Oleksandr Koshlo
@akoshlo
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Principal Rendering Engineer at Elsewhere Entertainment
Sweden
Joined March 2014
Xbox has announced WAR GAME: THE MAKING OF S.T.A.L.K.E.R. 2, a documentary about the development of the game that will premiere on Xbox's YouTube channel on October 3.
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"My previous talk was about how we organized a game jam from [Ukrainian] bomb shelters. When I delivered this talk, I genuinely hoped that it would be all learnings that we would glean from this crisis and there would be no need for a follow up talk—because, next time I'm at GDC,
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Star Wars Outlaws on PC is one of the best looking games this gen with a PC version that is not artificially held back by consoles. What does RTXDI do? How is perf? What about the hidden max settings or DLSS Ray Reconstruction? I cover that and more! https://t.co/WFkvn2pe17
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Star Wars Outlaws🌅 vs☀️ I liked them both so much I couldn't choose. Which one was my favorite? #StarWarsOutlaws #RTXON
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Our lead technical artist Kunal has posted his reel about the shader / effect work he did on Avatar. Check out the distant terrain noise to fake grass. https://t.co/zMklPW17RK
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My GDC talk “Ray Tracing in Snowdrop: Scene Representation and Custom BVH” is available on Vault https://t.co/NSlFyKtaTI. My DMs are open so feel free to ask any questions.
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🎧When you think about Ray Tracing, most people think about graphics. But the technology can also be used for simulating how sound travels in a game. We’ve sat down with our audio team to learn more about Ray Tracing audio in Snowdrop! 👇Read more 👇 https://t.co/T7oTzk9qHK
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When you think about Ray Tracing, most people think about graphics. They think about light, shadows, and crepuscular rays. But the technology...
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Avatar: Frontiers of Pandora is nothing short of a graphics masterpiece and it was a privilege to spend time with @nhstefanov and @akoshlo for this deep dive discussion about the new Snowdrop engine: https://t.co/oDXWIU1ePW
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Now that people have already said highly controversial stuff like ”debugger is useless for C++ development”, I think I can share my own controversial thoughts about unit testing, DRY, copy-paste coding and function length, etc... with 20 years of C++ programming experience.
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Sometimes 64-bit ints do appear to be slower than 32-bit ints. I notice this and mention this in my #Fastware talks but issues are hard to reproduce. Finally found a good explanation!
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