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41554 blogs · [ { "id": "01a087a0-df9d-7295-8981-1015ac494880", "title": "Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages", "url": "https://martinfullerblog.wordpress.com/2025/09/26/anisotropic-scaling-in-indiana-jones-and-the-great-circle-and-doom-the-dark-ages/", "published_at": "2025-09-26T09:21:27+00:00" }, { "id": "01a087a0-df9d-7295-8981-1015ac78806a", "title": "Massaging the Shader Compiler to emit Optimum Instructions", "url": "https://martinfullerblog.wordpress.com/2025/01/13/massaging-the-shader-compiler-to-emit-optimum-instructions/", "published_at": "2025-01-13T17:32:17+00:00" }, { "id": "01a087a0-df9d-7295-8981-1015ad105af7", "title": "Dynamic Resolution Scaling (DRS) on PC", "url": "https://martinfullerblog.wordpress.com/2025/01/06/dynamic-resolution-scaling-on-pc/", "published_at": "2025-01-06T11:52:26+00:00" }, { "id": "01a087a0-df9d-7295-8981-1015adf2a2a9", "title": "Dynamic Resolution Scaling (DRS) Implementation Best Practice", "url": "https://martinfullerblog.wordpress.com/2023/10/11/dynamic-resolution-scaling-drs-implementation-best-practice/", "published_at": "2023-10-11T17:04:39+00:00" }, { "id": "01a087a0-df9d-7295-8981-1015ae30768b", "title": "Compute Shader thread index to 2D coordinate for QuadReadAcross and HLSL derivative operations", "url": "https://martinfullerblog.wordpress.com/2023/02/01/compute-shader-thread-index-to-2d-coordinate/", "published_at": "2023-02-01T11:05:51+00:00" }, { "id": "01a087a0-df9d-7295-8981-1015aefcf332", "title": "PS2 Vector Unit Lighting on Shadowman2", "url": "https://martinfullerblog.wordpress.com/2023/01/29/ps2-vector-unit-lighting-on-shadowman2/", "published_at": "2023-01-29T15:08:12+00:00" }, { "id": "01a087a0-df9d-7295-8981-1015aff67680", "title": "Fast, Near Lossless ‘Compression’ of Normal Floats", "url": "https://martinfullerblog.wordpress.com/2023/01/15/fast-near-lossless-compression-of-normal-floats/", "published_at": "2023-01-15T15:11:53+00:00" }, { "id": "01a087a0-df9d-7295-8981-1015b0644a15", "title": "Min/Max Buffer Precision Improvement", "url": "https://martinfullerblog.wordpress.com/2023/01/13/min-max-buffer-precision-improvement/", "published_at": "2023-01-13T16:08:57+00:00" } ] posts
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2025
Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
original ↗
26 Sept 2025
Massaging the Shader Compiler to emit Optimum Instructions
original ↗
13 Jan 2025
Dynamic Resolution Scaling (DRS) on PC
original ↗
6 Jan 2025
2023
Dynamic Resolution Scaling (DRS) Implementation Best Practice
original ↗
11 Oct 2023
Compute Shader thread index to 2D coordinate for QuadReadAcross and HLSL derivative operations
original ↗
1 Feb 2023
PS2 Vector Unit Lighting on Shadowman2
original ↗
29 Jan 2023
Fast, Near Lossless ‘Compression’ of Normal Floats
original ↗
15 Jan 2023
Min/Max Buffer Precision Improvement
original ↗
13 Jan 2023