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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
Reposted by dslightingengine
Continuing the live stream series "illusory shows Keith (@marrowhyena.bsky.social) NES games".

Will tonight be the night he beats Fire N Ice? Tune in now to hang out and find out:

www.youtube.com/watch?v=gNt-...
Fire N Ice Finale? feat @illusorywall
YouTube video by Keith Ballard
www.youtube.com
November 11, 2025 at 3:17 AM
Skinned BVH Comparision, without and with, the ancient dragon creates lot of occlusion /reflections in scene. Note there is no proper light bleed yet have used a default grey for skinned characters right now.
November 10, 2025 at 4:24 PM
Animated characters now in BVH. I am still working on the right importance sampling for variance reduction, the noise in the reflection is due to the reflection of the GI lighting mostly.
November 9, 2025 at 2:19 PM
Reposted by dslightingengine
ARC Raiders has gotten a lot of buzz on PC for being an Unreal Engine game "done right". Does it live up to the hype? Have Embark Studio managed to avoid common issues found in nearly all Unreal Engine titles? Find out in my in-depth PC review with optimised settings!
youtu.be/jCWtIIlFXHA
November 8, 2025 at 3:43 PM
Slowly improving the Path tracer in DS2. Note direct lighting is still analytical, but 2 bounces are done for indirect while sampling the direct radiance from screenspace, if that fails it will sample the sun light right now (with shadow ray). Here is base game vs latest LE
November 7, 2025 at 5:37 PM
Adding the .5D(CameraDepth) to the 2D motion vectors. This reduces valid history being rejected.
November 5, 2025 at 3:49 PM
Reposted by dslightingengine
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new #SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
momentsingraphics.de/SiggraphAsia...
October 30, 2025 at 1:24 PM
Left : Current best lighting, which has sky shadow maps, SSGI/SSR.
Right : Hardware Path tracing with 2 indirect bounces, total 3, as primary bounce is not done. This is not final, but is very promising and provides context on how it changes things
October 31, 2025 at 2:28 PM
WIP RTGI. Now doing 2 indirect lighting, there are still some issues, but working on them
October 31, 2025 at 1:35 PM
Normals were already part of the BVH Geometry buffers, Albedo/Roughness/Metalness are now added and stored as part of vertex geometry accessible from hit point. This will help in Color transport especially for diffuse lighting as its a very low frequency signal.
October 28, 2025 at 4:07 PM
Testing out HWRT, BVH. Now all lighting is combined. The left image is with Skyshadowmap, Sunshadow, SSGI + SSR. The Right image is just SunShadow, Now Skylighting/SSGI/SSR is now all wrapped in HWRT. It just works
October 25, 2025 at 3:17 PM
More BVH work, Now able to seamlessly load BVH across the zones as each zone have their own BVH(BLASes) with some overlaps in-between. I am yet to move the builds to Async compute queues and is next on my list as all this is foundational work for RT.
October 25, 2025 at 9:18 AM
Progress on BVH/HWRT Implementation. Support lookup buffers to fetch the Triangle data for hit point, other attributes like vertex colors will be added as well. The Normal is important part as bounce calculations will be based on that.
October 23, 2025 at 7:21 PM
HW RayTracing Acceleration Structure(TLAS) Debug view
Completed building the BVH - Bottom Level and Top Level Acceleration Structures
. The debug view the is hit distance shown - similar to depth buffer
October 22, 2025 at 6:26 PM
Reposted by dslightingengine
Dark Souls 2 Firelink Edition is finally out!
This is a new DS2 experience with new visuals, items, weapons, armor, enemy and item location and many more changes. Tell your friends and family.

I hope you all enjoy it.
Firelink Edition
New enemy placement, item location, armor sets, weapons, decorations...A new experience and look for Dark Souls Ⅱ!
www.nexusmods.com
October 15, 2025 at 1:11 PM
Adding additional debugging for Screen space tracing, the denoiser and shading is now updated to be better than previous versions as well.
September 7, 2025 at 2:04 PM
Reposted by dslightingengine
Majula really shines when you back up the insane art direction with incredibly modern rendering techniques courtesy of @dslightingengine.bsky.social and tuned/configured by me alongside my material/surface work
August 26, 2025 at 7:01 AM
Updating SSGI solution in LE, both for #darksouls3 and #darksouls2, a lot of code/features are now unified across the games.
August 25, 2025 at 5:00 PM
Water SSR Defog fix. As SSR reflects what is on the screen, the pixel being reflected has fog which is calculated based on eye distance, thus leading to "double dip" on fog in the scene.
August 22, 2025 at 6:18 PM
Reposted by dslightingengine
i fight the dragonrider in heide's tower of flame in my second sin mod (powered by @dslightingengine.bsky.social )
youtu.be/30c2c__ZkCk
dragonrider boss fight in second sin mod
YouTube video by fromsoftserve
youtu.be
August 21, 2025 at 7:05 AM
cathedral of the deep in #darksouls3 le. This place was originally envisioned to be moonlit similar to bloodborne
August 19, 2025 at 5:06 PM
Woods in motion
August 19, 2025 at 1:31 PM
Road of sacrifices , normal mode and matching the bonfire images to make it blue lighting. I probably will make COTD "moon lit" after this. Everything casting and receiving shadows including the water
August 19, 2025 at 1:19 PM
Crystal sage boss fight
www.youtube.com/watch?v=JZu8...
CrystalSage Boss fight in Darksouls3 Lighting Engine
YouTube video by DS2 Lighting Engine
www.youtube.com
August 18, 2025 at 2:25 PM
Finishing up relighting the swamp in #DarkSouls3
www.youtube.com/watch?v=8z9K...
The Swamp in Darksouls3 Lighting Engine
YouTube video by DS2 Lighting Engine
www.youtube.com
August 17, 2025 at 4:09 PM