
#NoMansSky Engine Programmer. Owner of #TrickyPixels who re-mastered #JourneyPS4. Platform lead on #ProjectCars and EA’s Harry Potter games. BAFTA member
Surrey
Joined January 2009
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Something that I've been working on (on and off!) for more than a year ago, made it into #NoMansSky Voyagers - working closely with Sony to achieve the mind boggling feat of Playstation Spectral Super Resolution applied to eye tracked foveated rendering, in our game! Enjoy :)
Martin Griffiths retweeted
Been playing all weekend, incredible game 😍
Huge congrats to the team at Fuse - a fellow Guildford dev - what an awesome first game 💪
I was lucky enough to work with a bunch of these folks on Burnout Takedown - great to feel those emotions in a game again 😘
No Man's Sky Is Coming To iOS, And It's Looking Utterly Extraordinary kotaku.com/no-mans-sky-ios-m…
Martin Griffiths retweeted
Replying to @Griff_
If the engine team are looking for a new challenge Martin, hear me out with this one...
With #NoMansSky coming to iOS, I thought it was time to update my fun list of all the platform combinations we support after more than 10 years of development! It’s a long list, which I hope gives a sense of the mad complexity involved in releasing and maintaining a large cross-platform game like ours:
PS4 (Base)
PS4 (Base, PSVR)
PS4 Pro (×2 - 1080p/4K modes)
PS4 Pro (PSVR)
PS5 (Base)
PS5 (Base, PSVR2)
PS5 (PSVR, running the enhanced PS4 version)
PS5 Pro
PS5 Pro (8K)
PS5 Pro (PSVR2)
Xbox One / Xbox One S
Xbox One X (×4 : Quality/Perf × 1080p/4K modes)
Xbox Series S/X (×4 : Quality/Perf × 1080p/4K modes)
PC (over 200 combinations of graphics options - DLSS, frame generation, FSR etc and all the quality settings.)
PC (Steam Deck, ROG Ally, Integrated graphics)
PCVR (around 15 supported headsets, with most of the same options as flat mode)
PCVR (eye-tracked foveated rendering for Steam Frame, Pimax, Meta Quest Pro headsets)
Mac (a similar range of options, with development support from The Forge Interactive across all Apple platforms)
Switch (Handheld)
Switch (TV mode)
Switch 2 (Handheld)
Switch 2 (TV mode)
iPhone 11-18
iPad Air 3–iPad Pro M5
This is a simplified breakdown from a graphics engine and platform perspective, without counting major systems like networking, input and audio…
There are also many other integrated graphics paths, including HDR, VRR and dynamic resolution scaling (DRS) on consoles and handhelds. On PC, there are optimisations for CPU instruction sets such as AVX and AVX2, alongside fast paths for each specific GPU vendor.
All created and maintained in a single unified codebase by the systems and engine team at Hello Games.
Martin Griffiths retweeted
No Man's Sky Gets Unlikely iPhone and iPad Release, Including 10 Years Worth of Updates digitalfoundry.net/news/2026…
Martin Griffiths retweeted
iOS Deep Dive
🪐NMS on iPhone + iPad!
👉Rebuilt for Touch
🎮Controller Support
🖱️Mouse + Keys Support
😮iPhone 11 and up
💰10 Years of Updates
🕵️♀️4GB Download
🚽Play Anywhere
🌍The Whole Game
🪄Metal FX
🖥️M class support
😍Console Graphics
🦸Free to Try
apps.apple.com/app/id1615755…
No Man's Sky iOS Deep Dive
Built from the ground up for touch controls! Remarkable battery life and thermodynamics. On iPhone 11 and above, and just under 4GB Releasing on October 28. Pre-order from the Apple App Store today.
Martin Griffiths retweeted
We’ve added Steam Frame support - available now in the latest #NoMansSky experimental build!
Eye-tracked foveated rendering is supported and should also work on other compatible headsets, including Meta Quest Pro and Pimax Crystal.
steamcommunity.com/app/27585…
So how does foveated rendering work on PCVR with eye tracking?
It uses Variable Rate Shading (VRS). In the shot the inner black circle is full rez and the two outer rings are half and quarter Rez - the centre tracks where you are looking at! A simple technique to save GPU time!
We’ve added Steam Frame support - available now in the latest #NoMansSky experimental build!
Eye-tracked foveated rendering is supported and should also work on other compatible headsets, including Meta Quest Pro and Pimax Crystal.
steamcommunity.com/app/27585…
Martin Griffiths retweeted
Some places in #NoMansSky simply have to be visited at least once. This is one of them. ✨
QR Code City is the most impressive “base” I’ve ever found. Honestly, it’s a city! 🏙️
I’ll stay a few days to explore it and its outskirts. 💕
Glyphs at the end! 📍
#ノーマンズスカイ
Martin Griffiths retweeted
It’s finally launch day for STAR WARS: Galactic Racer™.
Three and a half years ago, Fuse Games was a handful of people with a big idea. Since then, our small team has poured their hard work and talent into our first game, and that big idea comes to life today. Fusing our love of racing and our love of STAR WARS. A run-based racing adventure where high-speed action collides with risk, reward and consequence.
Here's a personal message from the team.
Martin Griffiths retweeted
All of us here at Fuse Games have been pouring everything into this game, and to see the reviews coming in has been truly humbling.
From all of us on the development team- thank you.
Reviewers are calling STAR WARS: Galactic Racer™ "a modern racing classic" and "a near perfect game".
Launching worldwide on October 6th for PS5, Xbox Series X|S, and PC.
Pre-order today: starwarsgalacticracer.com/
Martin Griffiths retweeted
nme.com/news/gaming-news/no-…
Reckon NME follows NMS because they once set up a news filter incorrectly.
#nme
#nms
Martin Griffiths retweeted
We've released the new music written for the Cosmos update on to streaming channels. Hear what it's like to travel to the sun, visit derelict ships, gaze in awe at asteroids belts and more.
lnk.to/NMS-Cosmos
#nomanssky
#laced_audio
#vgm
Martin Griffiths retweeted
The celestial No Man's Sky: Cosmos EP is now available on your favourite music service.
Featuring 5 new tracks, including “Letari Ascending”, evoking the wonders of the universe as you travel interstellar distances towards the heart of a star.
Listen now: lnk.to/NMS-Cosmos
@hellogames @NoMansSky @NoMansSkyGame
Martin Griffiths retweeted
Star Wars Galactic Racer in VR is the best non-simulation VR driving experience ever seen in Unreal Engine; the sense of speed, the fantastic and breathtaking views of the planets in the Star Wars galaxy will bring tears of emotion to my eyes. I've been waiting for this moment since 1999 when I saw Episode I: The Phantom Menace. Thank you, praydog, for your gift!
full video here: youtu.be/c0nziGwUwTM


















