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.
Same area. The images shown are exposed to based on what's visible. More like can't understand simple concepts of exposure and limited range of monitors
@AfterlifePlays@fromsoftserve No. Thats only DS3LE-Lite, this is the full version. Its not available for anyone and will only be on Nexus and Free, no need for Patreon etc
@DarvanTV Should perform same as DS2. So far thats what I am observing on my Nvidia card. The geometry count is not the bottleneck at all. In many places DS3 is faster actually due to the quality of the Geometry i,e smaller less overlapping triangles
DS3LE Pathtracing - Using the Dancer fight to fix a lot of things like 16-bit blend indices. Motion vectors are now rendered in seperate pass instead of relying on overloading the "game motion blur" pass. Dancer's weapons are emissive so they are added to BVH with emissive props.
@JKoukourakis Yeah makes sense, better to focus the tech on the game you want to make. I remember building a terrain system, its not just the rendering you also need to consider the "Editor" work for it which TBH is sometimes a lot more than the system itself.