more researchy than my last blog post, but I hope the first parts make the case for why the SZ Sequence is good for ray tracing: andrew-helmer.github.io/sz-m…
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Dietmar Suoch retweeted
⚙️ MSVC 14.52 RC = a LOT happening below your C++. /std:c++23 ✅ More LTCG/inlining tricks 🔥 More x64 + ARM64 vectorization 🦾 C++23 feature-complete STL 📚 Faster ASan 🧪 Pop the hood 👇 msft.it/6010avtNr
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Dietmar Suoch retweeted
Graphics Programming weekly - Issue 460 - October 25th, 2026 jendrikillner.com/post/graph…
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Dietmar Suoch retweeted
New blog post: Building a Fiber-Based Job System from Scratch. I walk through how I built the fiber-based job system in my offline renderer, including scheduling, synchronization, and the design choices behind it. agraphicsguynotes.com/posts/…
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Dietmar Suoch retweeted
Now available: Agility SDK 1.620 retail + 1.722 preview! 1.620 adds retail support for DirectX Dump Files + Partial Graphics Programs. 1.722 preview adds new DXR features for clustered geometry, partitioned TLAS, and indirect AS builds. Check out our blog: devblogs.microsoft.com/direc…
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Bento - A shading language and shader compiler infrastructure for building shaders and shader tools. graphitemaster.github.io/Ben…
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What would an ideal shader compiler look like? I listed ten traits, then scored eight real ones against them. Every item exists somewhere, eight of them in a single project. Nobody has put all ten in one library... Yet! 😉 bkaradzic.github.io/posts/id…
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Hello you fine Internet folks, Today's article is on Qualcomm's "Performance" Oryon AKA Oryon-M and how it compares to Arm's Neoverse N2 (the server version of the Cortex A710) and Intel's Skymont. Hope y'all enjoy! chipsandcheese.com/p/perform…
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Dietmar Suoch retweeted
Box2D v3.2 released! New features include large world support, recording and replay, snapshots, and a dynamic character mover. Performance improvement of 3x across many benchmarks versus v3.1. Blog: box2d.org/posts/2026/10/box2…
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Dietmar Suoch retweeted
I ported @SebAaltonen Perftest to Vulkan(surprise!) and added a few tests.I am searching some perf numbers for my next rendering API to go fully bindless (called Idra).Compiles slang/dxc/glslang and found a couple of interesting things. #vulkan #rendering github.com/JorenJoestar/perf…
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Dietmar Suoch retweeted
PIX timing capture functionality has been extracted into a separate library to offer recording of a large number of events including, among others, GPU top/end of pipe timestamps, object lifetime and memory residency/eviction in-game. devblogs.microsoft.com/direc…
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Dietmar Suoch retweeted
New blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer! zeux.io/2026/09/30/billions-…
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Dietmar Suoch retweeted
Vulkan SDK 1.4.363.0 is out, including the Vulkan 1.4-conformant version of KosmicKrisp! With KosmicKrisp, a Mesa-based Vulkan-to-Metal driver, a single Vulkan 1.4 codebase can target Linux, Windows, Android, and macOS environments. Also in this release: new extensions, vkprofiles, and more. bit.ly/46KWnWD
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