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Kostas Anagnostou Profile
Kostas Anagnostou

@KostasAAA

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Lead Rendering Engineer @WeArePlayground working on @Fable. DMs open for graphics questions or mentoring people who want to get in the industry. Views my own.

Leamington Spa, UK
Joined May 2009
Don't wanna be here? Send us removal request.
@KostasAAA
Kostas Anagnostou
4 months
I will also be trying bluesky for a bit, there is a nice little graphics programmer community building up there, you can find me at
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@KostasAAA
Kostas Anagnostou
18 hours
RT @davidspringate: Didn't think I'd have to say this again so soon.. I'm sorry to all the staff at Unity and Crytek who have been affecte…
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@KostasAAA
Kostas Anagnostou
4 days
This year the "new" DirectX 12 graphics API, becomes 10 years old (Vulkan becomes 9). Feeling old yet?
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@KostasAAA
Kostas Anagnostou
8 days
Good read with a great collection of screen space effects
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@KostasAAA
Kostas Anagnostou
8 days
Game engines and shader stuttering: Unreal Engine's solution to the problem
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@KostasAAA
Kostas Anagnostou
8 days
"Programming Parallel Computers" Aalto University course lecture notes
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@KostasAAA
Kostas Anagnostou
9 days
"Raymarching The Gunk" discussing the techniques used to render the slimy substance in the game, great read:
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@KostasAAA
Kostas Anagnostou
11 days
Nice video discussing, at a high level, how (NVidia) GPUs work with great visualisations:
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@KostasAAA
Kostas Anagnostou
12 days
AltDevBlogADay was a very interesting site that hosted posts from industry professionals, covering a wide range of topics. Unfortunately it went down about 10y ago and is accessible only via web archive Definitely worth browsing, many still relevant posts
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@KostasAAA
Kostas Anagnostou
14 days
While the long branch unnecessarily increased VGPRs, the compiler took advantage of it to batch many tex reads up front and cache the results in VGPRs. Without the inactive branch it serialised access issuing a tex load, wait, use result and then issue another, to save VGPRs. 2/2
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@KostasAAA
Kostas Anagnostou
15 days
The Nvidia Blackwell GPU architecture paper is now available online
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@KostasAAA
Kostas Anagnostou
16 days
Adding the precise modifier to a VS output will stop the compiler from doing any code refactoring for it, eg convert "a*b+c" to a mad: This can be good for precision sensitive output like motion vectors or to ensure z-pre and g-buffer pass depths match.
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@KostasAAA
Kostas Anagnostou
17 days
RT @davidspringate: Really sorry to hear about the loss of jobs at Ubisoft Leamington. :( That really sucks. If you're affected, please, r…
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@KostasAAA
Kostas Anagnostou
18 days
Mapping of logical shader stages to hardware shader stages for AMD's GCN and RDNA architectures:
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@KostasAAA
Kostas Anagnostou
19 days
Fantastic work! "After replacing acos() with an approximation (and seeing a nice performance boost) I realized that the shader could still be vastly improved and ended up removing acos() altogether." (from
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@KostasAAA
Kostas Anagnostou
21 days
@Rainmaker1973
Massimo
22 days
POV: launching Doom from DOS in 1993 [📹 586RETROPCs]
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@KostasAAA
Kostas Anagnostou
24 days
@clabaultt Good catch, I'll rework the example, thanks!
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@KostasAAA
Kostas Anagnostou
25 days
The CUDA programming guide is worth studying, even if you're not programming in CUDA. A lot of this knowledge is transferable to DX12/Vulkan compute shaders, especially the GPU architecture/best practices/performance guidelines parts.
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@KostasAAA
Kostas Anagnostou
1 month
This is the amount of shader ISA code the compiler produces for a single atan2(). Avoid using it for time critical code.
Tweet media one
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