Philip Hammer Profile Banner
Philip Hammer Profile
Philip Hammer

@philiphammer0

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principal engine programmer @ id software | opinions are my own.

Frankfurt
Joined May 2012
Don't wanna be here? Send us removal request.
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@philiphammer0
Philip Hammer
5 months
We've been working on something 🤘
@DOOM
DOOM
5 months
In the first age, in the first battle, when the shadows first lengthened, one stood… Announcing DOOM: The Dark Ages Launching 2025. Wishlist on @XboxGamePass + @Xbox Series X|S + PC + @PlayStation 5
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@philiphammer0
Philip Hammer
1 year
So, a few of us ID folks worked on Starfield for some time. Very happy we could help a bit on the tech side of things. #Starfield #idsoftware
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@philiphammer0
Philip Hammer
4 years
"This incredible technology is meant to make fun of web developers, who struggle to maintain 15fps while scrolling a single-page application on a $2000 MacBook"
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@philiphammer0
Philip Hammer
4 years
Recently read about Titanfall 2 being underrated, bought it, finished it yesterday and holy moly, what an excellent, underrated, big-mecha-action-sci-fi singleplayer shooter campaign.
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@philiphammer0
Philip Hammer
2 years
To my greatest delight, I have been promoted to Principal Engine Programmer! Also, I'm now just over 3 years with @idSoftware - on to the years to come! #idsoftware #idtech #DOOM
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@philiphammer0
Philip Hammer
3 years
We've been working hard on the next gen update for the last months! Also check out the 120Hz mode if you can, it's really awesome.
@DOOM
DOOM
3 years
DOOM Eternal's free Next-Gen update on June 29th offers improved visuals with ray tracing and 4K all delivered at 60 FPS. #XboxBethesda
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@philiphammer0
Philip Hammer
5 years
Very excited to announce that today will be my first day at @idSoftware . Couldn't be more hyped about the possibility to contribute to #idtech and #doom !
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@philiphammer0
Philip Hammer
4 years
Astro's Playroom has a GPU song and it's absolutely awesome! GPUuuuuuh!
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@philiphammer0
Philip Hammer
3 years
I'm relieved that our console update holds up @digitalfoundry 's high standards.
@digitalfoundry
Digital Foundry
3 years
Doom Eternal's next-gen patch tested on Xbox Series consoles and PlayStation 5 - and it's brilliant. RT, balanced and 120Hz modes tested.
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@philiphammer0
Philip Hammer
1 year
I hope the current "incident" convinces more people to work on their own slim, tailor-made custom tech instead of relying too much on bloated black box solutions. It's fun and those skills are highly valuable.
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@philiphammer0
Philip Hammer
3 years
666 days at id software today! Time flies when you're having fun.
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@philiphammer0
Philip Hammer
5 years
We at id Software are looking for programmers to join our team over here in Frankfurt! It's an awesome team mainly working on the engine and tools. Also, Frankfurt is a lovely city in the center of Europe. #gamejobs #techjobs #idtech7 #DOOM #DoomEternal #idsoftware
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@philiphammer0
Philip Hammer
5 years
Today is my last day at Deck13 Interactive. After almost 14 years at the company and shaping our beloved inhouse tech, this was no easy decision. But now after shipping The Surge 2, I need to move on. I am very excited to what's next. #farewell
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@philiphammer0
Philip Hammer
4 years
Ok, here are my #4games I was working on during the last years, mainly as an engine & graphics programmer.
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@philiphammer0
Philip Hammer
4 years
Look what I've found in my parent's house.
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@philiphammer0
Philip Hammer
4 years
Another awesome interview with the right people and lots of technical details. Well done as usual @dark1x 👏
@digitalfoundry
Digital Foundry
4 years
Doom Eternal for Switch is a technological miracle - so how are these 'impossible ports' made real? @dark1x talks tech for a solid hour with Travis Archer of @PanicButtonGame and @billykhan of @idSoftware :
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@philiphammer0
Philip Hammer
4 years
Maintaining a high+stable framerate is not only about input latency and gameplay. It also improves image stability and quality by increasing temporal coherence, e.g. TAA, SSR, SSDO converging faster - reducing blur, disocclusion artefacts + ghosting, thus creating a better image.
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@philiphammer0
Philip Hammer
4 years
The artist was present. Amazing work from @KOPF_STOFF . Let's meet again soon.
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@philiphammer0
Philip Hammer
4 years
Something that @idSoftwareTiago and myself have been working on.
@bethesda
Bethesda
4 years
ICYMI while slaying demons, we’ve added Render Modes to let you experience DOOM Eternal with cinematic flair, old-school feels, stylized effects, and more as you conquer hell’s armies or capture great moments in Photomode. Try them today.
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@philiphammer0
Philip Hammer
8 years
Found my copy of System Shock from 1994 in the basement. 9 floppy disks of awesomeness!
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@philiphammer0
Philip Hammer
4 years
Today it's been a year since I've joined id software. What a great, productive and joyful year (despite the pandemic). So proud beeing part of such an extremely talented, awesome, legendary and welcoming team! #idsoftware #gamedev
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@philiphammer0
Philip Hammer
5 years
This morning, a maintenance worker came to my room, checking office lights. MW: Are you also working on games? Me: Yes, I'm a programmer. I work on the game's engine. MW: (stares at playstation dashboard on screen) Ah, must be fun to play games all day. Me: Well..
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@philiphammer0
Philip Hammer
4 years
@KainYusanagi @dark1x @ColinWilliamson @Cacophanus As someone who writes code and been part of game development teams for 15+ years, I can confirm that everyone in the team (yes, including loca, QA, writers, artists, etc) is called a developer.
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@philiphammer0
Philip Hammer
4 years
@KainYusanagi @dark1x @ColinWilliamson @Cacophanus That's stupid and doesn't get magically accurate the more you post this.
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@philiphammer0
Philip Hammer
4 years
A horror story in five words: "Microsoft Visual Studio (Not Responding)"
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@philiphammer0
Philip Hammer
4 years
Excited about what we'll do together!
@XboxP3
Phil Spencer
4 years
Today we officially welcome Bethesda to Team Xbox. Our goal is to empower the teams across Bethesda to create their greatest work and to learn from them as we deliver more games to more players around the world. Our work together begins now.
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@philiphammer0
Philip Hammer
4 years
Good to see most new console games offering now a 60Hz or 120Hz HFR mode, at least as an option. Raytracing and other visual candies are nice, but going back to 30 fps is awful.
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@philiphammer0
Philip Hammer
1 year
@dark1x Blockchain creeps - different claim, but always the same fomo pattern. Safe to ignore.
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@philiphammer0
Philip Hammer
4 years
useful #gametech fact: if you want to downsample an image in a compute shader, you can do this within the same shader using subgroup reduction / lane swizzling. This also works with mip chains in a single pass and is usually much faster than multiple passes or using LDS.
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@philiphammer0
Philip Hammer
4 years
It's #SIGGRAPH2020 today! If you're attending, don't miss the talk 'Rendering the Hellscape of Doom Eternal' from @axelgneiting , @idJeanGeffroy and Yixin Wang today in Advances in Real-Time Rendering in Games Course! #rendering #gametech #DoomEternal
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@philiphammer0
Philip Hammer
4 years
weird #gametech fact: The RSX (PS3 GPU) didn't have PS constant registers, so the fastest way to set these was to memcpy the value directly into the shader microcode right before execution, usually done from a parallel SPU job. This was called "fragment patching".
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@philiphammer0
Philip Hammer
1 year
Absolutely. If you are in the furtunate position to have your own engine tech, hold on to it, nurture it and expand it as long as possible. There's no way back once you abandon it.
@Nicolas_Lopez_
Nicolas Lopez
1 year
@Bobby_Anguelov Hehe yes, it’s a good time to own you custom engine isn’t it ;)?
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@philiphammer0
Philip Hammer
1 year
Appreciate the interest in the details, but I can't go over non public information just yet. However, others will when the time is right. Until then I'll also enjoy the game as well at home.🙏
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@philiphammer0
Philip Hammer
5 years
I'm going to give a talk @Digital_Dragons in Krakow end of this month about "Bindless Deferred Decals in The Surge 2". Looking very much forward to being there again after 5 years!
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@philiphammer0
Philip Hammer
4 years
Watched the original Alien trilogy again and man, especially part 1 holds up so well. The first 5 minutes, when the Nostromo quietly awakes, are cinematographic perfection.
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@philiphammer0
Philip Hammer
4 years
My day job is to speak in an arcane snake language to 52 crystals vibrating simultaneously at 1.825.000.000 cycles per sec each and doing 12 trillion different things per sec so that it can create imaginary worlds that don't exist in the real world. If that isn't magic what is.
@eigenhector
Hector Yee
4 years
My day job is to speak in an arcane snake language to a crystal vibrating at 3,000,000,000 cycles per second sitting in a cloud so that it can alter probabilities in the real world. If that isn't magic what is.
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@philiphammer0
Philip Hammer
3 years
@MazharulAlam25 @digitalfoundry Thanks! Yeah that slipped through somehow and might be adressed in future patches!
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@philiphammer0
Philip Hammer
4 years
useful #gametech fact: Fullscreen clears (or fast clear eliminates) come with a cost. On HW with dedicated DMA engines, you can do (optimally nearly free) async RT clears by kicking an asynchronous dma memory fill (like a GPU memcpy) early in frame. (1/2)
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@philiphammer0
Philip Hammer
1 year
It's going over my head how people can spend 100+ hours with a game and then leaving a salty negative review.
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@philiphammer0
Philip Hammer
4 years
Agree with John here - focussing on cross-gen will hold back so many nice things. Also, so many people arguing about tech facts with their "opinion" or "gut feeling" is just weird.
@dark1x
John Linneman @dark1x.bsky.social
4 years
One weird thing I’ve noticed lately is an aversion of “next-gen” exclusives as if launching a game exclusively for a next-gen machine is “anti-consumer”. This is how it’s worked before - Mario 64 didn’t exist on Super NES and it was a great thing.
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@philiphammer0
Philip Hammer
5 years
No.
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@philiphammer0
Philip Hammer
4 years
Time for some Coffee Eternal..
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@philiphammer0
Philip Hammer
3 years
Happy birthday id Software! Awesome to be part of your history.
@romero
John Romero 🤘🏽
3 years
Happy 31st birthday @idSoftware . I am grateful to have been there at its beginning. It's challenging to put into words what it feels like to look in the rearview mirror and see the effect our games had. We had a genuine love for games and for pushing their boundaries.
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@philiphammer0
Philip Hammer
3 years
I still have it in the shelve and some warm memories of it. No idea how I was able to buy it though, since I was definitely too young when it came out.
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@romero
John Romero 🤘🏽
3 years
Happy 25th birthday to Quake! Quake was a tough game to make, but it turned out great. The team worked hard to get this game out with the features we wanted in: a full 3D texture-mapped world, internet multiplayer, in-game console with lots of changeable variables (1/2)
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@philiphammer0
Philip Hammer
3 years
Some photos from my last nightly city stroll. #photography #longexposure #frankfurt
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@philiphammer0
Philip Hammer
5 years
Watched Netflix series "Dark" lately and was surprised to see scenes from a game that I've worked on (The Surge). I knew about that but later forgot. #darknetflix #thesurge #gamedev
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@philiphammer0
Philip Hammer
4 years
Hello my new friend! #PlayStation5
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@philiphammer0
Philip Hammer
4 years
I should do reaction videos of me staring at GPU hangs.
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@philiphammer0
Philip Hammer
3 years
Great collaboration with both of you! Happy to share some practical details on how we use VRS in DOOM Eternal's next-gen update.
@MartinJIFuller
Martin Fuller
3 years
I'm pleased to say we are sharing two talks with a focus on Xbox Series consoles. The first is an update on Variable Rate Shading, with great contributions from @chriskwallis and @philiphammer0 , thank you!
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@philiphammer0
Philip Hammer
5 years
Hey Folks, #DOOMEternal is out today! It's the best game I've ever worked on. It plays and looks fantastic. Very proud to be a small part of that! Go play it!
@DOOM
DOOM
5 years
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@philiphammer0
Philip Hammer
6 years
Every runtime shader debugger should have a "Run to NaN/Inf" button.
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@philiphammer0
Philip Hammer
4 years
Found a self made wine vending machine with electronic ID age verification and cooling on a hike today. What a great surprise. 🍷
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@philiphammer0
Philip Hammer
3 years
The habaneros are released into the wild. 🌱🌶️ Also, seems I'm somewhat into gardening now. Is this a common programmer thing, like baking bread, brewing beer or carpentry?
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@philiphammer0
Philip Hammer
4 years
I was out in a (literally) very dark part of germany and took some long exposures of the nightsky. The milky way, comet #NEOWISE and many artificial objects were clearly visible with the naked eyed. #photography #longexposure #Astrophotography #milkyway #StarryNight
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@philiphammer0
Philip Hammer
4 years
It's 33° outside and I'm having 2 PCs, 3 Screens, 2 devkits and a couple of periphery running.
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@philiphammer0
Philip Hammer
3 years
With all the buzz around Nanite and Lumen, I find myself reading up on some great 8+ years papers that I've half forgotten. Very inspiring.
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@philiphammer0
Philip Hammer
4 years
Slides for Advances in Real-time rendering #SIGGRAPH2020 are up! Good stuff & thanks @mirror2mask !
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@philiphammer0
Philip Hammer
5 years
@JJcoolkl Don't do "future coding" (i.e. trying to solve use-cases early that "might" occur in the future). Even if you maybe heard that advice at university, resist.
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@philiphammer0
Philip Hammer
3 years
Come join us - it's an awesome, friendly & legendary team! Btw. one part of the idTech engine team is located Frankfurt / Germany.
@idSoftware
id Software
3 years
Want to be part of making the next great FPS game from id? We’re actively looking for passionate #GameDevs across a wide variety of disciplines and experience levels to join our talented team. Check out our open positions here:
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@philiphammer0
Philip Hammer
4 years
On this day three years ago .. I miss travelling so much.
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@philiphammer0
Philip Hammer
5 years
The first thing I do when I start a new game is trying to break TAA by finding common edge cases.
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@philiphammer0
Philip Hammer
5 years
Please enjoy the Heavy Metal Choir! 🤘
@DOOM
DOOM
5 years
Check out this exclusive behind the scenes look at DOOM Eternal's soundtrack.
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@philiphammer0
Philip Hammer
7 years
Yeah, we won the award for 'Best Graphics' for @TheSurgeGame at the @entwicklerpreis ! Whole team was on stage! #dep2017
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@philiphammer0
Philip Hammer
6 years
Joining the #MeetTheDev club. I'm Philip, an engine and graphics programmer for ~12 years at @deck13_de . I'm currently working on The Surge 2, Previously @TheSurgeGame , @lotfgame , Venetica, parts of the Ankh series and a few more.
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@philiphammer0
Philip Hammer
6 years
If you want to pack floats and integers together in a GBuffer channel, check out that excellent post from @SebLagarde : That was exactly about something I tried to wrap my head around today.
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@philiphammer0
Philip Hammer
3 years
One of the defining pieces of modern pop culture, games and technology. Hard to believe how influental DOOM was and still is.
@romero
John Romero 🤘🏽
3 years
Happy 28th birthday DOOM. Dec 10, 1993. I left a piece of my soul in DOOM, and it's a great place for it to be (and it matches my head in DOOM II, I suppose). We poured everything we had into it, and I can't begin to express how grateful I am to the DOOM community for everything.
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@philiphammer0
Philip Hammer
5 years
It seems that D3D12 now supports renderpasses in a similar fashion as Vulkan does:
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@philiphammer0
Philip Hammer
4 years
It begins.. 🔥🌶️
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@philiphammer0
Philip Hammer
5 years
Listening to the #Doom soundtrack while working on #DoomEternal is just 👌
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@philiphammer0
Philip Hammer
5 years
I've visited an under-construction subway tunnel. Expected more flamethrowers. #photography #urban #tunnel #construction
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@philiphammer0
Philip Hammer
2 years
My timeline is flooded with AI influencers. Those people are even more annoying than crypto bros and NFT shills. Probably the same people or LLM personas themselves. I don't use Twitter much anymore, but it's getting more unusable every day.
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@philiphammer0
Philip Hammer
6 years
This years @Digital_Dragons conference had some extremely interesting talks - especially for rendering people. Kudos to @MichalDrobot and @miwanicki for curating such an exceptional tech track! Check the video recordings:
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@philiphammer0
Philip Hammer
4 years
I feel validated in buying physical games whenever I can, even if they're more expensive and need physical space. Background: tried to re-activate my old PS3 to play some 10-year old (download) games and I'm surprised how user-hostile everything is.
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@philiphammer0
Philip Hammer
4 years
As a graphics programmer, it's really hard to get past the tutorials in a reasonable amount of time. #TheLastofUsPart2
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@philiphammer0
Philip Hammer
5 years
Some random shots that piled up lately. #photography #night #street
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@philiphammer0
Philip Hammer
5 years
Let's see how fast I can get a bare-bones D3D12 toy renderer up and running from scratch..
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@philiphammer0
Philip Hammer
1 year
When optimizing an existing rendering system, the first thing I usually do is to make a parallel implementation that is runtime switchable. This enables accurate side-by-side profiling in different situations and platforms/cfgs. Further, it's crucial to maintain visual parity.
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@philiphammer0
Philip Hammer
7 years
And finally we've won the award for the Best German Game ! Unbelievable.. #dep2017 #TheSurge
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@philiphammer0
Philip Hammer
1 year
Doing stuff from scratch is very satisfying. But there is also the option to use existing open source frameworks and go from there. This was the normal way to create games not too long ago, but now seems like a lost craft.
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@philiphammer0
Philip Hammer
4 years
Working on that stuff at the moment!
@DOOM
DOOM
4 years
Your war is not over... DOOM Eternal's first campaign expansion, The Ancient Gods: Part One - available October 20, 2020.
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@philiphammer0
Philip Hammer
5 years
This world have been a very nice surprise in other times. #doometernal #idfrankfurt
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@philiphammer0
Philip Hammer
3 years
🔥🔥🔥
@bethesda
Bethesda
3 years
Don't miss @NVIDIAGeForce 's Computex special event featuring @DOOM Eternal. 🔥 Hell never looked so good. 📅 May 31 at 10pm PT 📺
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@philiphammer0
Philip Hammer
3 years
#Quake still plays as if it's 1996 and even the art style aged pretty well. I cannot stress enough how influential this game has been to me.
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@philiphammer0
Philip Hammer
5 years
If you're interested in how we render decals in The Surge, make sure to visit my talk at #digitaldragons2019 on 2pm in hall C!
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@philiphammer0
Philip Hammer
5 years
If you're doing depth-prepass rendering and depth-equal testing, flag the VS position output as 'precise', at least on more complicated shaders like vegetation. This prevents the driver from reordering instructions which might lead to imprecisions of the rasterized positions.
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@philiphammer0
Philip Hammer
3 years
So my favorite pub still exists and didn't change the toilet decoration. Great!
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@philiphammer0
Philip Hammer
7 years
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@philiphammer0
Philip Hammer
6 years
I got my #MyFirstGamesJob back in 2006 at a small unknown company called @deck13_de while I was still a student. Then I stayed with them for the last 13 years (sic!) and never regretted it.
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@philiphammer0
Philip Hammer
3 years
@fizzychicken Good points overall. Maybe a controversial one: decline in future engine/low-level programming expertise and education. Most people using unreal/unity already in edu and existing engine programmers getting sucked up by a few companies.
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@philiphammer0
Philip Hammer
4 years
Check out the new update! There's some good stuff in there, including a bunch of new render modes.
@DOOM
DOOM
4 years
Update 2 for DOOM Eternal is now live, and features a new BATTLEMODE map Torment, more frequent Empowered Demons, campaign & BATTLEMODE quality-of-life improvements, fixes and more.
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@philiphammer0
Philip Hammer
6 years
Frankfurt now
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@philiphammer0
Philip Hammer
4 years
useful #gametech fact: modern shader compilers have vastly different code generation, so sometimes it helps to merely restructure the code to yield better performance due to different handling of register lifetimes. I hear some people calling this "compiler DJ'ing"
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