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Gabriel Sassone

@gabrielsassone

๐Ÿ‡ฎ๐Ÿ‡น(Life Lover/Life surfer) Principal Rendering Engineer @multiplayerdev.Guitarist in RomeInMonochrome.Ex ReadyAtDawn, Codemasters, Avalanche and others. Only personal views here.

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20.10.2023
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Latest posts by Gabriel Sassone @gabrielsassone

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Making Video Games in 2025 (without an engine) Thoughts, tools, and libraries I use to make games

Loved this article from @noelfb.bsky.social. C# and .NET are totally OK to build multiplatform games in 2026!
Lots of gems in the ecosystem
www.noelberry.ca/posts/making...

05.03.2026 14:38 ๐Ÿ‘ 56 ๐Ÿ” 11 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
Vulkan memory barriers and image layouts explained โ€“ RasterGrid | Software Consultancy

Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...

03.03.2026 21:25 ๐Ÿ‘ 32 ๐Ÿ” 9 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 430 - March 1st, 2026 www.jendrikillner.com/post/graphic...

02.03.2026 17:48 ๐Ÿ‘ 49 ๐Ÿ” 15 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

๐Ÿ˜ข

19.02.2026 20:26 ๐Ÿ‘ 3 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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HIP Threads: GPU power for teams without GPU experts - AMD GPUOpen HIP Threads lets C++ teams eliminate CPU hotspots by running familiar multithreaded code on AMD GPUs, no kernel rewrites or GPU expertise required, delivering real speedups in days.

HIP Threads lets C++ teams offload CPU hotspots to AMD GPUs by making minor changes to your existing multithreaded C++ code:

โš™๏ธ No kernel rewrites, no GPU expertise required.
๐ŸŽ๏ธ Just map threads and see real speedups in days.

๐Ÿ‘‰ Learn more: gpuopen.com/learn/hip-th...

19.02.2026 15:37 ๐Ÿ‘ 13 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Arm Community ARM Community Site

I donโ€™t often post outside AnKiโ€™s website but hereโ€™s a new blog post explaining how Vulkan barriers work at the hardware and driver level on Mali GPUs developer.arm.com/community/ar...

19.02.2026 17:49 ๐Ÿ‘ 4 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Yes this extension changes a lot of stuff - descriptor management has always been a hell. Hope they will start deprecating older stuff!

08.02.2026 07:38 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Confidence per zone, also shows denoiser validation in NRD, when I decrease the gradient boost, there is ghosting in player shadow. Checkerboarding pattern represents total disocclusion means history fix is in action so blurrier shadows (spatial), Parameters need to be just right to avoid ghosting.

31.01.2026 14:33 ๐Ÿ‘ 18 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

๐Ÿ˜

07.02.2026 08:44 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

DS2LE (Non-PT) vs DS2LE(PT). Thanks Usama again. Note DS2LE already had a lot of improvements like material shading, GTAO, Shadows already
bsky.app/profile/usam...

02.02.2026 19:04 ๐Ÿ‘ 4 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Modding is how I startedโ€ฆmodding Doom was my first way into โ€œI can make games!โ€.
But this isโ€ฆanother level.
I would love to contribute to this project one day!!!

07.02.2026 08:42 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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GitHub - pixelsandpointers/slang.nvim: Fixes some common pain points with the Slang Shading Language LSP for Neovim. Fixes some common pain points with the Slang Shading Language LSP for Neovim. - pixelsandpointers/slang.nvim

Hi fellow #Neovim users!
I faced some problems with the LSP and #Slang within Neovim and finally figured out how the files need to be generated.
The solution is provided in my first Neovim plugin I've written (so bear with me), available here: github.com/pixelsandpoi...

06.02.2026 17:23 ๐Ÿ‘ 2 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Brume tower with PT in #DarkSouls2

06.02.2026 20:13 ๐Ÿ‘ 25 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Nanite Tessellation Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...

I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...

02.02.2026 02:40 ๐Ÿ‘ 160 ๐Ÿ” 51 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1

that could be great for non-flythrough clouds, or maybe clouds LOD with volumetric ones! Great work :)
How slow/fast is the baking ?

02.02.2026 14:02 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Performance testing with help of community. This is 6 Paths per pixel RTX 5080 4K Performance - DLSS 4.5. Default is 1 Path per Pixel.
Thanks to AvgCroissant, don't think they are on this platform but I will keep it updated. Users can choose trade off between raw resolution vs path count.

01.02.2026 17:16 ๐Ÿ‘ 50 ๐Ÿ” 5 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

Short conclusion of this Weekend project using Claude Code:

It currently feels like it's going to be more like this for the majority of people for at least the nearest future, butchering the lovely graphic from @mjwhansen.com:

26.01.2026 09:21 ๐Ÿ‘ 17 ๐Ÿ” 5 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 0
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Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

All the presentations slides of the Graphics Programming Conference 2025 are up #GPC2025
graphicsprogrammingconference.com/archive/2025/

05.01.2026 10:30 ๐Ÿ‘ 34 ๐Ÿ” 12 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

It took a bit longer than anticipated, but chapter 3 is now complete! We have fully reworked how the frame graph works to make it easier to use and (hopefully) understand. Gone is the definition in json and is now fully driven by code!

20.12.2025 18:00 ๐Ÿ‘ 4 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Ten Years of D3D12 For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...

I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years ๐Ÿ‘ด).

therealmjp.github.io/posts/ten-ye...

08.09.2025 00:49 ๐Ÿ‘ 152 ๐Ÿ” 53 ๐Ÿ’ฌ 7 ๐Ÿ“Œ 3
Alternative definition of Spherical Harmonics for Lighting โ€“ Graham Hazel

For anyone who's tried to use spherical harmonics for lighting and found the notation- and terminology- heavy definitions confusing, highly recommend this classic: grahamhazel.com/blog/2017/12...

I think Graham Hazel's blog was down for a long time, years maybe, but works now!

04.10.2025 19:46 ๐Ÿ‘ 24 ๐Ÿ” 10 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Dear ImGui | On UI Architecture with Omar Cornut
Dear ImGui | On UI Architecture with Omar Cornut YouTube video by Wookash Podcast

ลukasz from Wookash Podcast (@gameengineering.bsky.social) has posted a lengthy conversation I recorded with him a few weeks ago:
www.youtube.com/watch?v=2KPU...
It's really awkward for me to watch it so I'll assume it's just confused rambling :)

08.11.2025 20:03 ๐Ÿ‘ 65 ๐Ÿ” 14 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui !

05.11.2025 20:00 ๐Ÿ‘ 95 ๐Ÿ” 50 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 2

The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...

23.11.2025 21:05 ๐Ÿ‘ 102 ๐Ÿ” 29 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 1
Demystifying Vulkan Ray Tracing
Demystifying Vulkan Ray Tracing YouTube video by Conferenza Italiana sul Game Development

My talk about ray-tracing is out!

youtu.be/CGR1gu2KW2s?...

Here I try to explain it in simple terms, while giving some historical context as well.
There is also a quick RTAO implementation with the worst denoise ever here:

github.com/JorenJoestar...

feedback is more than welcome!

23.11.2025 10:57 ๐Ÿ‘ 42 ๐Ÿ” 11 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?

02.10.2025 00:51 ๐Ÿ‘ 13 ๐Ÿ” 6 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Neokineogfx Returning Art to the Engineering of Technical GPU Generated Graphics

I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx

16.10.2025 19:03 ๐Ÿ‘ 22 ๐Ÿ” 10 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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We can finally announce that @gabrielsassone.bsky.social and I are working on the second edition of the Vulkan rendering book. More details to come soon!

18.10.2025 19:12 ๐Ÿ‘ 11 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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dear imgui 1.92.4 released!
github.com/ocornut/imgu...

Bonus links:
- list of extensions github.com/ocornut/imgu...
- debug tools github.com/ocornut/imgu...
- error recovery github.com/ocornut/imgu...
- getting started github.com/ocornut/imgu...
- bindings & backends github.com/ocornut/imgu...

14.10.2025 17:51 ๐Ÿ‘ 44 ๐Ÿ” 8 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
Compiler Explorer - HLSL (RGA 2.6.2 (DXC trunk)) // The entry point and target profile are needed to compile this example: // -T ps_6_6 -E PSMain struct PSInput { float4 position : SV_Position; float4 color : COLOR0; }; float4 PSMain(PS...

Quick tip, add the "-fspv-target-env=vulkan1.1" command line argument to Compiler Explorer's RGA to get it to compile HLSL shaders with wave intrinsics: godbolt.org/z/PKoh5d51K

06.10.2025 19:41 ๐Ÿ‘ 11 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0