正在加载视频...
视频加载失败
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.
82 条评论

I cant belive this is from 1989

Haha :)

Here is DS2 SOTFS for comparision

Dark souls 2 ( 1795 )

Dark souls 2 (1985)

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?

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.

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!

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.

I will for sure!

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

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

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

Yeah is why I left it as a user config settings

It's really well done and stable!

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

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

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

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

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 :)

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

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

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

@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.

@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.

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.

@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

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

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

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

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

dope

absolutely phenomenal

Thanks Skall :)

@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?

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

@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. 😄

@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,

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

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

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

Thank you

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

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!!

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

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

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

it's Sotfs or OG DS2

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.

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

No, not this mod.

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

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

@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.

@D_MFPS Thank you

donde descargo gratis tu preset para instalalo

@rafaelraky

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

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.

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

Thank you

Peak Souls 2 even more peak

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

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 :)

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

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

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

This looks insane

Beautiful

What mod is this?

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

This is the dark souls 2 we were promised lol

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

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...

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

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

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

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

@fromsoftserve Great! I have a 3080 10GB

Absolutely beautiful 🥹

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.

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


