Michał Olejnik

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Michał Olejnik

Michał Olejnik

@olej3d

Rendering Engineer @ Infinity Ward Poland Ray Tracing @ Activision

Krakow, Poland Katılım Şubat 2011
539 Takip Edilen701 Takipçiler
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Michał Olejnik
Michał Olejnik@olej3d·
Happy to announce that I’ll be presenting my work on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 as part of Advances in Real-Time Rendering at SIGGRAPH 2026. Ever since ray-tracing hardware debuted, I’ve been obsessed with trying to fix common screen-space denoising artifacts to make ray tracing viable for competitive multiplayer gameplay. VRRT is my solution: through smart on-screen ray reallocation and load balancing, we achieve a fixed frame time with no disocclusion or lag-on-movement issues. See the course page for the full abstract. #vrrt" target="_blank" rel="nofollow noopener">advances.realtimerendering.com/s2026/index.ht…
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Hubert Olejnik
Hubert Olejnik@umbc1ok·
After this year's ZTGK (ztgk.pl) I started a little blog documenting the rendering of our game, Guiding Light. If you want to check it out, the link is here: umbc1ok.github.io
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TooMuchVoltage Software
TooMuchVoltage Software@TooMuchVoltage·
Instead of denoising diffuse in screenspace, use a surface cache: eliminates almost all variance. I display raw output in the beginning of each scene: try and spot noise in diffuse 🙂. Also provides directional light on bumps. Sequesters 10% per frame so it's dynamic.
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Michał Olejnik
Michał Olejnik@olej3d·
@SebAaltonen LG also added low frame rate compensation in one of the software patches (frame doubling below 40hz so VRR keeps working), though I haven't seen any tests on how well this works in practice.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
@olej3d Oh yes. This might be a problem for next gen consoles. Let's see whether they have another firmware patch for this. Variable refresh would indeed be nice for games that target 60 fps, but drop down to 40 fps in heaviest scenes.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
LG C9 05.00.03 firmware arrived to Europe. My TV automatically installed it. This firmware fixes the G-sync issues with 120 Hz @ 4K.
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Michał Olejnik
Michał Olejnik@olej3d·
@SebAaltonen I wish this could be said about next-gen console games, which will still probably be mostly 30Hz, and occasionaly 60Hz. Outside of that, C9/CX seem like ideal next-gen TVs.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
@olej3d I don't think this affects me at all. Since I am not playing anything below 60 fps anyways. I would mostly use G-sync to eliminate tearing and reduce latency at 90-120 Hz range (max fps capped to 118). If a game would dip below 90 fps, I would reduce the graphics settings.
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Michał Olejnik
Michał Olejnik@olej3d·
@AliBeeGfx @PawPawDH We do that on GCN with TAA, but we didn't want to make assumptions about PC hw. I tried the same trick on PC, but it broke with odd dynamic res scales (4k/1440p/1080p were ok), which suggests that interpolator res on Turing is different (IIRC our notes said it is 1/256.0 on GCN).
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Ali Brown
Ali Brown@AliBeeGfx·
@olej3d @PawPawDH I was a bit suprised when I hit this problem and puzzled why no-one else had mentioned it online! I assumed I'd missed something obvious, but the offsetting seemed to do the trick :-)
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Michał Olejnik
Michał Olejnik@olej3d·
@CasualEffects UE4 has a nice educational uber-shader (uber-header?) and VRWorks has an optimized compute implementation (algorithmically similar to MJP's)
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