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dslightingengine.bsky.social
dslightingengine
@dslightingengine.bsky.social
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Made a blog post about all the technology and updates about Darksouls3 Lighting engine.
ko-fi.com/post/Darksou...
Darksouls3 Lighting Engine - Tech/Update
Ragevitamins published a post on Ko-fi
ko-fi.com
Iron keep - Lava emission
www.youtube.com/watch?v=mnDO...
Iron keep - Lava Emission using Pathtracing in DS2
YouTube video by DS2 Lighting Engine
www.youtube.com
February 16, 2026 at 2:00 PM
Majula Entry points/Exit points, note the path to FOFG has sconce before the entry and the light fades as you go in - so torch is mandatory for safe passage to FOFG. Last ones for today, more tomorrow and beta soon in a couple of weeks - optimistic
February 15, 2026 at 7:21 PM
Sun at much higher value, still working on finalizing areas
February 15, 2026 at 6:43 PM
Dragon shrine shots. Specular reflection very noticeable in 2nd shot :).
February 15, 2026 at 5:23 PM
Majula interior shots
February 15, 2026 at 4:54 PM
Ivory king Test - Initial setup
www.youtube.com/watch?v=Jw7w...
IvoryKing - DS2LE Pathtracing Test
YouTube video by DS2 Lighting Engine
www.youtube.com
February 14, 2026 at 9:55 PM
Smelter Boss fight in PT : Using a bounding box to override dynamic lights, when Smelter absorbs the lights the light sphere inside his stock is now made bigger.
www.youtube.com/watch?v=R1Zi...
Smelter demon boss Fight - DS2LE Pathtracing
YouTube video by DS2 Lighting Engine
www.youtube.com
February 14, 2026 at 6:43 AM
Editor: Now able to detect LOD meshes with good heuristics, LE works by capture of meshes from GPU upload buffers and saving the data on disk, during capture it is done from game point of view and may rendered a lower LOD. Left image shows issues as the lower LOD was captured
February 13, 2026 at 4:42 PM
Drangleic castle(Horse room) using windows support, these windows act as "Emission transmission filters" for sun and skylight to stream in. All ambient fake lights are disabled in this room. Monitor brightness and calibration setup are must for PT.
February 12, 2026 at 2:49 PM
Almost done with shaded woods area setup as well. All areas are now done for initial setup, now needs 2nd, 3rd pass to tweak things, fix outliers
February 10, 2026 at 7:36 PM
Darklurker Boss fight in DS2LE - Pathtracer mode
www.youtube.com/watch?v=HzZP...
DarkLurker - DS2LE Pathtracing
YouTube video by DS2 Lighting Engine
www.youtube.com
February 10, 2026 at 1:27 PM
Adjusted the cast light light to match the sfx, increased intensity slightly, now can see behind the player as well.
February 10, 2026 at 8:12 AM
Check under your bed for the Havel monster in #darksouls2 PT
February 10, 2026 at 7:23 AM
Now updated Postprocessing, Autoexposure adjustment speed as well as tweaks to gradient
Youtube : www.youtube.com/watch?v=fjit...
February 9, 2026 at 6:36 AM
Sinh Boss fight with DS2LE - PT. All the lighting in the scene is coming from Emissive mesh crystals from the roof of the cave
Youtube : www.youtube.com/watch?v=G7nA...
DS2LE-PT Sinh Boss Fight Test.
YouTube video by DS2 Lighting Engine
www.youtube.com
February 8, 2026 at 7:00 PM
Setting up and configuring more areas for beta release of DS2LE-PT
February 8, 2026 at 7:00 PM
Brume tower with PT in #DarkSouls2
February 6, 2026 at 8:14 PM
Reposted by dslightingengine
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
graphicrants.blogspot.com
February 2, 2026 at 2:40 AM
Performance testing with help of community. This is 6 Paths per pixel RTX 5080 4K Performance - DLSS 4.5. Default is 1 Path per Pixel.
Thanks to AvgCroissant, don't think they are on this platform but I will keep it updated. Users can choose trade off between raw resolution vs path count.
February 1, 2026 at 5:17 PM
PT - Full Dynamic lighting showcase, Nothing baked here, everything dynamic, including sky being generated with atmosphere scattering
February 1, 2026 at 4:22 PM
Reposted by dslightingengine
new transparency rendering on #degine which combines mask and order-independent blend modes, to get best of both worlds. mask (aka 1-bit alpha) is used for the fully opaque parts of the texture, and wboit is done on the edges to give it a smooth blend.
January 31, 2026 at 11:08 PM
It seems 4Chan/Reddit was engineered hate along cultural lines. I had to look up what is /pol, It was always surprising to me why there was so much division as I only started social media since mod release and had almost nothing before. Epstein files is some of the darkest stuff I have read.
January 31, 2026 at 9:02 PM
Confidence per zone, also shows denoiser validation in NRD, when I decrease the gradient boost, there is ghosting in player shadow. Checkerboarding pattern represents total disocclusion means history fix is in action so blurrier shadows (spatial), Parameters need to be just right to avoid ghosting.
January 31, 2026 at 2:33 PM
Reposted by dslightingengine
fixing up the transparent pipeline on #degine so the hair looks a bit more solid. ended up just combining mask and blend alpha together, since wasn't having luck tweaking wboit for hair
January 30, 2026 at 12:15 PM
Testing The Gutter today in full PT mode. Lot of visibility if all the sconces are lit.
January 29, 2026 at 12:52 PM