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Path tracing adds shadows to everything which is also indirect bounce light shadows. You can see as my character walks through the mansion, the shadows and the reflections on armor have no leaks and always correct.

278,895 views • 6 months ago •via X (Twitter)

82 Comments

Ganalf's profile picture
Ganalf6 months ago

I cant belive this is from 1989

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Haha :)

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Here is DS2 SOTFS for comparision

Rayane ⚔️'s profile picture
Rayane ⚔️6 months ago

Dark souls 2 ( 1795 )

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Dark souls 2 (1985)

Sebastian Castellanos's profile picture
Sebastian Castellanos6 months ago

Excellent work as always brother. I wanted to ask about the denoiser that you're using BTW. Is it NVIDIA NRD? It looks absolutely fantastic! Also, how many samples per pixel and ray bounces were used in the above footage? Oh yeah and for the PT algo, are you using ReSTIR GI/DI?

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Thanks Sebastian here is the full details. Denoiser Details NRD Reblur in SH/SG mode. LE provides Confidence inputs to disocclude changes in lighting, especially to avoid ghosting shadows. It also provides modifies some things like hit-distances so shadow contact is maintined. Path tracing details, all these are done per frame 1. SHARC update pass at 1/25 the resolution(4% pixel count), 1 Path, 5 Bounces. 2. SHARC update , 1 Path, 1 bounce (This is to calculate the confidence buffer I talked of), but also updates the cache again. 3. Main path tracing pass. Full resolution, 1 path per pixel - 1 bounce, Diffuse/Spec selection is probabilistic, here is where everything is tied in together, it uses Previous denoised frame as L1 cache, if that misses it uses SHARC as L2 cache, if that misses then lighting is calculated from sun where the path hits. I found that SHARC allows me to terminate the path at 1 bounce only >90% of the cases. The only case where SHARC is inaccurate is when there is where almost mirror like surface (non-metal) and the size of the voxel in SHARC cache is larger than the specular lobe spread. The previous denoised frame and SHARC have multi-bounce information in them. Importance sampling : This is done using reservoir weighted sampling in Light only Bvh. In the video I have placed "Light portals" at the windows and doors, which act as non-emissive light sources but pulls the light rays towards them to get good light coverage from outside. Overall it heavily relies on the SHARC to achieve good light propagation. Users can also configure Path per pixel count for main pass. Better gpus than mine should be able to do easily. Let me know if you need any more details. Happy to provide them.

Sebastian Castellanos's profile picture
Sebastian Castellanos6 months ago

Awesome stuff! Thanks a lot for the incredibly detailed explanation, I really appreciate it! Maybe one day when you're fully done with your mod, I'll profile its GPU perf with Nsight Graphics to see how well you did with regards to optimizing it haha!

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

No problem Sebastian, that would be nice, I doubt though it will work, because the Nsight graphics hooks the same API as the mod which is the full device api, but let me know if you got it working in games which are heavily modded.

Sebastian Castellanos's profile picture
Sebastian Castellanos6 months ago

I will for sure!

Takeshino's profile picture
Takeshino6 months ago

1.) Man I wish modding cloth physics to be much more detailed was a trivial thing 2.) Are you planning to add the "player light" into this? That is a major difference to the original imo

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Player light is there, you can use it , however PT is supposed to be played with it off or very low , I personally don’t use it as the intent of the mod is correct torch mechanics

Takeshino's profile picture
Takeshino6 months ago

Fair I guess, I think it's because it's something that is in all of the other "***Souls" games that it feels off not seeing it, lol

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Yeah is why I left it as a user config settings

Panos Karabelas's profile picture
Panos Karabelas6 months ago

It's really well done and stable!

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Thank you Panos, means a lot coming from you :)

DSOGaming - DarkSideOfGaming's profile picture
DSOGaming - DarkSideOfGaming6 months ago

In before people say the usual "This messes up the original art style and artistic direction" BS

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

lol, pragamata discussion shows that. PT is best shown in motion imo, as that’s when u can appreciate the character interactivity with environment

Gazu - 🇺🇾 - 개스 - 🇵🇸's profile picture
Gazu - 🇺🇾 - 개스 - 🇵🇸6 months ago

I always say that, with DS2LE, you "fixed" the "weak part" in the amazing game that is DS2. It just keeps getting better

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

I would not claim it anything like that, but this is how I want to play and lot of ppl do as well and share my views :)

Gazu - 🇺🇾 - 개스 - 🇵🇸's profile picture
Gazu - 🇺🇾 - 개스 - 🇵🇸6 months ago

That's what we "Ds2LE-bearers" are for. Spread the w00rd B-S-S-L

Dark Protagonist 🎮's profile picture
Dark Protagonist 🎮6 months ago

So ray tracing is adding reflections to everything Path tracing is adding shadows to everything They locking these settings behind this new tech to sell new GPUs

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

This runs on amd and nvidia gpus, it also is tested on steam deck but u need to use upscaling ofc, there is no conspiracy imo with ray tracing /path tracing as many on Twitter like to believe , it just is a complex technique

XAQQTIN 3D's profile picture
XAQQTIN 3D6 months ago

@ShanTofique Dont argue with this idiot. He literally does not understand how realistic lighting works in real life. Next time just implement eye-adaptation to shut these fucking idiots up.

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

@ShanTofique :). Eye adaption is already there, Its configured to be fast in the video, but users can configure it as well :). PT is not possible without good exposure.

XAQQTIN 3D's profile picture
XAQQTIN 3D6 months ago

Exactly, what he sees as "dark" is literally the camera exposure adapting to lighting in the room. Dude is so retarded he doesn't even understand what camera exposure is. One thing you can do to prevent idiots like this from misunderstanding is to create an exaggerated over-exposed camera adaptation effect that prioritizes shadow exposure like in crimson desert. Crimson desert mimics fujifilm/Japanese aesthetic camera profiles where it prefers to wash out light in order to be more biased towards details in shadows.

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

@ShanTofique Yeah lol, but that would be only for show hehe :). I think most of the ppl complaining have not tried a PT game and the current market scenario created by AI does not help making the GPU's so expensive

XAQQTIN 3D's profile picture
XAQQTIN 3D6 months ago

@ShanTofique Yea i understand. I admire your patience to respond to idiots in the way you did. But I personaly don't suffer fools.

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

@ShanTofique Yeah its easier to ignore as well after a point, I realize its not healthy to continue conversations like that :)

Vik's profile picture
Vik6 months ago

in these games, the player character is a subtle light source themselves, do you plan on retaining this (or at least making it toggleable)?

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Oh yeah it’s totally there and u can set the intensity as well

Vik's profile picture
Vik6 months ago

dope

Guillaume Peronnin's profile picture
Guillaume Peronnin6 months ago

absolutely phenomenal

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Thanks Skall :)

Nick Reineke's profile picture
Nick Reineke6 months ago

@RobertoSerraG Looks great. I imagine you'd have to tweak a lot of light sources to get usable levels of light in a good few areas, yeah?

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Yeah I have placed light portals from every opening for light propagation through out the game, light sources are tweaked to get make them look correct and make sure visibility is exactly as it looks , post process contrast has been kept to minimum to avoid crushing low light and exposure adjusted in all zones

Nick Reineke's profile picture
Nick Reineke6 months ago

@RobertoSerraG Ah I love to hear this. Sounds like you've hit all the good notes for a great implementation. If we can pair your work with a mod that fixes broken geometry and z-fighting we may have the ultimate version of DS2. 😄

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

@RobertoSerraG Yeah geometry is the most importsnt upgrade, with regarding to z-fighting I implemented a technique called reverse Z buffer it combats z fighting to large degree,

Nick Reineke's profile picture
Nick Reineke6 months ago

@RobertoSerraG You're the saviour we always needed but never deserved. I will be looking into installing your mods ASAP!

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

@RobertoSerraG Ty, for me doing these things is fun, it’s challenging and worth to have a personal goal

Lan's profile picture
Lan6 months ago

It still has the charm and the ambience of base Majula, I like it

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Thank you

Goldstein's profile picture
Goldstein6 months ago

Imagine how much Dark Souls 4 would sell if they would make it more like Dark Souls 2.

Frank's profile picture
Frank6 months ago

I'm obsessed with nice lighting in video games and this is absolutely amazing seeing this for one of my favorite games you are doing amazing work!!

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Tysm :). Yes imo PT is an amazing tool and I expect games to look way cooler and much better game mechanics in future

Rasqal's profile picture
Rasqal6 months ago

will it still be the case that only shader files are modified so it should (probably) be safe to play online with a friend? looking forward to falling in the sea at a very dark no-mans wharf ! :3

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Yeah ds2le has not changed how it modifies the game is same as before

Let it be Cruise's profile picture
Let it be Cruise6 months ago

it's Sotfs or OG DS2

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

The mod is for SOTFS and the base game video shown in SOTFS as well. However the LE mod brightness/contrast is more geared towards the OG Ds2.

Let it be Cruise's profile picture
Let it be Cruise6 months ago

Damn what quick respond, thank you for your time. Can Raytracing mod be used in OG Ds2

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

No, not this mod.

El de los fps's profile picture
El de los fps6 months ago

Que tan optimizado está tu mod? Se ve súper suave en tus clips

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Should work fine on 3060ti, that’s the one I have in my video showcase here

Alcarauir's profile picture
Alcarauir6 months ago

@D_MFPS What a great piece of work. Outstanding job! For a min I thought that was a game you’d developed. I’m going to try your mod not matters what.

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

@D_MFPS Thank you

knightmare's profile picture
knightmare6 months ago

donde descargo gratis tu preset para instalalo

ronaldo's profile picture
ronaldo6 months ago

@rafaelraky

João Puro's profile picture
João Puro6 months ago

i wish this path tracing thing would actually fix giant sticks clipping through tiny doors

Nick Ogrii's profile picture
Nick Ogrii6 months ago

I have a question: 1. What specs do I need to play this at 60 or 144 FPS? 2. Are you using any texture mod? Because they look really good. Otherwise, I really like how it looks.

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

1. Specs for 60 FPS (Mine) - 3060ti 1440p DLSS-Q 2. No texture mods used here.

Nick Ogrii's profile picture
Nick Ogrii6 months ago

Thank you

Thiago Nogueira ➢'s profile picture
Thiago Nogueira ➢6 months ago

Peak Souls 2 even more peak

T Frank 🇻🇪🇪🇸's profile picture
T Frank 🇻🇪🇪🇸6 months ago

Does this run well on older AMD GPUs? I have an RX 6800 which kinda sucks at ray tracing, let alone path tracing lol

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Hmm not sure on 6 series I think some one did test it , however we did test with steam deck with ultra performance upscaling and fsr4 did a decent enough job of it :)

Tom's profile picture
Tom6 months ago

hooooooooooly shit I am so replaying DS2 when this comes out, how's the performance on a 9070XT?

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

It should work well at 1440p, 2 ppl have tested it with that gpu

Tom's profile picture
Tom6 months ago

Yea man, I'm asking about the performance not if it'll turn on at all since you said this works with amd and nvidia

r3voken (David) 🇭🇷's profile picture
r3voken (David) 🇭🇷6 months ago

This looks insane

JokobWeasel's profile picture
JokobWeasel6 months ago

Beautiful

Tomo's profile picture
Tomo6 months ago

What mod is this?

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

This is ds2 lighting engine mod , this is the path tracing update to it and expected to be in beta very soon

Sword & Bench | Crown of the Cursed King's profile picture
Sword & Bench | Crown of the Cursed King6 months ago

This is the dark souls 2 we were promised lol

Dr.NaniWat's profile picture
Dr.NaniWat6 months ago

Holy cow that looks incredible! Can't wait for the public beta to drop! :OOOO

MrSoftyBeard's profile picture
MrSoftyBeard6 months ago

It really shows how the map design was made for a more intricate lighting model to utilize dark and light with torches, but they ripped it out of the original game unfortunately...

Matt.'s profile picture
Matt.6 months ago

Hey bro can u send the link of ur Nexus again? Want to share with some friends!

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Here you go. Note that this is old version. New version will be uploaded there as well .

Mayank Dastane's profile picture
Mayank Dastane6 months ago

@fromsoftserve What’s the GPU requirement for 60fps?

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

@fromsoftserve This is running on 3060ti 1440p DLSS Q 60 FPS, in and around that is required for 60FPS for same setup.

Mayank Dastane's profile picture
Mayank Dastane6 months ago

@fromsoftserve Great! I have a 3080 10GB

Yazmania's profile picture
Yazmania6 months ago

Absolutely beautiful 🥹

Dark Souls Lighting Engine's profile picture
Dark Souls Lighting Engine6 months ago

Ohh Yaz :) , love your videos , we have play tested it without using player light , I think you will love how it effects gameplay when all fake light is removed, it’s not artificially dark either , the early game is super important now. Exciting to see you try it.

wurmturm's profile picture
wurmturm6 months ago

notice how #PeakSouls2 gets the genuinely stunning lighting mod....

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