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

Drangleic Castle
Joined May 2023
Other plenty great presets exist means exactly what?
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Its not a polished tech by any means, read my comments in youtube section. Pasting it here for your convience, rather than condeming me
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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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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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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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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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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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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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Updated Dancer fight in DS3LE. Lot more SFX Shaders are now reversed and exposure compensation is applied correctly so they are not overly bright. Some sfx were additonally being rendered to a quarter res buffer and blended to main buffer, these sfx are now directly rendered to main buffer.
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Irithyll Part1 - Darksouls3 Path tracing. Showcases Nvidia Rayreconstruction. Fantastic looking level by default. So no lighting changes here mostly tech changes. SkyFog has been tuned and blends nicely with environment. youtube.com/watch?v=DfCUzkX6…
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Light portals in #darksouls3 PT renderer. These hidden planes are placed at door/window openings to improve importance sampling in #pathtracing . As shooting rays is expensive, each ray must count for maximum benefit. It tells the renderer where light can be possibly found in the scene.
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