
Dark Souls Lighting Engine
@DS2LightingMod • 9,443 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 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 Engine52,725 次观看 • 1 个月前

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 Engine28,807 次观看 • 3 个月前

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 次观看 • 1 个月前

SHARC Radiance cache, no raster involved in this, all the data/lighting using the BVH only, Main pass uses the raster GBuffer as primary, but for SHARC the trace always starts from camera. Sky pixels can be noticed as NRD ignores those pixels and doesn't write them
Dark Souls Lighting Engine12,777 次观看 • 2 个月前

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 次观看 • 6 个月前