
All things related to LightingEngine, for DS2/DS3 , Discord: https://xitter.cf/t.co/xh2VucdO6H , Kofi : https://xitter.cf/t.co/fCg2VaGW3r Created by @rage_vitamins
Drangleic Castle
Joined May 2023
- Tweets6K
- Following355
- Followers9.5K
- Likes11.2K
Dark Souls Lighting Engine retweeted
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-…
Dark Souls Lighting Engine retweeted
Seamless Co-op for Dark Souls 2: Scholar of the First Sin is officially released on Nexus Mods! Go download it!
Dark Souls Lighting Engine retweeted
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:
Dark Souls Lighting Engine retweeted
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
Dark Souls Lighting Engine retweeted
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.
Dark Souls Lighting Engine retweeted
new 1.5 hour video just dropped that goes over the things i'm doing to reverse DS2's graphical downgrade and return it to the fidelity we saw in the beta footage.
Dark Souls Lighting Engine retweeted
I am looking for full-time work starting October.
I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits.
DMs open. RTs appreciated!
Dark Souls Lighting Engine retweeted

Musashi | 武蔵@iExplosiveRageAug 9
Saudi Arabia
Saudi ArabiaConnected via Saudi Arabia App StoreAccount-level information, not a live location or per-post device.
يخرب بيت الجماااااااااااااااللللللللللللللللللل، هذا اكثر مود انتظره
شغل عظيم من Rage 🐐💜
DS3LE - Pathtracing. Lothric wall - Part1, including BVH Setup/Shadows/Reflections including water are all setup
youtube.com/watch?v=Ixd0wsHk…
Dark Souls Lighting Engine retweeted
Happy to announce that I’ll be presenting my work on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 as part of Advances in Real-Time Rendering at SIGGRAPH 2026.
Ever since ray-tracing hardware debuted, I’ve been obsessed with trying to fix common screen-space denoising artifacts to make ray tracing viable for competitive multiplayer gameplay.
VRRT is my solution: through smart on-screen ray reallocation and load balancing, we achieve a fixed frame time with no disocclusion or lag-on-movement issues. See the course page for the full abstract.
advances.realtimerendering.c…
Dark Souls Lighting Engine retweeted

Musashi | 武蔵@iExplosiveRageJul 11
Saudi Arabia
Saudi ArabiaConnected via Saudi Arabia App StoreAccount-level information, not a live location or per-post device.
شغلت مود الـDS2LightingEngine مع الـPathtracing على الـPS5 بدقة 2K مع FSR Balanced، للاسف الجهاز يعاني وفوقها فيه مشاكل كثيرة بالصورة و فيه مناطق يصير فيها قلتشات واجد
بس تجربة حلوة و انصدمت انها ما كرشت
Dark Souls Lighting Engine retweeted
DARK SOULS 2 PT MOD
@DS2LightingMod thank you for this incredible work of art
mods used/مودات مستعملة
DS2LightingMod
DS2 LE - Faraam Preset Path Tracing
جمال بصري والله
#darksouls2
pc spec
4070 ti super
ryzen 5
32 ram
Dark Souls Lighting Engine retweeted
Memory cost and capacity are significant issues for AI accelerators.
Unlike game rendering, model inference can have a deterministic memory access pattern. You don’t need “random access memory” at all for model weights, and you could tolerate cold-start latencies in the multiple milliseconds, as long as continuous reads were delivered at the necessary bandwidth.
NAND flash is over 100 times cheaper per GB than HBM, so there should be opportunity there, even after giving a flash controller a 1024 bit interface with HBM bandwidth.
You could make a specialized pin protocol that just supported pipelined transfer of full 16KB+ pages from the flash to program-managed accelerator scratchpad memory and improve per-pin performance over HBM, but it might be more convenient to make it still look like a true random access memory with very fragile performance characteristics, where anything but sequential reads falls off a 1000x+ performance cliff.
That has the advantage of automatically using existing cache hierarchies, and providing a natural path to update the flash memory with new model weights. With the stream-to-scratch interface, code has to be completely rewritten before it works at all, while the ram-emulation interface will start off just extremely slow, and you can incrementally sort out the changes for full performance.
There may be cases where there isn’t enough scratchpad SRAM to hold the weights for a layer, which might force you to deploy the old optical drive optimization technique of duplicating data in multiple places on a sequential read to avoid seeking, but there would be capacity to burn.
It might be possible to do something like cuda graph capture to record a memory access trace and have everything magically remapped to a linear sequence, but deploying programmer / agent elbow grease to manage transfers and access in a scratch ram ring buffer would be lower risk.
A split memory system consisting of some channels of flash and some channels of HBM will probably be suboptimal compared to a uniform memory, but it could be much cheaper, and allow much larger models to be run.
I think th case is strong for inference, but you have to stretch more for training. You can still linearize all the weight memory accesses, both reads and writes, but flash memory would quickly wear out from the writes, even if they were all perfectly page aligned. Replacing low-latency HBM with massively parallel cheap(er) DRAM at high latency might still be a worthwhile cost savings.
Dark Souls Lighting Engine retweeted
Just published a guide on @wccftech about how to diagnose potential high DPC (Deferred Procedure Call) latency in Windows. This issue could be causing issues such as audio crackles, drops, and system freezes. I hope that people can find it useful! Link: wccftech.com/how-to/how-to-d…
Dark Souls Lighting Engine retweeted
just posted 8 minutes of RAW Second Sin forest of fallen giants gameplay. I don't even yap in it. I think it looks cool. shoutout to @DS2LightingMod for being really easy to work with and fun
Dark Souls Lighting Engine retweeted
007 First Light is a highly flawed PC release, as while it runs well overall & has decent graphics, its settings don't scale that much, its temporal upscaling/frame gen implementations are flawed & explosions horribly tank perf. My @wccftech article: wccftech.com/how-to/007-firs…
Dark Souls Lighting Engine retweeted
The real bottleneck was never writing code. It's releasing it, debugging it, & keeping it running well. So when @Honeycombio CTO Charity Majors set a productivity target, she didn't chase 10x. She chose 2x, & built from there.































