Dominik Lazarek
banner
domlaz.bsky.social
Dominik Lazarek
@domlaz.bsky.social
Senior Graphics Programmer at id Software. Previously: 'Avatar: Frontiers of Pandora' at Ubisoft.
Proud father of two. Anime and Metal head
www.graphicsprogrammingconference.nl might be a good fit for this - IIRC you're also based in EU currently? :)
Graphics Programming Conference
The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.
www.graphicsprogrammingconference.nl
October 28, 2025 at 2:52 PM
Super cool! I'm really enjoing the game so far - huge congrats to the entire team.
Would be very interested in hearing a conference-talk about this tech and its early prototypes some time :)
October 28, 2025 at 2:29 PM
Yepp, indeed all projected-grid screenspace still, both for Doom and Indy. We do use some tricks to get around some limitations, like temporally reprojecting grid vertices to last frame to reduce aliasing under motion, but not perfect. We might switch to world-tessellation at some point.
May 15, 2025 at 7:33 AM
Sure! You can use e.g. tex2DGrad(.. ddx, ddy) with manually-computed derivatives.
If you re-order the compute shader threads to be in a morton-like order, you can use e.g. subgroupQuadSwapHorizontal/Vertical() to compute derivatives
May 14, 2025 at 12:41 PM
Confirmed that this is indeed the software-VRS that's in place here. We're investigating some options to mitigate these places.
May 13, 2025 at 2:17 PM
Its using a form of software-VRS instead
May 13, 2025 at 1:46 PM
Hmmm, not 100% sure these are VRS issues, actually - could also come from the upscale sharpening or so. Thanks for pointing it out - fwding it with the team and we'll investigate
May 13, 2025 at 1:43 PM
Just received my own physical copy, congrats on the release!
However, my copy seems to include some faulty pages of a different book in the middle? Or is it expected to include advertisements of some sorts?
November 27, 2024 at 1:50 PM