Thank you, but it never felt complete , especially specular gi and sky lighting , ds2 hardly has any good cubemaps and most are over bright or just very wrong color, sky lighting I tried vertical down shadowmap and that require me to offset from walls , blur and do things totally vibe based , so I see ppl complain about path tracing like it’s some conspiracy , I don’t they understand what are all hacks and limitations raster has been.
I have made compromises here like having only vertex colors in bvh , instead of textures , but game mostly needs reflections for armor , but there is support for meshes with texture mapping needed on water surfaces especially :)