Great presentation, also includes a good summary of denoising, recommended read: "Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4", Advances in Real-Time Rendering, Siggraph 2026 advances.realtimerendering.com/s2026/index....
SIGGRAPH 2026 Advances in Real-Time Rendering in Games course
advances.realtimerendering.com
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on Upgrading PSSR on PlayStation 5 Pro by Daniel Craig from Sony Interactive Entertainment are now online - enjoy!! advances.realtimerendering.com/s2026/index....
SIGGRAPH 2026 links: blog.selfshadow.com/2026/07/26/s.... I'll continue to add to the list as more things show up online.
SIGGRAPH 2026 Links
blog.selfshadow.com
【VIPインタビュー】“世界で元気なセガ”へ。内海州史社長が語る、トランスメディア戦略とデジタルシフトで伸ばす“売る力” www.famitsu.com/article/2026... “感動体験を創造し続ける”ことが、“ゲーマーを力づける”。新作はもちろん、往年のIPの新展開“SEGA UNIVERSE”にも注力 x.com/famitsu/stat...
The excellent new Shader Injector mod addresses a broad swath of FF7 Rebirth’s lighting issues. Compared to the stock game, it’s a revelation. youtu.be/zBFViJCICUA?...
Final Fantasy 7 Rebirth PC Shader Injector Mod: Lighting Transformed!
YouTube video by Digital Foundry
youtu.be
This paper won 3rd-place Wolfgang Straßer Award (Best Paper) at @HPG_Conf! 🏆 Watch the presentation ⬇️ www.youtube.com/live/h2V8Yyf... #HPG2026 #GPU #RayTracing
HPG 2026: Day 1 - July 17th
YouTube video by High-Performance Graphics
youtube.com
Worth watching I3D 2026 Keynote: "Lessons from Digging in Game Dev and Adjacent Trenches" by Naty Hoffman www.youtube.com/watch?v=ISgT...
I3D 2026 Keynote: Naty Hoffman's Keynote - "Lessons from Digging in Game Dev and Adjacent Trenches"
YouTube video by I3D Symposium
youtube.com
Going to the #SIGGRAPH2026 Fast Forward Session? Here's a much better way to keep track of talks you want to see: keenancrane.github.io/siggraph-pap... Tap the talks you want to go to, then share (as Markdown) or save directly to your calendar. Also flags conflicting times. ⚠️
Imagine in Tekken if you press and held BACK to guard and also press and held 1+2 while holding BACK... and that now your character is Guarding (or walking away) and always escaping 1+2 throws? Well, that's actually more or less how Guard-Throw-Escape works in VF5 REVO!
Pai Chan Virtua Fighter 5 Intro Opening Wave
ALT: Pai Chan Virtua Fighter 5 Intro Opening Wave
static.klipy.com
Alan's (@demofox.bsky.social) blog post is what could solve a lot of anxiety for new graphics people: blog.demofox.org/2026/07/01/w...
What To Learn To Be A Real Time Graphics Programmer
I get asked fairly often what people need to know to be hireable as a graphics programmer. I figured it was time to make a page to link instead of re-typing it each time. We are in a strange time w…
blog.demofox.org
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...
Announcing Box3D
I’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...
box2d.org
『バーチャファイター』新作『VIRTUA FIGHTER CROSSROADS』山田理一郎氏インタビュー。“新生バーチャ”が「6ではない理由」や「一人用モードをがっつり作りこむ」理由を訊いた automaton-media.com/articles/int...
『バーチャファイター』新作『VIRTUA FIGHTER CROSSROADS』山田理一郎氏インタビュー。“新生バーチャ”が「6ではない理由」や「一人用モードをがっつり作りこむ」理由を訊いた - AUTOMATON
『VIRTUA FIGHTER CROSSROADS』の名を冠する『バーチャファイター』最新作。本稿ではプロデューサー兼クリエイティブディレクターの山田理一郎氏に、本作にかける想いや、最新作になるにあたっての変化などを訊いた。
automaton-media.com
C++20 coroutines have lovely syntax, but they're a terrible fit for games. Here's what I built instead: ~200 lines of stackless C++ coroutines that survive a quicksave/quickload.💾 vittorioromeo.com/index/blog/s... #cpp #gamedev
stackless coroutines for gamedev in ~200 lines of C++
Article/tutorial on http://vittorioromeo.com
vittorioromeo.com
本日の一枚。 25年前の2000年8月、プロジェクト「SNK VS. CAPCOM」のカプコン制作第1弾、AC『CAPCOM VS. SNK MILLENNIUM FIGHT 2000』』稼働開始!両社のクリエーターがこの1枚に結集した空前絶後の1枚です。 #カプコンアートワーク #カプコレ2 #ファイコレ capcom-games.com/cfc2/ja-jp/
I posted an unusual entry in my blog that reminisces about my first professional software engineering job before I entered the games industry in the mid-90s. Bespoke Software for Oscillating Bob Viscometry terathon.com/blog/viscome...
Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine. i hope you enjoy & find this few months worth of freetime article useful... mamoniem.com/behind-the-p...
Chiaki-ng the open-source PlayStation Remote Play app gets better streaming quality and stability #OpenSource #Chiaki #Gaming
Chiaki-ng the open-source PlayStation Remote Play app gets better streaming quality and stability
The open-source community made PlayStation Remote Play app Chiaki-ng v1.10.0 has rolled out, making it even better to stream games to other systems.
gamingonlinux.com
Graphics Programming Conference 2025 presentation recordings are now online: www.youtube.com/watch?v=iRVL...
Battlefield 6: Pushing visual fidelity while optimizing for all hardware
YouTube video by Graphics Programming Conference
youtube.com
「日本一働きがいのある企業」を表彰する「ベストモチベーションカンパニーアワード2026」にて、セガが大手企業部門(5,000名未満)で受賞、TOP10入りしました。 昨年従業員エンゲージメント調査を実施した企業の中から企業と従業員の相互理解・相思愛度のスコアが高い10社が表彰されるアワードです。
株式会社セガ
セガおよびサミーが「ベストモチベーションカンパニーアワード2026」を受賞 ~大手企業部門、中堅企業部門でTOP10入り~
sega.co.jp
The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development. Learn more: www.khronos.org/blog/new-vul... #vulkan #tutorial #programming #gpu #gameengine