TraverseWork with us
Menu

Engineering for games. Research for what’s next.

Rendering and performance engineering for games, GPU research, and Evolve, our GPU and AI benchmark. Licensed on every major console platform, with team credits earned through our Embark engagement.

Traverse Games

Traverse Research

Shipped experience from Frostbite to Codemasters.

Jasper Bekkers, Founder. Previously Rendering Engineer at DICE.

Battlefield 3, Battlefield 4, Battlefield Hardline, Star Wars Battlefront, Mirror’s Edge Catalyst, Dragon Age: Inquisition, Need for Speed, Plants vs. Zombies: Garden Warfare, Rory McIlroy PGA Tour

Earlier at Nixxes: Deus Ex: Human Revolution Director’s Cut

Emilio Laiso, Rendering Engineer. Previously Codemasters.

DiRT 5

Engineering partnerships across games and hardware.

QualcommArmSamsungAMDEmbark StudiosMicrosoftMetaImaginationIntelApplied Intuition
About these partners

From Imagination Technologies micro-benchmarks to Embark platform engineering and Samsung’s mobile graphics work. Public projects and publications are linked above.

Two labels. One curious team.

For studios and publishers

TraverseGames

Rendering and performance engineering for games, and the console porting around it. Team credits on THE FINALS and ARC Raiders through our Embark engagement.

Explore Games services

For hardware and engine partners

TraverseResearch

Neural rendering, GPU architecture and pre-silicon R&D. Working implementations, measured in context.

Explore Research

Our product

Evolve

Years of neural and graphics expertise distilled in a benchmark

Evolve turns our benchmarking research into software you can license and run yourself. Compute, ray tracing, rasterization, drivers, energy, acceleration structures and work graphs, each workload configurable and repeatable.

  • March 2025launched on PC and Android
  • Qualcomm & Samsungrun it in-house
  • LTT Labsevaluated it across five Android devices
Watch the Evolve trailer
A workload render from Evolve, our GPU and AI benchmark.
Jasper Bekkers
Jasper BekkersFounder & CEO

Breda, Netherlands / Est. 2019

Our founder’s story

GPU engineering, from pre-silicon to games.

I grew up in Breda, left for Stockholm to ship Battlefield and Mirror’s Edge at DICE, and came back. In 2019 I founded Traverse here to support GPU teams from early product development and pre-silicon research through every stage of silicon bring-up.

Today we’re 19 people, including 15 engineers, in the same city I started in. We build Evolve, the benchmark Qualcomm and Samsung run in-house, and we’ve done pre-silicon research for most of the hardware vendors on this page. Now we’re bringing that head start back to the studios we came from.

The mission hasn’t changed since day one: make Breda a game development powerhouse.

Meet the team behind Traverse

Traverse Research

Neural radiance caching

Learned lighting, built into the renderer. Our mobile neural radiance caching implementation was published with Samsung at SIGGRAPH Asia 2025, connecting rendering research with hardware-aware performance modelling.

Watch the neural radiance cache run
Neural radiance caching in Evolve, from our capture of the technique running.

Traverse Research

Neural texture compression

Learned texture representations, from training to GPU decoding. We evaluate reconstruction quality, memory footprint and runtime cost alongside conventional texture-compression tools.

A material and rendering capture from Breda, the framework used for our texture research.
A material and rendering capture from Breda, the framework used for our texture research.

Traverse Research

GPU inference

Neural workloads inside the frame. We integrate operators, tensors, inference and training with the render graph, connecting Python model development and ONNX interchange to GPU execution.

Breda framework tooling, shared by rendering and neural workloads.
Breda framework tooling, shared by rendering and neural workloads.

Traverse Research

Neural materials

Learned material appearance, evaluated in a working renderer. NeuBTF, published at SIGGRAPH Asia 2022, explores neural compression and rendering of bidirectional texture functions.

NeuBTF material-representation research, published by Traverse.
NeuBTF material-representation research, published by Traverse.

Platforms & graphics technology

If it has a GPU, we ship on it.

From console and mobile to desktop and handheld. We work across the platforms you ship on and the graphics APIs behind the frame.

Consoles

  • PS4
  • PS5
  • Xbox
  • Nintendo Switch

Desktop & handheld

  • Windows
  • Linux
  • SteamOS
  • Bazzite
  • macOS

Mobile

  • Android
  • iOS

Graphics APIs

  • Metal
  • Vulkan
  • DirectX 12
  • AGC
Explore platform engineering →

The work brings it together.

All work

Traverse × Samsung / Mobile ray tracing

A public look at our work with Samsung.

Samsung shared this Xclipse GPU demonstration on its official channel. Built in our Breda rendering framework, it shows our mobile ray-tracing collaboration in action.

Explore the Samsung collaboration
Samsung / Xclipse GPU: Hyper-realistic Ray TracingWatch on YouTube

The work reaches beyond the studio.

Projects behind the capabilities.

From collaborators and benchmark users.

“I really like the benchmark, the efficiency result is very nice for tweaking the GPU”

“Overall, love the benchmark and the new technologies it uses. Keep it up!”

Pieter Plaisier, Skatter BencherEvolve user · Published on the Evolve Steam pageExplore the work →

“I’ve worked with Jasper and his team on four different occasions: Frostbite, SEED, Embark and GPC. I’d hire them again.”

“Traverse Research were a pleasure to work with. The custom Vulkan hardware ray tracing solution they built into our Linux-optimized Unreal Engine branch is still in use years later”

“Traverse Research has been a valued partner to us for over three years; deeply technical, consistently responsive, and genuinely invested in solving the hard problems alongside our team”

Good work starts with a shared build.

An initial 16-week commitment, including ramp-up. Four-week sprints, build reviews every two weeks, and direct access to the engineers in your pipeline.

How we work together

Published by the team.

All blog articles

Dynamic diffuse global illumination

Inside Breda’s ReSTIR-based diffuse GI system, from candidate rays and temporal reuse to denoising and irradiance caching.

Engineering

Denoising raytraced images using OIDN

In this blog post, I’ll write about how I recreated the OIDN U-Net DNN using Rust and HLSL compute shaders, and about my time as an Intern at Traverse Research.

Engineering

Traverse Research + Traverse Games

Let’s turn a good question into working software.

Start a conversation