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On this day 2 years ago I posted a tweet on what would eventually become a sparse version of EmberGen, which had already been in development for 3 years
A retrospective🧵on the journey so far:
Morten Vassvik retweeted
EmberGen 2 LPV Cloud Rendering R&D
EG 1 could never dream of this many voxels at this rendering quality. Oh how far we have come!
Morten Vassvik retweeted
Real-time spectral rendering of the atmosphere using Radiance Cascades with rainbows and refraction.
Light paths are allowed to bend and create complex dispersion as well as atmospheric lensing.
Morten Vassvik retweeted
Still tweaking the combustion solver in EmberGen 2. A bit closer to photo-realism as well, particularly at the end.
Morten Vassvik retweeted
Based on my recent work for real-time Lorenz-Mie scattering and spectral volumetrics, I think it would suit well for atmosphere rendering in the style of Gran Turismo. Has anyone tried recreating their datasets, or better, results, also to compare? Want to try this in real-time.
Replying to @CodyBennett
Mie scattering is wavelength-dependent and varies over altitude and humidity, as described in "Physically Based Real-Time Rendering of Atmospheres using Mie Theory" and Gran Turismo 7 2023 GDC presentation. This phase is nice on the ground but doesn't hold up at higher altitude.
Morten Vassvik retweeted
Pretty sure I discovered some new N-body choreographies, up to 11 dimensions for now: lycium.github.io/hyperchoreo…
Morten Vassvik retweeted
i made a puzzle game where you bend light with prisms, lenses, black holes
there's 30 levels for you to play
it's called Prism Rules, it's out now, i hope you'll enjoy :]
Rational photometric blackbody radiation approximations: shadertoy.com/view/ffcSRl
TBH, it's what you get when the default is "throw tokens at it". The latest iteration of "you need to write loops" is just the latest iteration of "throw more tokens at it" as another intermediary step. There's so much waste, imo, flowing from he top (literally and figuratively)
Replying to @tunguz
I seriously don’t know what the fuck people are doing.
I manage multiple products and have shipped a few things 0->1 since Claude Opus 4.5 and have rarely ever hit the weekly limit on a Max plan. I’ve got to think people aren’t using orchestration, subagents, or good context management if they need to churn through that scale of tokens working on a 1 person project
Morten Vassvik retweeted
This is the clarity we've been crying out for.
But it's a poisoned chalice. This is a 10X cut to claude -p disguised as a monthly bonus.
Anthropic is discouraging any kind of programmatic usage. And that's fine - no subsidy lasts forever.
But it's time to try Codex.
The more *the model* does for you the less control users have over their own spending, *especially* if it's not transparent what's done when and where and to what extent, and double so when there's no user exposed accounting done that the user can inspect, reflect and improve on
Replying to @deanwball
👋 Appreciate the feedback.
Since we introduced Claude Code at Anthropic, engineering velocity has increased hundreds of %, and the rate at which it is increasing is itself accelerating.
The velocity is very much not performative -- we're actively trying to figure out how to build effectively when all of the code is written by Claude. Claude has accelerated the pace at which we ship, and as a result we've been hitting all sorts of new bottlenecks: code review and regression prevention, CI and merge queues, source control reliability, etc. We're working through each of these as they come up, and now have good answers for a number of them.
One of these bottlenecks is figuring out how to best communicate new features to our users. My pov is we need to be doing much better here. The problem isn't that we are releasing quickly, the problem is that we should design features in a way where you don't need to know about them to benefit from them. This is the case for much of what we build, and we need to make it the case for all of it.
To share how we think about it, there's a few ways to approach it from a product design pov:
- Make it so the model can do things for you (eg. enter plan mode, invoke skills, configure your settings)
- Generalize features rather than create new parallel features
- Make features opt-in until we do the above
- Have Claude monitor feature usage and brainstorm/build ways to improve usage while simplifying the system
We try to do all of the above, but as you said, it's not perfect yet, and this is something we're working through. If you prefer a lagging version, you can also use the Claude Code stable release (not latest). We're intentionally being open about what we're seeing, since our customers are seeing the same thing and at least part of our job is helping companies navigate this new way of doing engineering.
Re: source code leak -- it was unintentional, but was also human error. There was a subtle bug that missed several rounds of manual review. We're working on how we can better catch it automatically next time.
There'll be repeated confusion and unnecessary ire as long as we cannot (even approximately) tell how many % of session/weekly usage a single turn takes, let alone a session in aggregate. Users can infer from experiments and adjust accordingly, but that seems largely unnecessary




























