Dark Souls Lighting Engine (@ds2lightingmod) 's Twitter Profile
Dark Souls Lighting Engine

@ds2lightingmod

All things related to LightingEngine, for DS2/DS3 , Sekiro renderer updates! Discord: discord.gg/wwyPerckJP Created by @rage_vitamins

ID: 1658378028060164097

linkhttps://www.nexusmods.com/darksouls2/mods/1146 calendar_today16-05-2023 07:45:24

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Dark Souls Lighting Engine (@ds2lightingmod) 's Twitter Profile Photo

Darksouls3 has issue of not rendering shadows when the player is hollow, every other hollow has shadows. Now there is a fix for that in DS3LE(Including Lite). By caching the draw call state(VB, IB, Matrices) during Gbuffer render pass and then replay that into the shadowmap.

Darksouls3 has issue of not rendering shadows when the player is hollow, every other hollow has shadows. Now there is a fix for that in DS3LE(Including Lite). By caching the draw call state(VB, IB, Matrices) during Gbuffer render pass and then replay that into the shadowmap.
Rock (@rockmih) 's Twitter Profile Photo

(1/?) Hey everyone i have some sad news to share, please keep up with me while i explain my situation. I have been working very passionately on Dark Souls modding (mostly DS2) in the past 2 years. Today unfortunately lost some hardware and my monitor to a power outage.

(1/?) Hey everyone i have some sad news to share, please keep up with me while i explain my situation.

I have been working very passionately on Dark Souls modding (mostly DS2) in the past 2 years. Today unfortunately lost some hardware and my monitor to a power outage.
Dark Souls Lighting Engine (@ds2lightingmod) 's Twitter Profile Photo

Added a way to dim the character lighting in #darksouls3 le lite. DS3 uses multiple dir lights on each pixel. The character is significantly brighter than environment in most cases as shown in video, however this causes less interaction of the player with surround ding lights.

Ben Sims (@bensimstech) 's Twitter Profile Photo

How are games handling volumetric lighting for moving sources? The froxel approach seems like the most common technique but relies on temporal so you get bad ghosting with moving lights. Anisotropic fog also causes aliasing as camera moves. Neighbor clamp seems expensive for 3D.

How are games handling volumetric lighting for moving sources? The froxel approach seems like the most common technique but relies on temporal so you get bad ghosting with moving lights. Anisotropic fog also causes aliasing as camera moves.
Neighbor clamp seems expensive for 3D.
Mike Turitzin (@miketuritzin) 's Twitter Profile Photo

If you want to go even deeper down the depth buffer precision rabbit hole, this article by Evgenii Golubev is great: zero-radiance.github.io/post/z-buffer/

๐™ผ๐šž๐šœ๐šŠ๐šœ๐š‘๐š’ | ๆญฆ่”ต (@iexplosiverage) 's Twitter Profile Photo

ู…ู‚ุงุฑู†ุฉ ู…ู† ู‚ู†ุงุฉ BonfireVN ุจูŠู† ู‚ุฑุงููŠูƒุณ ุฑูŠู…ูŠูƒ Demon's Souls ุถุฏ ู…ูˆุฏ ุงู„ุงุถุงุกุฉ DS2LightingEngine ู„ู„ุนุจุฉ Dark Souls 2 ุงุนุดู‚ ู‡ุฐุง ุงู„ู…ูˆุฏ ๐Ÿ ู„ุชุญู…ูŠู„ ุงู„ู…ูˆุฏ : nexusmods.com/darksouls2/modโ€ฆ

Dark Souls Lighting Engine (@ds2lightingmod) 's Twitter Profile Photo

As I had indicated earlier different solutions to handle occlusion under the feet. Here I reduced the contribution of contact shadows from ambient just near the player feet area to avoid over darkening.

As I had indicated earlier different solutions to handle occlusion under the feet. Here I reduced the contribution of contact shadows from ambient  just near the player feet area to avoid over darkening.
Shadowth117 (@shadowth117) 's Twitter Profile Photo

It really shouldn't be a thing the government imposes to begin with, but if they must, don't halfass it. Handle this crap through a govt api. At no point should we be pushing random people to store private info.

Panos Karabelas (@panoskarabelas1) 's Twitter Profile Photo

Upgraded my GTAO to compute visibility using a bitfield where each bit maps to a slice sector. The screenshots show raw/noisy output, but I think the improvement is visible. Source & paper in the comments.

Upgraded my GTAO to compute visibility using a bitfield where each bit maps to a slice sector. The screenshots show raw/noisy output, but I think the improvement is visible. Source & paper in the comments.