dslightingengine
@dslightingengine.bsky.social
DSLightingEngine is a renderer replacement for DS2/DS3. Discord : https://discord.gg/uwaXYDmTyS Donations: https://ko-fi.com/ragevitamins, https://www.patreon.com/c/DarksoulsLightingEngine LinkedIn : https://www.linkedin.com/in/ganesh-mamadapur-45395064/
Translucent shadows in DS2LE - PT. Already had previously demoed it in DS3.
Transclucent Windows/Foliage SSS, also some foliage tex edits from @triviavanille.bsky.social
Sun transclucent shadows and much better window support(sky lighting) in DSLE-PT. Will also be updating DS2LE (Few windows in Drangleic castle later)
DSLE - Editor feature/Subsurface. These meshes are "Static" but are not rendered as normal foliage. So added a feature to mark the Base game meshes as "Foliage", which disables screen-space shadows and also enables transmission/SSS on the leaf meshes
Large emissive meshes. 100k triangles, emit light and shadows, however importance sampling is not done by not including them in LightBVH, so the normal BRDF sampling catches them. This makes them essentially free of cost as the path tracer picks the emission based on the hit. Descriptions below
Implemented Caching mechanism for Skinned objects. Now the BLAS is rebuilt only if the mesh has changed enough. The build time drops from 5-6ms down to 0.5ms . Without caching it dropped to 45FPS here. LE uses double buffering and Async build as well for GPU.
Looking for help testing something in Dark Souls 1. Do you have DSR on Playstation, can go online, and have a character with a Red Sign Soapstone? If so I wanna check out some obscure thing that might've been added by QLOC to the remaster.
Darksouls3 has excellent LOD placement and many places are visible from each other zones. Firelink/Lothric wall are actually fully connected too. This is one instance. Similar behavior like Lothric wall LOD is correctly placed from COTD/Cruxifion woods 1/1
Working on improving Foliage shading with subsurface and transmission. DS2LE is using Beubeu Faraam Preset for testing and DS3LE is WIP for release end of year. Thanks to NRD Author Dimitrii Zhdan for guidance on changes with updates to NRD-Sample
just posted 8 minutes of RAW Second Sin forest of fallen giants gameplay. I don't even yap in it. I think it looks cool. shoutout to @dslightingengine.bsky.social for being really easy to work with and fun youtu.be/KQJkdw1iVJ0
The Second Sin PT version of Forest of Fallen Giants (DS2LightingEngine)
YouTube video by fromsoftserve
youtu.be
new grass tech out today, instancing goes brrrrr, draw distance extended accordingly
Integrating OMM , the latest DXR 1.2 features in LE. Left is AlphaTesting in Shader(Max 5 tries). Right is OMM for the meshes(2 state) and Subdivision level of 6. It saves about 2.5ms to 3ms. Yet to optimize fully like arranging OMM buffers contigously for all meshes.
DS3-PT. Lothric wall progress. DS3 areas are much brighter than DS2. I held back sun power a lot in DS2. Aerie/Loyce are probably only 2 places where sun is >10000 lux. Most places are cloud or dark.
DS3 - Pathtracing. LightPortals placed in this room to capture windows/doors and cut the ambient lights.
New BA update patches the worst vulnerability I've ever seen in DS2. Here's the update for BA, recommend you get it if you want to play online. I'll explain what it was in the answers to this post. www.nexusmods.com/darksouls2/m...
bsky.app
Working on PT in DX12, made me understand CPU/GPU timelines lot better. DS3 uses deferred command lists to render. LE overrides camera for Jitter/ReverseZ and also for editor. Jitter/ReverseZ are ensured that they are updated, UpdateSubResource was done during draw-call while tracking dirty flags.
DS3 - Pathtracing, Enabling and integrated features. Volumetrics are now integrated(Note VFOG Shadows are raster). Some out door shots as well, Almost all of firelink is now in BVH
DS3-PT Early WIP. LE Is able to scale up to DS3 Geo.
I wish there is a Bluesky feature I can write all this in one Post. It's primarily why I have X-Blue. Writing long tech posts with explanations and splitting it in multiple posts, loses a bit of context.
While studying SER(Shader Execution Reordering), I came across a blog which showed that Pipeline tracing i,e (TraceRay) is faster than Inline tracing(RayQuery) on AMD GPU, SER requires PipelineTracing(Dispatch Rays) call. AMD GPU's see a 10-25% speedup using TraceRay vs RayQuery.
While studying SER(Shader Execution Reordering), I came across a blog which showed that Pipeline tracing i,e (TraceRay) is faster than Inline tracing(RayQuery) on AMD GPU, SER requires PipelineTracing(Dispatch Rays) call. AMD GPU's see a 10-25% speedup using TraceRay vs RayQuery.
Thanks to Dmitrii Zhdan(NRD Author) for including the Cavity shadows which I had showcased earlier now as part of NRD Frontend. As mentioned earlier It works amazing with NRD-SH modes when combined with Parallax mapping.
My latest video is live! It's Part 2 of How Enemies Detect You in Dark Souls: Smell. No, this isn't a joke. Smell is an actual mechanic in these games. youtu.be/y4SUfS9ymBU
DS2 SOFTS vs LE PT with Beubeu work. Beubeu environment composition is really excellent and consistent, he has done this across the game