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
Abysswatchers Intro cutscene. I love that all fromsoft games render cutscenes in real-time. Pathtracing and updated DOF in LE adds almost cinema level of lighting
Light portals in #darksouls3 PT renderer. These hidden planes are placed at door/window openings to improve importance sampling in #pathtracing . As shooting rays is expensive, each ray must count for maximum benefit. It tells the renderer where light can be possibly found in the scene.
Large emissive meshes in DSLE. These are 100k triangles, emit light and shadows, however importance sampling is not done by not including them in LightBVH, so the normal BRDF sampling catches them. This makes them essentially free of cost as the path tracer picks the emission based on the object hit.
1. Importance sampled large tree - 4.5ms Trace time
2. No importance sampled tree - 2.5 ms Trace time
3. Vertex color bake of the tree.
4. Alpha bit of the vertex are used to indicate whether it emits light or not.