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MAK

@makramd

⚠️Actively looking for work⚠️ Freelance & Consulting work. Photogrammetry Environmental tech artist GFX & rendering historian http://www.artstation.com/makram https://mastodon.gamedev.place/@makram

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25.11.2023
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Latest posts by MAK @makramd

I mean the whole Hip-Hop/Rap (& interior of RnB) genre is build on sampling & interpolation. Like 90% of it is like that. Some tracks just sample bits & piece while other so are full blow interpolation (that's the term used, but it's not a remix) like this one or many others.

10.03.2026 17:14 👍 0 🔁 0 💬 0 📌 0
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GitHub - adobe/openpbr-bsdf: Adobe's reference implementation of the OpenPBR BSDF Adobe's reference implementation of the OpenPBR BSDF - adobe/openpbr-bsdf

A self-contained, portable implementation of Adobe's OpenPBR 1.0 BSDF github.com/adobe/openpb...

09.03.2026 20:53 👍 28 🔁 4 💬 1 📌 0

AC: Shadows (Anvil Engine) has a really good AA implementation on consoles unlike both Snowdrop games (Avatar & SW:O). KCD2 (on GamePass now) is worth the detour just to see how amazing the CryEngine still is (unfortunately it appears that Warhorse is switching to UE5 for their next project😖)

08.03.2026 01:16 👍 1 🔁 0 💬 0 📌 0

Specular Aliasing is especially noticeable when panning horizontaly (more so during certain TODs & especially when surfaces are wet) SW:Outlaws has the exact same characteristics (Tatooine looks glorious while Akiva is dreadful because of the rain & jungle vegetation).
KCD2 is pristine @ 60hz.

08.03.2026 01:09 👍 1 🔁 0 💬 1 📌 0

It's indeed a stunner (minus the heavy specular aliasing because of the shoddy TAA solution on consoles similarly to SW: Outlaws).
Have you tried Kingdom Come Délivrance 2 yet?

07.03.2026 22:16 👍 1 🔁 0 💬 1 📌 0

@nomadsculpt.com is the best thing since sliced beard if you are one tablet (Android/iPad). Blender and to a lesser extent 3DCoat are now my go to on PC. ZBrush's UX/UI has also been a crime against humanity IMO.

07.03.2026 00:29 👍 2 🔁 0 💬 0 📌 0
Battlefield 6: Pushing visual fidelity while optimizing for all hardware
Battlefield 6: Pushing visual fidelity while optimizing for all hardware YouTube video by Graphics Programming Conference

Graphics Programming Conference 2025 presentation recordings are now online: www.youtube.com/watch?v=iRVL...

05.03.2026 23:02 👍 47 🔁 14 💬 0 📌 0
Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.

Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.

I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions.

irradiance.ca/posts/micros...

05.03.2026 21:49 👍 43 🔁 12 💬 1 📌 0
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DirectX Innovation at GDC 2026  - DirectX Developer Blog The excitement is building as we head into the 2026 Game Developer Conference and the DirectX team has a lot to share. We will be showcasing major updates in asset streaming, GPU tooling, ML-powered r...

Looking forward to seeing what DX12 news will be announced at GDC! I won't attend this year, but hopefully they'll share it publicly soon after. I'm especially excited about updates to GPU tools (PIX).
devblogs.microsoft.com/directx/dire...

05.03.2026 20:38 👍 6 🔁 1 💬 0 📌 0
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🫥🫥

05.03.2026 20:15 👍 0 🔁 0 💬 0 📌 0
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Intro to GPU Scalarization – Part 1 Note: The following posts are going to be very GCN specific, I hadn’t made that clear enough with my first extension, hence why only this PSA at the top of the post! Sorry if you’ve alr…

Interested in learning how GPUs actually execute work?

Here are the 4 resources we recommend:
1️⃣ flashypixels.wordpress.com/2018/11/10/i...
2️⃣ flashypixels.wordpress.com/2018/11/10/i...
3️⃣ gpuopen.com/download/GPC...
4️⃣ themaister.net/blog/2025/10...

#GameDev #GPU #Resources

05.03.2026 20:10 👍 25 🔁 4 💬 1 📌 1
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Planet of Lana II is out now on all platforms! 🤯🎉🙌🥹🥰. Thanks for all the support! And hope you enjoy your time on Novo!

05.03.2026 15:23 👍 56 🔁 9 💬 9 📌 2
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages YouTube video by Graphics Programming Conference

Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...

youtu.be/mvCoqCic3nE?...

05.03.2026 10:29 👍 32 🔁 15 💬 0 📌 0
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Finally able to play Kingdom Come D2 on XSX@60Fps & the contrast between this every & every other game (especially those using UE5) in terms of IQ, performance, lighting, and sound.. is absolutely mind-boggling & also depressing. 80% of releases look & run like horseshit while this is possible

04.03.2026 23:23 👍 1 🔁 0 💬 0 📌 0

Has anyone actively used a Photometry setup/workflow (specifically for 3D props/assets not for facescans ala litghstage) in a real production so far? Everything I've seen/tried so far seems 2 much hassle vs benefits for what can be done "manually" (creating all the maps) often with better result. 😑

04.03.2026 12:04 👍 0 🔁 0 💬 0 📌 0
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Ray Tracing using HIP In this technical report, we introduce the basics of ray tracing and explain how to accelerate the computation of the rendering algorithm in HIP. We also show how to use a HIP ray tracing framework - ...

Ray Tracing using HIP
arxiv.org/abs/2603.00292

04.03.2026 09:42 👍 9 🔁 3 💬 0 📌 0

Feels like the legacy of this game won't be the game itself but rather the fact that it's *the* case study for how unsustainable the current state of the games industry is.

Even if it's a fluffed PR number, 2 million players still not being enough to last longer than a month is totally wild to me

03.03.2026 22:30 👍 1 🔁 1 💬 0 📌 0
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Posted a video on the topic of designing characters and vehicles using everyday objects, this is an enhanced version of a written tutorial I posted last year, check out the upgrade! #arttip #conceptart youtu.be/8LROdlxL4r0

02.03.2026 15:21 👍 9 🔁 1 💬 0 📌 1
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Motorola News | Motorola's new partnership with GrapheneOS Motorola announces three new B2B solutions at MWC 2026, including GrapheneOS partnership, Moto Analytics and more.

We're happy to announce a long-term partnership with Motorola. We're collaborating on future devices meeting our privacy and security standards with official GrapheneOS support.

motorolanews.com/motorola-thr...

02.03.2026 12:34 👍 644 🔁 190 💬 50 📌 65
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02.03.2026 10:32 👍 6542 🔁 1323 💬 25 📌 11

You're welcome 🙏🏼
Amazing work by all involved. Great to finally see something vastly superior to DDGI.

01.03.2026 19:52 👍 0 🔁 0 💬 0 📌 0
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tiny lego car #blender #cycles

27.02.2026 20:39 👍 493 🔁 90 💬 8 📌 2

Environment map sampling & backgrounds are now supported in the WebGPU path tracer! Slowly but surely we're getting features ported over. Thanks to "TheBlek" for getting this added!

#threejs #webgpu #javascript #raytracing

25.02.2026 13:26 👍 17 🔁 4 💬 0 📌 1
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Real-time Rendering with a Neural Irradiance Volume
Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising.
arnocoomans.be/eg2026

27.02.2026 09:32 👍 58 🔁 15 💬 3 📌 0
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Shipping Neural Texture Compression in Assassin’s Creed Mirage A neural material texture compression technique that uses machine learning to exploit the cross-channel structure and reconstruct full PBR materials in real time, enabling high compression rate in Ass...

Full article: www.ubisoft.com/en-us/news/i...

25.02.2026 12:17 👍 3 🔁 4 💬 0 📌 0
Key art for the game Keeper, by DoubleFine Productions depicting a sentient lighthouse traversing a fantastical world

Key art for the game Keeper, by DoubleFine Productions depicting a sentient lighthouse traversing a fantastical world

Finally had a chance to fully complete Keeper. Holy cow, what a beautiful and joyous experience throughout. Huge congrats to @leepetty.bsky.social and the entire team at @doublefine.com for bringing this into the world. Now to pick my jaw up off the floor.

26.02.2026 18:55 👍 58 🔁 5 💬 3 📌 0

Incredible isn't it?
IMO one of, if not, the most visually impressive game ever created.

26.02.2026 20:01 👍 2 🔁 0 💬 1 📌 0
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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.

25.02.2026 19:23 👍 370 🔁 96 💬 10 📌 2
Two colour illustration of Barad Dûr, with Sauron's eye at the top. surrounded with the ring inscription in elvish. the sky is red with sparks and ash floating in the air, the tower is above a fiery chasm. The front doors are glowing red with silhouettes of chains and armouries. A cloud of ash conceals the horizon. This will be a banner and riso print first. Digital prints coming later this year.

Two colour illustration of Barad Dûr, with Sauron's eye at the top. surrounded with the ring inscription in elvish. the sky is red with sparks and ash floating in the air, the tower is above a fiery chasm. The front doors are glowing red with silhouettes of chains and armouries. A cloud of ash conceals the horizon. This will be a banner and riso print first. Digital prints coming later this year.

BARAD DÛR

25.02.2026 07:43 👍 5685 🔁 1632 💬 30 📌 16

Every single senior engineer that I have talked to in the last two weeks has had what I would call "existential melancholy." Our all-company meeting last Monday had the phrases "staring down the barrel of the end of our careers" and "preparing for the threat of rogue AI" spoken in total seriousness.

25.02.2026 00:23 👍 18 🔁 5 💬 1 📌 0