dslightingengine @dslightingengine.bsky.social · 23/09/2026Note for clarification none of these progress shots are with DLSS-5(NR). If it is used I will specifically indicate it was used rather than indicate "No-DLSS5" in every post I make 080
dslightingengine @dslightingengine.bsky.social · 23/09/2026Yeah I saw some concept art which showed it night-time. Well I was like why not :) haha. 010
dslightingengine @dslightingengine.bsky.social · 23/09/2026DS3LE-PT COTD WIP. Lot of bug fixes in BVH and tech perspective. Testing is going well. Slowly fixing issues in area one at a time 3192
dslightingengine @dslightingengine.bsky.social · 23/09/2026No its done using camera aligned voxel grid. 000
dslightingengine @dslightingengine.bsky.social · 18/09/2026Yes. Most of the DLSS-5 parts can be achieved in LE-Tools as well. 010
dslightingengine @dslightingengine.bsky.social · 18/09/2026DS3LE-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 www.youtube.com/watch?v=NJkj...youtube.comDarkSouls3 Pathtracing - Crucifixion woods(Nvidia DLSS-5 Comparision)YouTube video by DS2 Lighting Engine 2131
dslightingengine @dslightingengine.bsky.social · 15/09/2026Its ok, I just will reply as and when I check the account usually :) 010
dslightingengine @dslightingengine.bsky.social · 14/09/2026The shadows are actually fine, its just NRD-SH denoiser has some problems in over-blurring the shadow zones, however this issue is not a problem with something like RR, however that has other issues 010
dslightingengine @dslightingengine.bsky.social · 14/09/2026Hello, The importance sampling is done by shooting multiple rays from each point irrespective of light the number shoot is the same. So each pixel automatically picks up the most important light 110
dslightingengine @dslightingengine.bsky.social · 09/09/2026Analytical lights are converted to hidden "Emissives" on the fly. With a sphere and radius 110
dslightingengine @dslightingengine.bsky.social · 01/09/2026Hello, a bit late for reply, sorry about that. NRD is used to denoise all lighting from fires/scones and GI. Sigma is used to denoise sun shadows. 010
dslightingengine @dslightingengine.bsky.social · 01/09/2026DS3LE-PT adding/updating light sources in Irrythil dungeon. 0311
dslightingengine @dslightingengine.bsky.social · 21/08/2026DS3 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 1170
dslightingengine @dslightingengine.bsky.social · 18/08/2026Irithyll Part1 - Darksouls3 Path tracing. Showcases Nvidia Rayreconstruction. Fantastic looking level by default. So no lighting changes here mostly tech changes. SkyFog has been tuned and blends nicely with environment. www.youtube.com/watch?v=DfCU...youtube.comIrithyll (Part1) - DarkSouls3 Pathtracing(RayReconstruction - Showcase)YouTube video by DS2 Lighting Engine 0141
dslightingengine @dslightingengine.bsky.social · 18/08/2026No problem. Hope you feeling better now compared to few weeks back :) 100
dslightingengine @dslightingengine.bsky.social · 18/08/2026For importance sampling the light rays. As you already noticed they are placed at windows/doors. Allows the path tracer to capture light better 110
dslightingengine @dslightingengine.bsky.social · 17/08/2026Archdragon Peak - Darksouls3 Path tracing. One of the biggest levels and lot of instances in bvh(10000) www.youtube.com/watch?v=4F1f...youtube.comArchdragonPeak - Darksouls3 PathtracingYouTube video by DS2 Lighting Engine 1101
dslightingengine @dslightingengine.bsky.social · 17/08/2026Yeah its pointless, the social media algorithms are too well tuned for baited engagement its pointless to make your points, when the other party has already conclusions, best just ignore and move on, I don't think you are alone in this feeling. 020
dslightingengine @dslightingengine.bsky.social · 13/08/2026Darksouls 3 Pathtracing - Undead settlement updates and the demon area www.youtube.com/watch?v=JGNC...youtube.comDarkSouls3 - UndeadSettlement2 Path tracingYouTube video by DS2 Lighting Engine 0152
dslightingengine @dslightingengine.bsky.social · 13/08/2026Ty. Yeah expected available at end of year. 010
dslightingengine @dslightingengine.bsky.social · 12/08/2026DS3LE - Pathtracing. Undead settlement, including BVH /Shadows/Reflections are all setup. www.youtube.com/watch?v=_N3m...youtube.comUndeadSettlement - Darksouls3 Path tracingYouTube video by DS2 Lighting Engine 1122
dslightingengine @dslightingengine.bsky.social · 08/08/2026DS3LE - Pathtracing. Lothric wall - Part1, including BVH Setup/Shadows/Reflections including water are all setup www.youtube.com/watch?v=Ixd0...youtube.comLothricWall PT1 - Darksouls3 PathTracingYouTube video by DS2 Lighting Engine 0171
Reposted by dslightingengineillusory wall @illusorywall.bsky.social · 07/08/2026Lance got his hands on an old powerpoint presentation that presents a never seen by the public pre-alpha demo. I'm so stoked this surfaced! I posted some reactions in a comment on his video. 310319
dslightingengine @dslightingengine.bsky.social · 08/08/2026DS3LE - Pathtracing. Firelink test, including Gundyr Bossfight. BVH Setup/Shadows/Reflections including water are all setup www.youtube.com/watch?v=-E6f...youtube.comFirelink - Darksouls3 Path tracing.YouTube video by DS2 Lighting Engine 0184
dslightingengine @dslightingengine.bsky.social · 03/08/2026Hello, thank you for the compliments. I have background in Electronics and communications engineering, however have worked mostly as Software engineer(Amazon/Honeywell). 030
dslightingengine @dslightingengine.bsky.social · 28/07/2026Translucent shadows in DS2LE - PT. Already had previously demoed it in DS3. 0281
dslightingengine @dslightingengine.bsky.social · 19/07/2026Transclucent Windows/Foliage SSS, also some foliage tex edits from @triviavanille.bsky.social 0264
dslightingengine @dslightingengine.bsky.social · 18/07/2026Sun transclucent shadows and much better window support(sky lighting) in DSLE-PT. Will also be updating DS2LE (Few windows in Drangleic castle later) 0210
dslightingengine @dslightingengine.bsky.social · 07/07/2026DSLE - 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 0141
dslightingengine @dslightingengine.bsky.social · 07/07/2026Hopefully in future Sony/Microsoft leave companies alone and let nature take its course on profitability and sustainibility of studios. 000
dslightingengine @dslightingengine.bsky.social · 07/07/2026Yeah. MS overvalued acquistions of companies(Activision for eg) has now come full circle, corporates can afford to run at loss longer, big corporate interference in game studios is no good. As Games are not continous revenue models like apps, which they thought it was seeing things like CandyCrush. 110
dslightingengine @dslightingengine.bsky.social · 02/07/2026Image descriptions. 1. Importance sampled large tree - 4.5ms Trace time 2. No importance sampled tree - 2.5 ms Trace time 3. Vertex color bake of the tree. 4. Alpha bit of the vertex are used to indicate whether it emits light or not. 140
dslightingengine @dslightingengine.bsky.social · 02/07/2026Large 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 2130
dslightingengine @dslightingengine.bsky.social · 02/07/2026I was confused at first , If I understand correctly this is a attention seeking post which is riding on humanity. Yeah this is very dishonest stuff and actually manipulative posting. 040
dslightingengine @dslightingengine.bsky.social · 01/07/2026Implemented 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. 0240
Reposted by dslightingengineillusory wall @illusorywall.bsky.social · 24/06/2026Looking 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. 3443
dslightingengine @dslightingengine.bsky.social · 22/06/2026Its around 4ms at 1440p on RTX 5080 in SH mode(250w). The performance figures NRD has on the website are correct figures. 010
dslightingengine @dslightingengine.bsky.social · 21/06/2026Hope things work out for you soon George. Best wishes 010
dslightingengine @dslightingengine.bsky.social · 21/06/2026No paper, I was able to understand it from the NRD Sample itself 010
dslightingengine @dslightingengine.bsky.social · 19/06/2026Saw that @illusorywall.bsky.social has excellent video on this www.youtube.com/watch?v=LqRh...youtube.comDark Souls 3 Dissected #1 - The World Layout of Lothric ExplainedYouTube video by illusory wall 0111
dslightingengine @dslightingengine.bsky.social · 19/06/20263/3. I unload/reload Lothric wall BVH in LE, the LOD's and the level match. 1100