Dark Souls Lighting Engine (@DS2LightingMod) header
Dark Souls Lighting Engine (@DS2LightingMod) profile picture

All things related to LightingEngine, for DS2/DS3 , Discord: https://teapawt.net/t.co/xh2VucdO6H , Kofi : https://teapawt.net/t.co/fCg2VaGW3r Created by @rage_vitamins

Drangleic Castle
Joined May 2023
Other plenty great presets exist means exactly what?
30
Its not a polished tech by any means, read my comments in youtube section. Pasting it here for your convience, rather than condeming me
24
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
10
9
1
199
5,514
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)
8
1,493
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
27
48
3
705
24,519
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.
7
7
127
4,407
DLSS-5 NR Integration in DS3LE-PT. This is continuation of integration work in DS2. Comparisions are of PT vs PT + DLSS-5
10
5
1
154
7,571
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
5
8
1
250
18,519
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
10
2
2
82
28,082
DS3LE-PT tweaking/adding new light sources in Irithyll dungeon
14
30
3
484
25,999
Abysswatchers P2 cutscene. Required bug fixes on the shaders for the blood sfx.
3
4
111
3,569
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
3
3
117
4,342
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
6
21
230
6,322