Peter Sikachev Dev Blog

Thursday, March 13, 2025

Why Nanite Feels so Good or the Sad Tale of Unreal Engine Instancing

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Nanite is Great... Comparatively Speaking Let's start with the hot take: Nanite feels good because the vanilla UE instancing has been le...
Thursday, December 20, 2018

LCECBF: Linear Cost Exact Circular Bokeh Filter

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Depth-of-field has always been a costly post process for video games. Particularly, a circle-of-confusion filter proved to be a bottleneck....
Friday, October 26, 2018

MinLod: A Cheap&Simple Method to Increase Texture Details at Acute Angles

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UPD : a simpler and faster solution utilizing textureGrad instead of textureLod is uploaded (same ShaderToy link ) thanks to Sergey Makee...
Monday, July 6, 2015

The Myth of the Free ALUs

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One of the myths which arised with the new generation of consoles was that arithmetic operations (aka ALUs) were from now on literally free...
Friday, December 26, 2014

Triangles got to go... or not?

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Few months ago I had an argue with a colleague of mine of whether we still will be using triangles in 10 (or 15) years. While I naturally o...
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Monday, November 10, 2014

Interview Feedback

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What surprised me in the game industry when I moved to the West is the absolute absence of subj. I had done several interviews prior I join...
Thursday, November 6, 2014

Tessellation Topology Sucks... But It Doesn't Have To

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Initially this all started with a deficiency (Easter egg? Gag?) found in DirectX documentation : If you ever worked with a hardware tes...
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Peter Sikachev
Warsaw, Masovian, Poland
I am currently Technical Director at Virtuos Warsaw. Views and opinions expressed here do not necessarily represent those of my employer.
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