Dark Souls Lighting Engine (@DS2LightingMod) header
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All things related to LightingEngine, for DS2/DS3 , Discord: https://teapawt.org/t.co/xh2VucdO6H , Kofi : https://teapawt.org/t.co/fCg2VaGW3r Created by @rage_vitamins

Drangleic Castle
Joined May 2023
Photo by Dark Souls Lighting Engine (@DS2LightingMod)Photo by Dark Souls Lighting Engine (@DS2LightingMod)Photo by Dark Souls Lighting Engine (@DS2LightingMod)Photo by Dark Souls Lighting Engine (@DS2LightingMod)Photo by Dark Souls Lighting Engine (@DS2LightingMod)Photo by Dark Souls Lighting Engine (@DS2LightingMod)Photo by Dark Souls Lighting Engine (@DS2LightingMod)Photo by Dark Souls Lighting Engine (@DS2LightingMod)Photo by Dark Souls Lighting Engine (@DS2LightingMod)Photo by Dark Souls Lighting Engine (@DS2LightingMod)
DS2LE Path tracing build is now on Nexus as V_0.1. Here are some sample shots. Whole game should be playable end to end. Thanks to all the members from community who were part of the project.
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Dark Souls Lighting Engine retweeted
Just published a PC perf analysis & tuning guide for Remedy's CONTROL Resonant. Overall, I liked the game's technical aspect, though I did have a few pain points with it that I mentioned in the article. Hope people like it & find it useful! wccftech.com/how-to/control-…
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Dark Souls Lighting Engine retweeted
Seamless Co-op for Dark Souls 2: Scholar of the First Sin is officially released on Nexus Mods! Go download it!
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DS3LE-COTD WIP. Lot of bug fixes in BVH and tech perspective. Testing is going well. Slowly fixing issues in area one at a time
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Note for clarification none of these progress shots are with DLSS-5(NR). If it is used I will specifically indicate it was used rather than indicate "No-DLSS5" in every post I make
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DS3LE-PT In motion Cruxifixon woods. DS3LE volumetrics and path tracing add so much depth to scene here. Very happy with testing , super optimistic of release in few months. I also enable/disable DLSS-5 to show comparision to show what it actually adds to scene as well
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DLSS-NR is done pre-upscaling and natively. It costs around 3ms at 960p on RTX 5080. This is the pipeline PT->NRD->Tonemap->DLSS-NR->InvTonemap->DLSS-SR. As the image is denoised before NR this can be done, for RR the DLSS-NR has to be run at 1440p(Display resolution)
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Dark Souls Lighting Engine retweeted
Some shadow map optimizations for Wicked Engine, now 16 viewports can be fully utilized for multiple lights' shadow draw calls with instancing. 256 dynamic pointlight shadows in Sponza:
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DS3LE-PT BVH work near old wolf of farron. NRD-SH Denoiser. No DLSS-5 in these screenshots. I will indicate any posts where it's used to avoid any confusions.
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DLSS-5 NR Integration in DS3LE-PT. This is continuation of integration work in DS2. Comparisions are of PT vs PT + DLSS-5
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Thanks to @JohnApe138 for helping me with DLSS-NR Integration
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Dark Souls Lighting Engine retweeted
First custom Demon's Souls PS5 Remake model and texture import, featuring my Megabonk model of @/SanagiYuzu. Being able to emulate this made it MUCH easier to test things and finally make modding this game a reality. Tool and usage guide can be found below
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DS2LE-PT + DLSS-5 In motion. See the quoted tweet for images without NR.
DLSS-5(NR) Integration WIP in DS2. I am also using the excellent Faraam preset from Beubeu here. PT is enabled in both cases. NR is done pre-upscale. Costs around 4-5ms on RTX 5080 at 960p. Reinhard Tonemap(Basic)->DLSS - NR->InverseTonemap->DLSS-SR
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DLSS-5(NR) Integration WIP in DS2. I am also using the excellent Faraam preset from Beubeu here. PT is enabled in both cases. NR is done pre-upscale. Costs around 4-5ms on RTX 5080 at 960p. Reinhard Tonemap(Basic)->DLSS - NR->InverseTonemap->DLSS-SR
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Dark Souls Lighting Engine retweeted
Alright so Demon's Souls PS5 Remake is emulating now. It's slow even on a 5090 with 9950X3D, but it goes at about 2-3 FPS when it doesn't seem to be loading assets. I got as far as the small steps in the later tunnel before it crashed.
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DS3LE-PT tweaking/adding new light sources in Irithyll dungeon
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Abysswatchers P2 cutscene. Required bug fixes on the shaders for the blood sfx.
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DS3 has lot of LODS for every mesh. In LE I can add the base LOD to the BVH, as LE doesn't know when the LOD is actually swapped in main view, this will create self-intersection issues, however added a feature to detect these cases and path tracer will do a stronger ray bias
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Abysswatchers Intro cutscene. I love that all fromsoft games render cutscenes in real-time. Pathtracing and updated DOF in LE adds almost cinema level of lighting
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