<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>NVENC on Pavel Guzenfeld</title><link>https://pavelguzenfeld.com/tags/nvenc/</link><description>Recent content in NVENC on Pavel Guzenfeld</description><image><title>Pavel Guzenfeld</title><url>https://pavelguzenfeld.com/images/og-default.png</url><link>https://pavelguzenfeld.com/images/og-default.png</link></image><generator>Hugo</generator><language>en-us</language><lastBuildDate>Sat, 04 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://pavelguzenfeld.com/tags/nvenc/index.xml" rel="self" type="application/rss+xml"/><item><title>Natural Skies and Satellite Terrain in a Headless Unity Simulation</title><link>https://pavelguzenfeld.com/posts/unity-headless-environment-satellite-terrain-sky/</link><pubDate>Sat, 04 Apr 2026 00:00:00 +0000</pubDate><guid>https://pavelguzenfeld.com/posts/unity-headless-environment-satellite-terrain-sky/</guid><description>How I replaced flat brown terrain and solid-color sky in a headless Unity 6 Docker simulation with real satellite imagery, SRTM topography, and a custom panoramic skybox — all fully air-gapped, no runtime network dependency. Includes NVENC GPU encoding, custom shaders, and every dead end along the way.</description></item></channel></rss>