Senior Render Engineer @IOInteractive | Glacier | @007GameIOI | Project Fantasy🎮 prev @Ubisoft

Copenhagen, Denmark
Joined September 2013
Very detailed frame breakdown of Hitman WoA - As mentioned at the bottom of this article, my colleague Mircea will present a frame breakdown of 007 First Light at the Graphics Programming Conference in November!
A frame analysis of Hitman World of Assassination blog.simonrodriguez.fr/artic…
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Two new render features made it into #007FirstLight with yesterday's patch 1.3.0: - After adding support for FSR 4 Upscaling in the last patch we now also added support for FSR 4 Framegen together with AMD - We added a 60 fps performance mode for XBOX Series S
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With this patch we also started bringing some of the optimization work we are doing for Switch 2 to the other platforms. Expect slightly better performance on PC and slightly higher internal resolutions on consoles with this patch, with more to come in the future!
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I know it’s been a highly requested feature since launch, with the pathtracing update this week we also added support for FSR 4.1 upscaling to the PC version of 007 First Light
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Alex Mueller retweeted
Path Tracing Off vs On in 007 First Light, coming September 15th! 🤯
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Pathtracing with DLSS 4.5 is coming to @007GameIOI soon!
Watch the new 007 First Light #RTXOn Trailer. Experience James Bond’s reimagined origin story in a whole new light. Path Tracing and DLSS 4.5 Ray Reconstruction are arriving on September 15. @‌NVIDIAGeForce Are you ready to take your immersion to the next level? GET NOW and #EarnTheNumber bit.ly/007FirstLightGetNow #007FirstLight
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Heading to Gamescom tomorrow, if you are around say hi! 😄
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The slides for my SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on the Smolder volumetrics tech are now online! advances.realtimerendering.c…
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Alex Mueller retweeted
If you're at Siggraph, and you're into Catmull-Clark, make sure to stop by on Tuesday. advances.realtimerendering.c…
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Alex Mueller retweeted
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. advances.realtimerendering.c…
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I'll be joining the Advances in Real-Time Rendering in Games course at Siggraph next week to talk about how we render volumetric effects in our Glacier engine & 007 First Light with Smolder! Take a look at all the cool presentations that are lined up: advances.realtimerendering.c…
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I'll be at Siggraph this year, if you are there as well and would like to meet up, give me a ping!
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Alex Mueller retweeted
‘007 First Light’ developer @IOInteractive pushes the state of the art in volumetric FX using new ‘Smolder’ tech within their Glacier engine. We were excited to hear Alexander Mueller @Lexdevnet Senior Render Programmer, breakdown the details in this deep dive with @digitalfoundry, and that #EmberGen was their weapon of choice for crafting the sims! (link to full interview in 🧵)
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As you might have seen there have been layoffs at IOI this week. While I’m not affected, a lot of really experienced, passionate and talented people are. If your studio has positions available, please keep an eye open for them on linkedin and strongly consider hiring them
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Alex Mueller retweeted
Good news/bad news... announcing REAC 202...7 enginearchitecture.org/
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Great video by @oliemack ! The single frame drops in cutscenes are frames we render but not present to warm up the temporal caches after a camera cut.
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Alex Mueller retweeted
The glacier engine is pure wizardry. I don't know how they manage to maintain great performance while having so many NPCs on screen at once, while also maintaining such a high level of detail.
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