
Dark Souls Lighting Engine
@DS2LightingMod • 9,501 subscribers
All things related to LightingEngine, for DS2/DS3 , Discord: https://t.co/xh2VucdO6H , Kofi : https://t.co/fCg2VaGW3r Created by @rage_vitamins
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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
Dark Souls Lighting Engine24,152 Aufrufe • vor 1 Monat

DS3LE Pathtracing - Using the Dancer fight to fix a lot of things like 16-bit blend indices. Motion vectors are now rendered in seperate pass instead of relying on overloading the "game motion blur" pass. Dancer's weapons are emissive so they are added to BVH with emissive props.
Dark Souls Lighting Engine53,429 Aufrufe • vor 4 Monaten

Water render updates in #darksouls3 lighting engine. The water optics are now better simulated using absorption and scattering functions instead of basic colors. Includes a small demo which also shows some SSR fixes as well as refraction updates.
Dark Souls Lighting Engine142,345 Aufrufe • vor 1 Jahr

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.
Dark Souls Lighting Engine15,741 Aufrufe • vor 2 Monaten

Brute force Path tracing on RTX 5090. As an experiment this is using Ultra-performance (480p) upscaled to 1440p. No denoiser only DLSS-SR. Doing 120 paths per pixel at 50FPS. Here is the video. Thanks to discord user Perhapsy for doing the testing. This is not even efficient use of such high ray count
Dark Souls Lighting Engine28,897 Aufrufe • vor 6 Monaten

Transclucent Windows/Foliage SSS, also some foliage tex edits from Trivia Vanille
Dark Souls Lighting Engine12,493 Aufrufe • vor 3 Monaten

Meshes can be made light sources in ray tracing. This is only a test, colors are baked in that Cathedral pane. Thanks for エイブ - Abraham Link for remaking pane mesh and discord use DrNova for the texture edit. I will add texture sampling support for emissive only sources.
Dark Souls Lighting Engine22,377 Aufrufe • vor 10 Monaten

Working on PT in DX12, made me understand CPU timeline and GPU tmelines lot better. DS3 uses deferred command lists to render GBuffer. I already did a lot of rewiring with command lists for eg execution motion blur command list before PT is rendered. It usually is executed after scene is rendered. LE needs to update buffers for eg to capture at full res and FP16 precision. LE needs to override the camera projection for Jitter/ReverseZ and also for editor. While the Jitter/ReverseZ are ensured that they are updated, the UpdateSubResource was done during draw-call while tracking dirty flags. Now I just bind the my override cb and use Interlocked exchange to capture the core buffers only once and make sure the Camera data is updated correctly before any command lists are executed. In DS2 everything is done on the immediate command list and is single threaded renderer, so things are much easier to track down and update.
Dark Souls Lighting Engine13,519 Aufrufe • vor 4 Monaten