You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
A game engine with a fully bindless, GPU-driven renderer featuring real-time path-traced global illumination, hardware ray tracing, and a physics simulation running at 200Hz, built over 12+ years of R&D
SGSR2 temporal upscaler for Unity URP, optimized 4x for low-end mobile GPUs (40 → 10 ms on Adreno 610). No TAA dependency, faithful reference ports included for comparison.
GTX-class post stack that approximates RTX-style lighting with Vulkan compute, screen-space techniques, and temporal accumulation. There is no hardware ray tracing, no DXR/VK ray tracing pipelines, and no DLSS dependency.
Perceptual Illusion Rendering Layer for Godot 4 — a real-time pipeline that reconstructs high-resolution detail from low-resolution input for low-end GPUs.