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dslightingengine

@dslightingengine.bsky.social

DSLightingEngine is a renderer replacement for DS2/DS3. Discord : https://discord.gg/uwaXYDmTyS Donations: https://ko-fi.com/ragevitamins, https://www.patreon.com/c/DarksoulsLightingEngine LinkedIn : https://www.linkedin.com/in/ganesh-mamadapur-45395064/

387 Followers  |  82 Following  |  214 Posts  |  Joined: 17.10.2024  |  2.0616

Latest posts by dslightingengine.bsky.social on Bluesky

Preview
Firelink Edition New enemy placement, item location, armor sets, weapons, decorations...A new experience and look for Dark Souls โ…ก!

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.

15.10.2025 13:11 โ€” ๐Ÿ‘ 226    ๐Ÿ” 77    ๐Ÿ’ฌ 12    ๐Ÿ“Œ 3
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Adding additional debugging for Screen space tracing, the denoiser and shading is now updated to be better than previous versions as well.

07.09.2025 14:04 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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

26.08.2025 07:00 โ€” ๐Ÿ‘ 32    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Updating SSGI solution in LE, both for #darksouls3 and #darksouls2, a lot of code/features are now unified across the games.

25.08.2025 16:59 โ€” ๐Ÿ‘ 11    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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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.

22.08.2025 18:18 โ€” ๐Ÿ‘ 10    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
dragonrider boss fight in second sin mod
YouTube video by fromsoftserve dragonrider boss fight in second sin mod

i fight the dragonrider in heide's tower of flame in my second sin mod (powered by @dslightingengine.bsky.social )
youtu.be/30c2c__ZkCk

21.08.2025 07:05 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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cathedral of the deep in #darksouls3 le. This place was originally envisioned to be moonlit similar to bloodborne

19.08.2025 17:05 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 1
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Woods in motion

19.08.2025 13:31 โ€” ๐Ÿ‘ 10    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Woods entry

19.08.2025 13:17 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Away direction for sun, and accurate character lighting and shadows

19.08.2025 13:17 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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LE image matching the bonfire capture

19.08.2025 13:17 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

19.08.2025 13:17 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
CrystalSage Boss fight in Darksouls3 Lighting Engine
YouTube video by DS2 Lighting Engine CrystalSage Boss fight in Darksouls3 Lighting Engine

Crystal sage boss fight
www.youtube.com/watch?v=JZu8...

18.08.2025 14:25 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
The Swamp in Darksouls3 Lighting Engine
YouTube video by DS2 Lighting Engine The Swamp in Darksouls3 Lighting Engine

Finishing up relighting the swamp in #DarkSouls3
www.youtube.com/watch?v=8z9K...

17.08.2025 16:09 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Sky lighting now effects water along with shadow correctly and the strength of the "sky shadow" which is vertically down can now be adjusted in #darksouls3 le

17.08.2025 12:36 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Working on the swamp today

15.08.2025 17:07 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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This surface is a bit wierd. It has the normal map, but does not have the equivalent roughness and albedo map to go along with it.

15.08.2025 01:56 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thanks Skele :)

15.08.2025 01:41 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Its the specular gloss being corrected, I have to see if there is an error on that surface there

14.08.2025 18:34 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yeah art direction as well as the assets are really good. Its got wierd shading and lighting all over the place though.

14.08.2025 16:28 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Local light shadows and global scene ssr in these shots.

14.08.2025 16:14 โ€” ๐Ÿ‘ 6    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Irithyll comparison shots of base game vs le in #darksouls3

14.08.2025 16:14 โ€” ๐Ÿ‘ 9    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Posted this before, another showcase of plausible directional contact shadows, which uses bent-normals/ao and sphere caps. The lights below are not "true" shadow casting lights. Left image is just AO as attenuation, Thanks to @arycama.bsky.social for his help with spherical caps test.

11.08.2025 15:05 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Relighting profaned capital in #darksouls3 le.

10.08.2025 18:03 โ€” ๐Ÿ‘ 13    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Enabling shadows on many lights in the Irythill dungeon. LE culls meshes efficiently and generates draw calls as necessary for each light source.

10.08.2025 15:20 โ€” ๐Ÿ‘ 17    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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0 to shadows in 25 seconds in #darksouls3 le

10.08.2025 14:09 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
Ariandel in Darksouls3 Lighting engine
YouTube video by DS2 Lighting Engine Ariandel in Darksouls3 Lighting engine

Youtube HD :
www.youtube.com/watch?v=T0zO...

09.08.2025 15:58 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Ariandel in #darksouls3 le. Full gameplay youtube link below which showcases handling transition to multiple zones in the area. Check it out

09.08.2025 15:58 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Some more shots. Completed Ring city, still yet to finish Ariandel DLC. Based on the DLC experience and visual presentation, DS3 is on par with Elden ring imo, in terms of asset quality, world design, aesthetics and geometry density.

08.08.2025 15:51 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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