Bill Roeske
cyberwilhelm.bsky.social
Bill Roeske
@cyberwilhelm.bsky.social
Lead engineer/tech artist @ Kittehface Software, XR enthusiast

Former Engineering Manager @ TheoremOne, Lead Eng/Tech Art @ Pi Studios

He/Him
November 24, 2025 at 11:27 PM
We make a clone version of the Zuppa Tuscana soup at home, of that's any indication. 🙂
November 23, 2025 at 12:07 AM
Oh are they showing Sunshine? I haven't seen that movie in ages.
November 18, 2025 at 3:24 AM
One thing I haven't seen mentioned (though I'm still catching up on coverage): Is the Frame's grayscale pass-through currently depth corrected?

Good, instant pass-through has become an important usability feature. I could get by without color, but it's a bigger deal to me than I first expected.
November 17, 2025 at 2:14 PM
You have chosen.... Wisely
November 16, 2025 at 6:48 AM
Hard same. This series in general was a blast to work on, but this game was actually really special. Great times and memories.

We were actually hushed when the into movie came in, and immediately had to watch it again.
September 10, 2025 at 1:19 AM
But if the production schedule makes you speed up, then slow down, then speed up, only to have to show down again, then you defenestrate.
July 15, 2025 at 2:02 PM
Thanks for your (continued!) insights 🙂 Figures like this are definitely one place where I'm trying to grow my knowledge.

In general, does a number like that come from digging through GPU hardware documentation, or just from testing a bunch?
June 27, 2025 at 3:50 AM
From what I gather, it's more like "be mindful of what part is usually slow," like when Ben mentions hiding the fetch cost by doing other work while waiting.

Like much-avoided shader conditionals: uniform branches are really cheap since every fragment is the same; branching on noise much less so.
June 25, 2025 at 1:33 PM
Sequential frame stereoscopy
June 16, 2025 at 1:22 AM
I was busy making rendering going 1 ms faster on the Switch GPU, and didn't see it until now.

Pretty happy with how I spent my day, honestly.
June 5, 2025 at 11:19 PM
Whether file serialization/parsing (typically save data) is done using the Invariant Culture has become one of the first things we look at now while evaluating a C# codebase for console release or co-dev.

Not just numbers, but also capitalization in Turkish. IFKYK.
June 5, 2025 at 2:25 PM
Oh my god dude, so sorry to hear that. That's crushing in so many ways.

Scum of the Earth.
May 31, 2025 at 1:52 AM
"Understood Quaternions"
May 23, 2025 at 1:51 AM
Reposted by Bill Roeske
My read is that vibe coding is software engineers (or wannabe engineers) discovering tools for making messy hacked together prototypes to validate an idea with poor code, and then pushing that to production with minimal testing.

Excuse me but that is a game designer's job.
May 22, 2025 at 12:20 AM
Hell yeah!

This insightful comment brought to you by me, during my lunch break.
May 21, 2025 at 5:32 PM
Honestly probably Quest 3, because of how well-rounded it is. I do absolutely have a lot of sentimental nostalgia for the CV1, DK1, and my first-ever personal HMD, the eMagin Z800.
May 16, 2025 at 4:57 PM