Adam Marrs
@acmarrs.bsky.social
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
Earlier in GDC, folks in our teams shared the latest progress of NvRTX branch of Unreal engine. The presentation is now public online youtube.com/watch?v=so9l... The source code for all the new hair pt work is available in our latest release of NvRTX as well developer.nvidia.com/game-engines...
What's New in RTX for Unreal Engine 5
YouTube video by NVIDIA Game Developer
youtube.com
Our Micropolygon pipeline (MPH) rendering the NVIDIA Zorah demo assets in #Anvil. Zorah is composed of nearly 500 million triangles — but that doesn’t scare us 🙂
Happy to work with a very cool team and contribute to the forest ray tracing project. youtu.be/RgpAc7U29BA Great collaboration with CD Projekt Red. We will open source the Vulkan sample later this year.
Advances in Path Tracing: New NVIDIA RTX Mega Geometry Foliage System
YouTube video by NVIDIA Game Developer
youtu.be
This year at GDC, my peers Evan, Kelsey, and Richard will showcase the latest progress in the UE NvRTX branch, including LSS optimized hair strands path tracing, an area I’ve had the privilege to work on over the past couple of months. schedule.gdconf.com/session/stat...
SER and OMM have now officially arrived in DXR 1.2! devblogs.microsoft.com/directx/shad...
Announcing Shader Model 6.9 Retail and New D3D12 Improvements - DirectX Developer Blog
Today, we are pleased to announce that Shader Model 6.9 and other features have been officially released with Agility SDK 1.619 and complementary DXC 1.9.2602.16. Many of these features have been in p...
devblogs.microsoft.com
Fly through of part of a Keeper level directly in the Unreal Engine editor. Part way through I turn on all of the game objects the player doesn't see -- it takes a lot to make games work.
I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book. We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year. The book is now available on Amazon.
Everything about making video games is harder than you think.
We've made the content and project files for our new Bonsai demo freely available, so you can run it yourself. Download the project, a developer guide, and even a binary executable of the demo here: developer.nvidia.com/game-engines...
Today we released a new demo showcasing RTX Mega Geometry, ReSTIR PT, and DLSS all running together in our NvRTX branch of UE 5.6. www.youtube.com/watch?v=3qyo...
Bonsai Diorama Demo | NVIDIA RTX Unreal Engine 5.6.1
YouTube video by NVIDIA Game Developer
youtube.com
Check out our webinar at 1pm EST / 10am PST Richard, Kelsey, and I will chat about the latest updates to RTX Mega Geometry in NvRTX 5.6 and our upcoming Bonsai showcase. Free for all. Recording available after. Register here: nvda.ws/41BVLQR
Checking out RTX Mega Geometry in NvRTX 5.6? Download our Zorah Sample Content pack and you'll get three scenes (including the scene in this image) made by our Lightspeed Art team specifically for RTX Mega Geometry. Get it here: dlss.download.nvidia.com/demos/zorah/...
Happy Gamescom! We've pushed an update to NvRTX 5.6 that improves performance, adds new debugging features, and brings RTX Mega Geometry to the main branch. Details and instructions on how to access NvRTX: developer.nvidia.com/blog/announc...
It’s really cool to see my talk freely available for everyone. I’m proud of the work our team accomplished, and it means a lot that it’s now accessible to a wider audience. Huge thanks to the GDC team for putting it out there! #AssassinsCreedShadows #GameDevelopment #GDC2025
Now on GDC YouTube: Rendering 'Assassin's Creed Shadows' AC: Shadows is a large systemic open world game with dynamic time of day cycles, a systemic weather system, and seasons. Find out how they made it happen. www.youtube.com/watch?v=yj5p...
Wow, the REAC Conference lineup is *stacked* this year! Looking forward to all the talks. enginearchitecture.org/2025.htm
REAC: 2025 Conference.
enginearchitecture.org
New blog post: developer.nvidia.com/blog/path-tr...
Path Tracing Optimization in Indiana Jones™: Shader Execution Reordering and Live State Reductions | NVIDIA Technical Blog
This post is part of the Path Tracing Optimizations in Indiana Jones™ series. While adding a path-tracing mode to Indiana Jones and the Great Circle™ in 2024, we used Shader Execution Reordering (SER)...
developer.nvidia.com
New blog post: developer.nvidia.com/blog/path-tr...
Path Tracing Optimizations in Indiana Jones™: Opacity MicroMaps and Compaction of Dynamic BLASs | NVIDIA Technical Blog
The first post in this series, Path Tracing Optimization in Indiana Jones™: Shader Execution Reordering and Live State Reductions, covered ray-gen shader level optimizations that sped up the main path...
developer.nvidia.com
So stoked the Slayer is back! Rip and Tear...until it is done. www.youtube.com/watch?v=uq8s...
From The Ashes - DOOM: The Dark Ages (Original Game Soundtrack) OFFICIAL
YouTube video by Finishing Move Inc.
youtube.com
A nice, visual introduction to reservoir sampling: samwho.dev/reservoir-sa...
Reservoir Sampling
Choosing fairly when you don't know how many you're choosing from.
samwho.dev
Our #GDC25 talk on Path Tracing Nanite in UE5 is now available on YouTube: youtu.be/8AnVpcIczyk
GDC 2025 | Path Tracing Nanite in NVIDIA Zorah - Full Session Replay
YouTube video by NVIDIA Game Developer
youtu.be
Our #GDC25 talk on RTX Mega Geometry and how it was used in UE5 and Alan Wake 2 is now available on YouTube: www.youtube.com/watch?v=Kblm...
GDC 2025 | Scale Up Ray Tracing in Games With RTX Mega Geometry - Full Session Replay
YouTube video by NVIDIA Game Developer
youtube.com
AC Shadows is a remarkable real-time graphics showcase. The world feels natural, alive, and I regularly find myself stopping to just watch the weather system do its thing. Screenshots don't do it justice, so go play it 😄.
Our #GDC25 talk "Scale Up Ray Tracing in Games with RTX Mega Geometry" is now online, free to watch for all: www.nvidia.com/en-us/on-dem...
Scale Up Ray Tracing in Games With RTX Mega Geometry | Game Developers Conference (GDC) 2025 | NVIDIA On-Demand
With 3D sculpting, photogrammetry, and generative AI, geometric complexity has exploded, forcing game engines to adapt
nvidia.com
Our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah" is now online, free to watch for all: www.nvidia.com/en-us/on-dem...
Path Tracing Nanite in NVIDIA Zorah | Game Developers Conference (GDC) 2025 | NVIDIA On-Demand
In this session, we will discuss the cutting-edge algorithms and techniques behind NVIDIA's Zorah Blackwell launch demo
nvidia.com
"Zorah" is a showcase of our work on RTX Mega Geometry, ReSTIR PT, and more in UE5. Really happy with the results and astonished at the incredible assets our art team built. If you are at GDC, come to our talk "Path Tracing Nanite in Zorah" tomorrow to learn more! www.youtube.com/watch?v=5wbp...
Zorah | Neural Rendering, Powered by GeForce RTX 50 Series and AI
YouTube video by NVIDIA GeForce
youtube.com
Just 2 weeks until our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah". I'm excited to talk about how we're ray tracing insanely detailed Nanite geometry in real-time. Add it to your schedule and come say hi: schedule.gdconf.com/session/path...
I'll be back at GDC this year! I'm stoked for our talk: "Path Tracing Nanite in NVIDIA Zorah" with my colleagues Evan Hart and Jiayin Cao. We'll discuss RTX Mega Geometry, ReSTIR PT, and other goodness in our NvRTX branch of UE5 that powers Zorah. Session: schedule.gdconf.com/session/path...
Game engines and shader stuttering: Unreal Engine's solution to the problem www.unrealengine.com/en-US/tech-b...
Game engines and shader stuttering: Unreal Engine's solution to the problem
Take a dive into Pipeline State Object (PSO) precaching and find out how this technique has evolved to the point that it now prevents most kinds of shader compilation stutters.
unrealengine.com