DS2LE Path tracing build is now on Nexus as V_0.1. Here are some sample shots. Whole game should be playable end to end. Thanks to all the members from community who were part of the project.
One thing that always disappointed me about DSR is how they did nothing to address the flatness of the trees in the game. I didn't quite model individual branches in my approach but I gave them much more needed "volume" on top of applying the wind animation shader on em here.
Just published a PC perf analysis & tuning guide for Remedy's CONTROL Resonant. Overall, I liked the game's technical aspect, though I did have a few pain points with it that I mentioned in the article. Hope people like it & find it useful! wccftech.com/how-to/control-…
Note for clarification none of these progress shots are with DLSS-5(NR). If it is used I will specifically indicate it was used rather than indicate "No-DLSS5" in every post I make
DS3LE-PT In motion Cruxifixon woods. DS3LE volumetrics and path tracing add so much depth to scene here. Very happy with testing , super optimistic of release in few months.
I also enable/disable DLSS-5 to show comparision to show what it actually adds to scene as well
DLSS-NR is done pre-upscaling and natively. It costs around 3ms at 960p on RTX 5080. This is the pipeline
PT->NRD->Tonemap->DLSS-NR->InvTonemap->DLSS-SR. As the image is denoised before NR this can be done, for RR the DLSS-NR has to be run at 1440p(Display resolution)
Some shadow map optimizations for Wicked Engine, now 16 viewports can be fully utilized for multiple lights' shadow draw calls with instancing.
256 dynamic pointlight shadows in Sponza:
DS3LE-PT BVH work near old wolf of farron. NRD-SH Denoiser. No DLSS-5 in these screenshots. I will indicate any posts where it's used to avoid any confusions.
First custom Demon's Souls PS5 Remake model and texture import, featuring my Megabonk model of @/SanagiYuzu. Being able to emulate this made it MUCH easier to test things and finally make modding this game a reality.
Tool and usage guide can be found below
DLSS-5(NR) Integration WIP in DS2. I am also using the excellent Faraam preset from Beubeu here. PT is enabled in both cases. NR is done pre-upscale. Costs around 4-5ms on RTX 5080 at 960p. Reinhard Tonemap(Basic)->DLSS - NR->InverseTonemap->DLSS-SR
DLSS-5(NR) Integration WIP in DS2. I am also using the excellent Faraam preset from Beubeu here. PT is enabled in both cases. NR is done pre-upscale. Costs around 4-5ms on RTX 5080 at 960p. Reinhard Tonemap(Basic)->DLSS - NR->InverseTonemap->DLSS-SR
Alright so Demon's Souls PS5 Remake is emulating now. It's slow even on a 5090 with 9950X3D, but it goes at about 2-3 FPS when it doesn't seem to be loading assets. I got as far as the small steps in the later tunnel before it crashed.
DS3 has lot of LODS for every mesh. In LE I can add the base LOD to the BVH, as LE doesn't know when the LOD is actually swapped in main view, this will create self-intersection issues, however added a feature to detect these cases and path tracer will do a stronger ray bias