David Sena
@biovf
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Senior Mobile Platform Engineer @EpicGames Previously Graphics Tech Director @NMGames, Sr. Graphics Eng at Samsung R&D
Woking, England
Joined January 2011
Updating the link to the video of my GDC talk "Authoring Efficient Shaders for Optimal Mobile Performance" https://t.co/vb17zN4xLN Slides w/ speaker notes available at: Pdf: https://t.co/Pn8qiz5Yp6 PPTX:
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I guess I misunderstood the assignment when I was asked for a "sheep" Fresnel? 🤔
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Today I spotted a wild environment map in its natural habitat. It had texture compression artifacts and everything!
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Implemented a new LightweightVK demo: single-pass omnidirectional shadow maps using multiview, with both GLSL and Slang. https://t.co/lwWvPJLgP5
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"Stochastic Tile-Based Lighting" video is now online in Advances YT channel https://t.co/0xYtvdp4fo
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo đź’« https://t.co/tN6u379Nr8
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Visualize constant buffer layouts visually, supports structured buffers too. Padding rules are very complicated, save yourself some time and verify. Can also be useful to see the difference between row and column major matrices https://t.co/Ak0umWq56k
maraneshi.github.io
Learn HLSL constant buffer packing rules and visualize the memory layout of your own custom cbuffers!
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Hello you fine Internet folks, Today's article is on Strix Halo's memory subsystem and looking at the tradeoffs that AMD made between the CPU and iGPU. Hope y'all enjoy! P.S. Happy Halloween https://t.co/H3CyZt2VeQ
https://t.co/vNI7PEQF05
old.chipsandcheese.com
Editor’s Note (11/2/2025): Due to an error in moving the article over from Google Docs to Substack, the “Balancing CPU and GPU Bandwidth Demands” section was missing some Cyberpunk 2077 data. Apolo…
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I did the thing! Most of today has been me making and editing and rendering and uploading this roughly 50 minute intro video to how I program a complex strategy game in C++! I know not everyone does it this way, but this is just 'how I do it'. https://t.co/F59ushXiQ0 Plz share
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For more on optimization for your Unreal Engine projects, check out the full Optimization Learning Path:
dev.epicgames.com
This learning path combines tutorials and articles dealing with game performance and optimization - from PSO hitches to input lag.
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In multiplayer projects, there's a performance cost associated with replication on both the clients and server. As a result, it's possible to run into bandwidth saturation, spikes in CPU usage, and other slowdowns that may otherwise be avoided without careful consideration⛓️‍💥
dev.epicgames.com
Guidance on ways to optimize a project's replication in order to avoid slowdowns such as hitches and bandwidth saturation.
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Brilliant thread! 👏
Together with @0xjet, we conducted a comprehensive analysis of Android software protection deployment across 2.5 million applications. Using @enovella_'s APKiD, we examined protection adoption patterns across Google Play, alternative markets, and malware datasets.
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Introduction to CRT Spatial Scaling is up: https://t.co/82v83capTz - Talks about the spatial side of virtualizing displays and related issues. Future part 2 will cover the temporal side [aka soft BFI].
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Exciting news for developers working with our AMD DGF geometry compression technology! 🗜️ The DGF SDK has been updated with a new animation-aware encoding pipeline, bug fixes, and improvements. 👉 Learn more and download:
gpuopen.com
The AMD DGF SDK has been updated with improvements and new features, including the addition of an animation-aware encoding pipeline.
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