Adam Sawicki

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Adam Sawicki

Adam Sawicki

@Reg__

Graphics Software Engineer. Currently at Plastic, previously at AMD, Intel, Microsoft, gamedev, television... Developer of VMA, D3D12MA, D3d12info projects.

Warsaw, Poland Katılım Ağustos 2009
471 Takip Edilen2.7K Takipçiler
Adam Sawicki
Adam Sawicki@Reg__·
On the first talk, one about rendering optimizations, the speaker (Jan Mróz) compared throughput and bottlenecks between GPU blocks to coveyor belts in Factorio and Satisfactory 😀
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Adam Sawicki
Adam Sawicki@Reg__·
Attending #digitaldragons2026 conference. It's always inspiring, with interesting and funny discussions and thoughts. For example, on the pre-party we concluded that soon we should start calling "craft code" (like we have craft beer) a code written by human developers not AI 😀
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Adam Sawicki
Adam Sawicki@Reg__·
New DirectX 12 Agility SDK. Just preview version, but I hope these additions will reach the retail version soon. I'm excited about ID3D12CommandListAsyncCommands::CopyBuffer/TextureRegions, clears, and FillBuffers - finally available without implicit barriers around them!
DirectX 12@DirectX12

Now available: Shader Model 6.10 and Agility SDK 1.720 public preview! This drop introduces first‑class matrix ops in shaders for ML/neural rendering workloads, new Batched Asynchronous Command List APIs and more! Details: devblogs.microsoft.com/directx/shader… devblogs.microsoft.com/directx/d3d12-…

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MrMPFR
MrMPFR@MrMPFR·
@Reg__ Please ELI5 why highlighted features are a big deal.
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Adam Sawicki
Adam Sawicki@Reg__·
@valigo This is so great 🤣🤣🤣 Although I can easily distinguish them because I know both. Polish Win32 programmers often make fun of HWND vs HWDP (the latter being a Polish version of "ACAB").
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Valentin Ignatev
Valentin Ignatev@valigo·
Let's play a game - win32 types vs Polish language: LPCWSTR PSZCZYNA WCSLEN WCZESNY LPCTSTR BYDGOSZCZ WSTRZAS HGDIOBJ DOWOD HWINSTA DLUGOSC LPCSTR DWORD KAL LPWSTR SZCZECIN PCWSTR BLAD PUHALF CHUJ UHALF
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Adam Sawicki
Adam Sawicki@Reg__·
[Polish] Kto z Warszawy i okolic, w środę 2026-03-25 zapraszam na KNTG Polygon: wykład Michał "Lap-Luck" Biesek: Programowanie GPU i Compute shadery w Godot, a potem mój: Jak działa GPU? Architektura i programowanie współczesnych kart graficznych facebook.com/events/1592468…
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Adam Sawicki
Adam Sawicki@Reg__·
Not sure if the “user” side should be other players or fixed scenarios. But surely, LLM responses should be scored by the quality/correctness as well as speed.
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Adam Sawicki
Adam Sawicki@Reg__·
This would simulate how LLMs work: no chance to form a persistent memory of a chat, just general knowledge you have + the current context window = generating next token. The difficulty of this would also demonstrate why these calculations are so expensive.
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Adam Sawicki
Adam Sawicki@Reg__·
A wacky idea for a game (an indie game or a game jam entry) that makes you feel like like an LLM: You're shown a short chat session with back-and-forth with a "user". Your task is to provide the next word of a response. Just one word. Then, you're switched to a different chat. 🧵
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Adam Sawicki
Adam Sawicki@Reg__·
@opinali I think shader compilers are optimizing the code very well. But sure, there is still room for better optimizations if they have more time to process the code.
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Osvaldo Pinali Doederlein
@Reg__ Thanks! One question: It seems to me the shader compilers are never great at optimization. Perhaps with offline compilation = no need for very fast shader comp, we can have much better codegen into the GPU ISA?
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Adam Sawicki
Adam Sawicki@Reg__·
@rade529952 One small challenge was that my Windows login contains space, and Codex has notorious problem with that, forgets to escape the path with quotes "", then experiencing error and fixing it in the next attempt. Happens every time.
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rade
rade@rade529952·
@Reg__ That sounds really cool! Have you found any particular challenges when integrating those tools?
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Adam Sawicki
Adam Sawicki@Reg__·
I developed a skill for Agentic AI that can query for parameters of the GPU installed in the local system, using vulkaninfo and D3d12info tools. Any feedback is welcome. github.com/sawickiap/gpu-…
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Adam Sawicki retweetledi
DirectX 12
DirectX 12@DirectX12·
Announcing the official release of Shader Model 6.9 and a new Agility SDK! With it comes more expressive HLSL, DXR 1.2 upgrades, and an exciting set of D3D12 improvements developers have been asking for. Check it out here: devblogs.microsoft.com/directx/shader…
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Dmytro Bulatov 🇺🇦
Dmytro Bulatov 🇺🇦@dmytro_bulatov·
New D3d12info 3.16.0 release github.com/sawickiap/D3d1… It exposes new features from newly released Agility SDK 1.619.0, notably Opacity Micromaps and Shader Execution Reordering
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