Joined May 2023
954 Photos and videos
DS2LE Path tracing build is now on Nexus as V_0.1. Here are some sample shots. Whole game should be playable end to end. Thanks to all the members from community who were part of the project.
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Editor OMM Baking in-game, Can tweak the sub-divison, alpha cutoff, texture sampling size to improve or decrease quality based on needs, for dynamic objects baking like character it would be more complex as those need to happen in real-time on GPU and is something for later.
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.
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Dark Souls Lighting Engine retweeted
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 @DS2LightingMod for being really easy to work with and fun
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Dark Souls Lighting Engine retweeted
Majula Comparison - @DS2LightingMod
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Dark Souls Lighting Engine retweeted
007 First Light is a highly flawed PC release, as while it runs well overall & has decent graphics, its settings don't scale that much, its temporal upscaling/frame gen implementations are flawed & explosions horribly tank perf. My @wccftech article: wccftech.com/how-to/007-firs…
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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.
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Dark Souls Lighting Engine retweeted
The real bottleneck was never writing code. It's releasing it, debugging it, & keeping it running well. So when @Honeycombio CTO Charity Majors set a productivity target, she didn't chase 10x. She chose 2x, & built from there.
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Dark Souls Lighting Engine retweeted
New Mod Announcement - Dark Souls Unbound
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Dark Souls Lighting Engine retweeted
Just published a new article on @wccftech about the hot mess that is modern PC game specs. Been meaning to write this one for quite some time now. In it I discussed many of my gripes with this topic, & I hope it can be an informative read for many people! wccftech.com/why-pc-game-sys…
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Dark Souls Lighting Engine retweeted
here's some screenshots from my version of shrine of amana in my Second Sin preset powered by the pathtracing version of @DS2LightingMod /// still wip!
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Same area. The images shown are exposed to based on what's visible. More like can't understand simple concepts of exposure and limited range of monitors
More like Dark-dragon Peak
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Darksouls3 Pathtracing. Archdragon Peak
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Dark Souls Lighting Engine retweeted
To break up all the DS3LE retweeting: I've been doing weapons for my DS2 Comprehensive Texturepack. Falchion before/after:
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DS3LE Pathtracing - Using the Dancer fight to fix a lot of things like 16-bit blend indices. Motion vectors are now rendered in seperate pass instead of relying on overloading the "game motion blur" pass. Dancer's weapons are emissive so they are added to BVH with emissive props.
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Most Particles, unlit objects like the dancer's veil which are rendered in fwd passes are now having correct exposure compensation to avoid getting them too bright, all DS2LE features are slowly being integrated in DS3LE
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Dark Souls Lighting Engine retweeted
here are 4 pictures from my version of majula for literally no reason
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Dark Souls Lighting Engine retweeted
The Void's public demo is now LIVE!! Check out The Void now! #indiedevs #solodev #gamedev
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Dark Souls Lighting Engine retweeted
Announcing The Void - a wave based survival horror fps inspired by the movie "The Mist" and spiritual theology. My first venture into solo dev. Looking for your support through this venture #solodevsurvivor #indieddev #survivalhorror #gamedevlife
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Path tracing - DS2LE Faraam Preset by Beubeu vs DS3LE. Notice the Render trace times - DS3 is faster, Most likely the foliage in DS2 causing this. DS3 has the leaves too but they are super close to the walls. Also Notice the triangle counts 890k vs 4 million. Super excited to integrate OMM soon.
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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.
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