
Senior Render Engineer @IOInteractive | Glacier | @007GameIOI | Project Fantasy🎮 prev @Ubisoft
Copenhagen, Denmark
Joined September 2013
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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…
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
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
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
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…
Alex Mueller retweeted
If you're at Siggraph, and you're into Catmull-Clark, make sure to stop by on Tuesday. advances.realtimerendering.c…
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…
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…
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 🧵)
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
Alex Mueller retweeted
Good news/bad news... announcing REAC 202...7 enginearchitecture.org/
Alex Mueller retweeted
Or check out John's extended video directly if you prefer: youtu.be/9JsFOTVFdw4
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.
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.
Techpowerup has some first @007GameIOI performance benchmarks. If you want to know how the game will run on your machine, take a look: techpowerup.com/review/007-f…

















