Miguel Rodriguez

9K posts

Miguel Rodriguez

Miguel Rodriguez

@MiguelRodRic

Senior Rendering Engineer at @PUBG. Prev @Play_Redacted @CallistoTheGame @TheDivisionGame. Opinions are my very own

Katılım Ağustos 2011
1.1K Takip Edilen548 Takipçiler
Miguel Rodriguez
Miguel Rodriguez@MiguelRodRic·
I'm aware these things are part of bigger marketing/brand efforts, but conveying to the wider audience that "Pathtracing" is the only thing that'll get you accurate direct shadowing from any light is misleading (as if the audience was not confused enough already in these topics)
Digital Foundry@digitalfoundry

When Capcom first delivered Resident Evil, it used pre-rendered backgrounds to deliver unprecedented atmosphere. But something was lost in the move to 3D, until now, with RE Requiem's path tracing. @Dachsjaeger explains: youtu.be/jC98WaHzd4I #sponsored

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Film Updates
Film Updates@FilmUpdates·
Robert Duvall has passed away at the age of 95.
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inigo quilez
inigo quilez@iquilezles·
@ID_AA_Carmack I mean - MANY computer graphic papers didn't need be a paper to begin with, a quick tweet/blog post/github project/shadertoy demo would have sufficed. Imagine if all the time our collective brainpower wastes playing the academia game would gone into investigating the next idea.
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Bucky | Palworld
Bucky | Palworld@Bucky_cm·
My Spotify Wrapped for 2025
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Miguel Rodriguez
Miguel Rodriguez@MiguelRodRic·
@martincontel I miss you big time man. I'm sure you're still doing the coolest stuff out there 😎
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Miguel Rodriguez
Miguel Rodriguez@MiguelRodRic·
I was going through the MegaLights' Siggraph presentation and I'm happy to see the system is using the same approach for Ray Tracing Transmission that we presented for Callisto Protocol a few years ago (Probably just a coincidence, but cool to see anyway :) )
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Ozzy Osbourne
Ozzy Osbourne@OzzyOsbourne·
It is with more sadness than mere words can convey that we have to report that our beloved Ozzy Osbourne has passed away this morning. He was with his family and surrounded by love. We ask everyone to respect our family privacy at this time.   Sharon, Jack, Kelly, Aimee and Louis
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Game Informer
Game Informer@gameinformer·
Game Informer is back! The entire team is returning and we can't wait to reconnect. Come join us to celebrate the best in games, the people who make games, and the people who play games from around the world. Learn more: gameinformer.com/letter-from-th…
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Xor
Xor@XorDev·
Here are some of the magic tricks I use in my tweet shaders:
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Variety
Variety@Variety·
Director-writer David Lynch, who radicalized American film with with a dark, surrealistic artistic vision in films like “Blue Velvet” and “Mulholland Drive” and network television with “Twin Peaks,” has died. He was 78. bit.ly/40is3yQ
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Miguel Rodriguez
Miguel Rodriguez@MiguelRodRic·
@turanszkij @kechogarcia Agreed, if you have a high sample count in neighbours from heavy texture reads, moving the data to groupshared memory usually works nice.
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János Turánszki
János Turánszki@turanszkij·
@kechogarcia Compute lets you use groupshared memory which is very useful for large blurs and can also do it on async compute.
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Epic Games Store
Epic Games Store@EpicGames·
Wrap up 2024 with a quality roguelike. Its price for 24 hours: FREE Its name: [REDACTED] 🤐 epic.gm/free-13
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Miguel Rodriguez
Miguel Rodriguez@MiguelRodRic·
@Anchel Yeah absolutely. One of the best trends that have come out of this console gen for sure!
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Anchel Labena
Anchel Labena@Anchel·
@MiguelRodRic I'm a big fan of 40 FPS modes as a way to keep higher resolutions and other lighting effects while still having a smooth looking framerate. Great to hear you got all the options and then some for the game!
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Miguel Rodriguez
Miguel Rodriguez@MiguelRodRic·
A couple of years ago, it was hard to think we could make TCP run like that on a console. Whether you prefer to play at 30fps or 60fps (or 40fps, which is becoming my favourite on consoles lately), there is an option for everyone, and all of them with the full ray-tracing pack!
Jorge Jimenez@iryoku1

This week marks an important milestone for us with the launch of The Callisto Protocol for the PS5 Pro. We’ve poured our hearts into creating what we hope is a truly special experience. Back in 2022, with the original release of The Callisto Protocol, one of our goals was to work towards blurring the line between film and real-time gameplay, utilizing technologies and lighting fidelity that, until recently, were exclusive to the film industry. This included not only the visual fidelity of the cutscenes but, more importantly, the visual fidelity within dynamic gameplay—which takes place in high-density environments illuminated by dozens of physically accurate lights, most of which feature ray-traced shadows, transmission, and reflections. With the PS5 Pro, we’ve aimed to take this vision further—working to deliver this cinematic quality alongside smoother frame rates and enhanced image fidelity through high-resolution rendering. Behind this achievement are not only exceptional developers but also incredible individuals with the biggest and most brave hearts—colleagues and now friends who came together to overcome challenges that once seemed almost impossible. I’m incredibly proud of what this dream team has accomplished. It is a true honor to share this journey with all of you. @_Aborres @_atsushi_ @CrazyMoai @edumarting @EdwardJohnCA @ioennirdev @JGavazza @miguel_oenp @MiguelRodRic @minkzn. And many others that do not have X accounts. #TheCallistoProtocol #PS5Pro

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RenderDoc
RenderDoc@RenderDoc·
RenderDoc v1.36 is now available! This version brings support for debugging DXIL shaders, as well as adding raytracing capture support to Vulkan and D3D12. Full release notes: github.com/baldurk/render… Binary builds: renderdoc.org/builds
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Bran◾️
Bran◾️@BranCakesVP·
@MiguelRodRic You guys did an insane job with the fidelity of this game. Definitely the best looking game I’ve ever played. Can’t wait to see what @sd_studios cooks up next 🙌🏻
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SpecialEDdy
SpecialEDdy@edwardjohnCA·
The Count and his magos from Zaragoza are the best in the industry. It’s an honor to be a part of this journey.
Jorge Jimenez@iryoku1

This week marks an important milestone for us with the launch of The Callisto Protocol for the PS5 Pro. We’ve poured our hearts into creating what we hope is a truly special experience. Back in 2022, with the original release of The Callisto Protocol, one of our goals was to work towards blurring the line between film and real-time gameplay, utilizing technologies and lighting fidelity that, until recently, were exclusive to the film industry. This included not only the visual fidelity of the cutscenes but, more importantly, the visual fidelity within dynamic gameplay—which takes place in high-density environments illuminated by dozens of physically accurate lights, most of which feature ray-traced shadows, transmission, and reflections. With the PS5 Pro, we’ve aimed to take this vision further—working to deliver this cinematic quality alongside smoother frame rates and enhanced image fidelity through high-resolution rendering. Behind this achievement are not only exceptional developers but also incredible individuals with the biggest and most brave hearts—colleagues and now friends who came together to overcome challenges that once seemed almost impossible. I’m incredibly proud of what this dream team has accomplished. It is a true honor to share this journey with all of you. @_Aborres @_atsushi_ @CrazyMoai @edumarting @EdwardJohnCA @ioennirdev @JGavazza @miguel_oenp @MiguelRodRic @minkzn. And many others that do not have X accounts. #TheCallistoProtocol #PS5Pro

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