Thomas Mansencal
378 posts
Thomas Mansencal
@ThomasMansencal
Pipeline Engineering Director @ Epic Games
Wellington Katılım Ocak 2012
199 Takip Edilen284 Takipçiler
@discord : I have a support ticket with you that I opened the 3 September 2024 and it has been crickets since then… It would be great to have an update on this, some day…
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Thomas Mansencal retweetledi
Thomas Mansencal retweetledi

Here is the NO Lumen version with SSR and AO you gain around 50fps more hitting 160fps on Cinematic with RTX4090
Whispers in the Fog
my solo psychological horror game in
Unreal Engine 5.7.4
Built around mood, fear, and immersion.
Wishlist on Steam 👇🏻
store.steampowered.com/app/3716910/Wh…
Follow progress below 👇🏻
whispersinthefog.com
x.com/Whispersfog
#ue5 #horror #videogames #solodev #atmosphere #tension
@UnrealEngine @quixeltools
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@aakashgupta > No leftover DLLs. No uninstaller that misses half the files.
This is absolutely incorrect, all the macOs Apps leave many files in `~/Library`, e.g., `~/Library/Application Support`, `~/Library/Caches`, etc...
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Let me explain exactly why Apple still uses drag-to-install in 2026, because the joke here accidentally proves Apple right.
A macOS .app is a single self-contained folder disguised as a file. Every dependency, every framework, every resource lives inside it. Drag it to Applications, it works. Drag it to Trash, it's gone. No registry entries. No leftover DLLs. No uninstaller that misses half the files.
Windows installers scatter fragments across Program Files, AppData, the registry, system32, and a dozen temp directories. Uninstalling a Windows app is an archaeological dig. Five years later you're still finding config files from software you forgot you owned.
Linux is worse. Dependency hell is so common they named it. Entire package managers exist to solve the problem of "I installed something and now nothing else works." Flatpak and Snap were invented specifically to copy what macOS bundles already did natively.
The macOS bundle architecture came from NeXTSTEP in 1989. Steve Jobs brought it to OS X in 2001. The core design hasn't changed because the core design was correct. An app is a folder. Installation is a copy. Removal is a delete. Three operations that map perfectly to how humans already think about files.
The drag-to-install window with the arrow isn't lazy UX. It's the entire thesis of the system made visible. You are literally just moving a folder. There is no "installation" step because there's nothing to install. The app is already complete.
Every other OS eventually tried to get here. Windows got MSIX. Linux got Flatpak. Mobile figured it out from day one because phones shipped after Apple proved the model. The pattern everyone else converged toward is the pattern this tweet is calling outdated.
The funniest part: the app being dragged in that screenshot is Claude. An AI that can write code, analyze documents, and reason about complex systems. And the most advanced step in getting it onto your machine is holding down a mouse button and moving your wrist two inches to the right.
That's not a design failure. That's a 37-year-old architecture so good that the most sophisticated software on earth still ships inside it.
Noah Cat@Cartidise
it’s 2026 and this is how you install apps on macOS
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Thomas Mansencal retweetledi

In the coming days, employers will see a stream of resumes of once-in-a-lifetime quality folks. An important thing to understand is that Epic never lowered our hiring standards as we grew, and the layoff wasn't a performance-based "rightsizing" as companies call it nowadays. It's a sound bet that anyone with Epic Games on their resume is in the top few percent of their discipline.
Dean Takahashi@deantak
Sad news for Epic Games. Hope the efforts to turn things around can work. gamesbeat.com/epic-games-lay…
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Thomas Mansencal retweetledi

Here's a neat video that goes behind the scenes about how Atlas Lens Co made custom spherical IMAX lenses for Dune Pt 3. There's some wild stuff in here: their new IMAX lenses actually cover up to a 100mmx100mm frame (!!!).
youtube.com/watch?v=dzrTFs…

YouTube
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Thomas Mansencal retweetledi

ACES is now even more deeply integrated into Blender 5.2! ✨
Great news for VFX artists relying on it.
Coming with the LTS version. 👏
#b3d
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Thomas Mansencal retweetledi

My biggest open-source release!
NumKong — 2'000+ SIMD kernels for mixed-precision numerics, from Float6 to Float118.
Started in 2023. Opened the PR in 2024. Finally, merged this week!
RISC-V, Intel AMX & AVX-512, Apple SME & SVE, WASM Relaxed SIMD. 200'000 lines of code in a 5 MB binary. Same scale as OpenBLAS. Available for C 99, C++ 23, Python 3, Rust, Swift, GoLang, & JavaScript.
Int4 dot products via nibble algebra. Ozaki Float64 GEMMs on Float32 tile hardware. 6-bit and 8-bit floats back-ported to 10-year-old CPUs. 5'300x faster Geospatial metrics than GeoPy. 200x faster Kabsch than BioPython. 0 ULP where OpenBLAS hits 56... and a lot more!
pip install numkong
Or pull it from NPM, Crates, GitHub... and let me know what breaks 🤗
Links & highlights ⬇️

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Thomas Mansencal retweetledi

I'm Boris and I created Claude Code. Lots of people have asked how I use Claude Code, so I wanted to show off my setup a bit.
My setup might be surprisingly vanilla! Claude Code works great out of the box, so I personally don't customize it much. There is no one correct way to use Claude Code: we intentionally build it in a way that you can use it, customize it, and hack it however you like. Each person on the Claude Code team uses it very differently.
So, here goes.
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@theredpix @andkalysh @Elgaeeeee Oh actually, I think I'm confusing with the Blue correction that added a whitepoint shift post rendering, would need to fact check, been a few years now! At any rate, we used OCIO for everything, including VP which had stringent performance requirements :)
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@theredpix @andkalysh @Elgaeeeee Before OCIO availability, I added a painfully backward incompatible PPV parameter (C++ --> Shader USF) to our company engine fork. I haven't looked at that code recently but I always complained about it because it was not reproducible in the ACES system.
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Another addition to @theredpix #UnrealEngine 5 fork regarding engine flexibility and artist freedom.
Added tonemapper implementation from GT7. We now have:
- Epic's filmic tonemapper
- AgX
- GT7

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@andkalysh @Elgaeeeee @theredpix Again, you are using a LUT if you are using Unreal default tonemapper.
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@andkalysh @Elgaeeeee @theredpix Depends your application and what you do, in Virtual Production, OCIO and LUTs are used very often, same for CG Animation rendered in Engine, etc... For performance reasons, internally, it bakes the tonemapper down to a LUT ANYWAY, so you are already using a LUT.
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@andkalysh @theredpix This is such a good feature for stylized games, I really hope epic adds someday a feature like this in the main branch
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Thomas Mansencal retweetledi
Thomas Mansencal retweetledi

main Radar begins next week: a daily and weekly look at Unreal Engine’s evolving codebase
it’s experimental, growing day by day, and shaped by your feedback to make sense of the ue5-main branch its noise
read more: mainradar.be/main-radar-beg…
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Thomas Mansencal retweetledi

Unreal Tip of the day: -NewConsole is a thing and it's great.

Aherys@aherys
@phyronnaz the holy -log -newconsole If you don't know it, it's worth a free voxel licensing =)
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@ThomasMansencal I see, yeah that’s outside of the scope of the above demo but could work
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