I updated my Shadows of Drangleic mod, which is a visual preset powered by DS2LightingEngine. Hope you enjoy this rambly look at some areas in the game. It’s not done yet, but I’m really nailing down the vibe I want, which is dreamlike. #darksouls2 #darksouls #ds2

Shadows of Drangleic mod: https://www.nexusmods.com/darksouls2/mods/1335

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My mods:
Bloodborne Visual Tweaks: https://www.nexusmods.com/bloodborne/mods/27
BB PC Remaster: https://www.nexusmods.com/bloodborne/mods/45
No Player Light: https://www.nexusmods.com/bloodborne/mods/46
Dark Souls Re-Remastered mod: https://www.nexusmods.com/darksoulsremastered/mods/642
Vanilla DS2 Remastered:
https://www.nexusmods.com/darksouls2/mods/1240
DS3 Embers mod: https://www.nexusmods.com/darksouls3/mods/1649?tab=description&BH=2

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https://twitch.tv/fromsoftserve

Playlists:
DeS Modding: https://www.youtube.com/playlist?list=PLRnru25hVFTSfL8w79jU4zTSFRpZLpwQu
DS1 Modding: https://www.youtube.com/playlist?list=PLRnru25hVFTR5s1AgKgtkaq3syG8pC3nr
DS2 Modding: https://www.youtube.com/playlist?list=PLRnru25hVFTRm287SHUw8cSQGczANUFWv
DS3 Modding: https://www.youtube.com/playlist?list=PLRnru25hVFTTnR5jv2gfBW4S3-22Hkb7r

39 Comments

  1. The depth of field making me feel like I'm vision impaired with myopia or sth. Especially when you panned towards Rosabeth.

  2. Hey man. I just downloaded the mods to check it out and compare it to a lot of the areas I had issues with in default lighting engine and for the most part it looked great. Only sticking point I saw was drangleic castle having loads of light leaking through the walls.

  3. this is very, very cool but please script your videos in the future at least a little bit as you ramble and repeat yourself a LOT and it's pretty frustrating to watch even though what you're saying is good/interesting

  4. dynamic shadows are usually done with cube maps, which are just textures. just like shadow maps. there's nothing about dynamic shadows that makes them higher fidelity. they are much more expensive to include because they make the shadow map on the fly. if your machine is beefy enough to draw the entire scene with dynamic shadows it is surely beefy enough to render it with shadow maps at or exceeding the fidelity of the dynamic shadows. my opinion anyway. there are many ways to shadow a cat.

  5. Dark Souls 2 had some of the cleanest and stylish armors in the series. Drake Knight being one of them. It's so clean.

  6. Man idk. Dark Souls 2 is still my favorite one. Most of its elements aren't the best they've been in the series, but the way they all come together as a whole just hits so perfectly for me. Thank you for the work you've done.

  7. I remember there was a mod that added a lot of clutter to the world. What was it? And, is it compatible with this preset?

  8. I get the DoF making the game look more dream-like, but I hate DoF…It somehow gives me a headache…Everything else looks amazing!

  9. Always a little strange seeing Rosabeth up there not in full desert sorceress gear

  10. I love the gameplay bits to make Dark Souls 2 feel better to play, and my personal favorite is your Seeker Of Fire overhaul. The way the DLC areas are mostly integrated into the base game with shortcuts and area progression.
    I'm looking forward to this visual preset whenever it is ready

  11. If only for the sake of criticism, I think the depth of field is kinda cool in small areas or dark/dimly lit rooms that are intended to be hard to see.
    Out in the open, it can get too blurry and it can just feel unnatural or that the main character has bad eyesight.

    irl the blur is out of focus, in-game we see the blur

  12. Thank you for the summary there at the start! Gonna try the dufferent presets for sure (I'll probably go with the classic)

  13. I love the fact that you stuck around long enough to learn new things and realize some of your older work was actually not an upgrade (baked shadows removal ecc)

  14. This looks incredible and really gives it a gothic horror feel. Wish FromSoft would do this for all games and re-release them. Imagine a team of devs could do this in no time and could get all Dark Souls games done in a few months

  15. Hi. You did a video once where you added a Bloodborne texture to Undead Burg.
    What happens if you replace ugly low-poly trees from DSR with the normal Sekiro/Bloodborne versions?
    And second – if it's possible and the DSR doesn't have restrictions on it, it would be cool to see in one of your future videos how you port the trees to the DSR

  16. About the dream-like quality stuff, because it got me thinking:

    I've always thought that Demon's Souls is the most dreamy aesthetic a From Software game has had from a visual standpoint, but Dark Souls II definitely takes it for the trilogy of Souls games. Though… There are some visuals like the Dreg Heap in DS3 that give me "nightmare" quality vibes. The way everything just mishmashes together so nonsensically because of the way the world is ending is just so surreal and so cool, but also kinda terrifying.

    As a whole package though? I think DS2 definitely has this dream-like quality throughout. Maybe more on the "fairytale" side of dreaming right? Demon's always felt like you were in a dream, because of its very unique aesthetic qualities, whereas DS2 feels like you're almost living a fairytale, if that makes sense?

  17. For anyone one wondering what PCSS does, here is a short-ish explanation:
    PCSS stands for Percentage-Closer Soft Shadows, it is a shadow map sampling algorithm that approximates a phenomena called contact hardening seen in real shadows. Contact hardening causes real shadows to appear very sharp near the object that is casting the shadow and then diffuse as they get farther away. This is caused by real light sources being physical objects with a size, instead of infinitesimally small points, so they can be partially blocked by an object. It's most obvious with large light sources that are close to the shadow caster. Contact hardening (also called soft shadows in computer graphics for some reason) is valuable from a visual standpoint because it avoids the artificially sharp and contrast-y CGI look that perfectly sharp shadows create, and allows the artist to create different "characters" of light, like the harsh look of a small LED lamp's very sharp shadows versus the blurry, indistinct look of a torch's shadow.

    Traditional shadow maps are sampled with a blur filter already to avoid flickering, but it is of a constant size. PCSS adds an additional sampling step where it searchers around the pixel being shaded in from the lights perspective looking for potential shadow casters and then adjusts the size of the blur filter to create contact hardening. It's only approximate though, because shadow maps only store the shadow casters closest to the light for each pixel, so it can cause some over-blurring or jagged artifacts where there is a distant shadow caster obscuring nearby shadow casters. That's probably what caused the artifact visible in the video, in combination with a low sample count because shadow map sampling can be expensive.

  18. Wow this looks great, i tried the normal DS2 lighting mod but it was too dark and didn't look good.
    This is MUCH better.
    However im prolly just retarded and had no idea what i'm doin.

  19. I replayed Dark Souls III with your visual improvements, so i guess now we do Dark Souls II next.

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