CTO at TotalView, pushing reality capture rendering forward outside of the game industry. Also founder of @VoxelPlugin You can DM me on discord @ phyronnaz

Montpellier, France
Joined December 2015
My saturday evening project: hacking my remarkable to see if Opus 5.5 can help me draw (and also animate cuz why not)
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Claude using an old android phone to reverse engineer the remarkable 2 display 😅
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FWIW this actually works
Confirmed that 3090 unlock is successful with 360watt power wall, I got 75T -> 135T (measured in Pytorch) Which is insane I used github.com/Zagitta/gpu-unloc… with commit a9b0c75
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Victor Careil retweeted
HausTools, our new Plugin for @UnrealEngine is now available on @fab a simple, user-friendly editor toolset designed to make constructing buildings from authored modular assets easy!👉fab.com/listings/4ee55208-a1… Choose from our PropHaus Compatible Packs or import your own custom meshes!
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Victor Careil retweeted
Following three years of development, FluidNinja LIVE-2 released - free to download at the community server #FluidNinja #UE5 #realtimeVFX #VFX #gamedev
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Victor Careil retweeted
Ever wondered how fast Pipe It is compared to stock Unreal? Now you know! Links below 👇 #unreal #ue5 #EnvironmentArt #fab #pipes #realtime
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Victor Careil retweeted
My unreal fest talk and resources are now live! If you are interested at all in audio tech for #unrealengine 5.8 Example Project can be downloaded here, link to vid, and also discord as well. chriszuko.gumroad.com/l/MixU…
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We can finally talk about it: We found a way to extract hidden reasoning of frontier models using a vulnerability in the APIs of every frontier AI company. We verified that our reasoning token count matches billed API thinking tokens 1:1 for most of the prompts we queried.
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Congrats on the release!
Pipe It is finally out! 🎉 After 7 months of work, my Unreal Engine plugin for drawing pipes is live on Fab. Never assemble pipes by hand again! 4 full kits included - it all works at runtime too AND you can make your own kits too! 👀 Compatible from UE 5.4 - 5.8! Big thank you to @phyronnaz for the help bringing this plugin to life! @fab @UnrealEngine #gamedev #plugin #pipes #ue5 Link below 👇
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Victor Careil retweeted
Suns out, guns out! 💪😎 Get 30% off Beach City - Modular Pack for #UnrealEngine in the @Fab Summer Mega Sale: fab.com/listings/c90bc1f1-3d…
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Victor Careil retweeted
We just pushed a new version of esoterica to github. This is the culmination of around 2 years of work. Massive improvements across the board most notably a modern DX12 renderer. If you want to build your own engine, it's a great starting point! github.com/BobbyAnguelov/Eso…
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Victor Careil retweeted
After many months of work, I’m happy to (finally) announce the release of EasyWaterscape for #unrealengine! With realtime ocean/water simulation, dynamic foam & shorelines, underwater transitions, buoyancy, and one-click presets, it is what I think is the easiest water tool to use and get fantastic results with. You can get it right now on @fab Full tutorial here: youtu.be/dXuwb4PpodQ #gamedev #ue5
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I've been helping Anthony make this the last few months, and I think it turned out really good! (the video is barely sped up, the tool is ridiculously easy to use)
Pipe It, the UE Pipe Plugin is finally 1.0 ready and coming out to @fab in a few weeks! It's been a fun 6 months journey taking this simple idea and transforming it into a complete tool meant to make pipes easy and fun. UX is such an unseen beast and it renewed my respect to #UX designers across the world. Here's a small video of the tool working in Unreal 5.7.4, drawing pipes like never before :D. Would you like to get your hands on this plugin when it comes out? What features would you like to see come out with the plugin? Let me know in the comments. A big thank you once again to @phyronnaz for his help! #pipeit @UnrealEngine #ue5 #GameDev #realtime #uxdesign
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It's not on fab yet, but you can join the discord to be notified when it'll be: discord.gg/JBHAfuKaAY I think there's also a mailing list on the website pipeit-plugin.com/
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Victor Careil retweeted
there is a workaround for this! "env": { "CLAUDE_AFK_TIMEOUT_MS": "86400000" },
claude code just added a "feature" where questions from the model automatically time out after 60 seconds with no way to disable this completely breaks my workflow of running 5-10 sessions at a time and steering them by answering their questions as they work very upset at this
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Victor Careil retweeted
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/06/anno…
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Victor Careil retweeted
Black Eye Cameras 2.0 is live on Fab. Gameplay cameras, revolutionized. A major new camera upgrade for Unreal Engine: 3rd person orbit, camera manager, high-level blending, priorities, custom blends, trigger volumes, collisions - it’s an incredibly fast way to create sophisticated gameplay cameras.. Instant iteration. Tune and save in Play mode. Less fragile code. Fewer broken keyframes. Better cameras, faster. This is a major release built to help Unreal Engine teams create amazing cameras faster: for gameplay, cinematics, trailers, cutscenes, previs - anyone using a camera in Unreal Engine. Good cameras make great projects.
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Victor Careil retweeted
2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/20…, graphicrants.blogspot.com/20…
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Victor Careil retweeted
Cool to see this blew the mind of a few people :D I kinda forgot to give a shout out to GodofPen for its community tutorial though, that's where I learned that trick from: dev.epicgames.com/community/… my bad
Thanks to @GhislainGir recent video on YT, I discovered that you can register and access a custom uniform buffer in the materials and it's actually very handy! Helps to avoid messing around with external render targets and/or Material Parameter Collections in the code.
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Victor Careil retweeted
🥳 That’s it — my new and final video is live on YouTube! In this 2h15 deep dive, I try to summarize everything I’ve learned over the past two months while diving head-first into C++ compute shader dispatch in UE and RDG.
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