Demon's Souls PC Remaster | Bloodborne PC Remaster https://xitter.cf/t.co/7l0cRx3ktJ https://xitter.cf/t.co/EBC31Qf8C3 https://xitter.cf/t.co/dO5b7dzy8z pfp by @unkyndled

Yharnam
Joined November 2019
new vid out where I show off both patch 1.12 of my pc remaster mod but also the brand new mod that adds nightreign mobility to Bloodborne. the results are predictably hilarious
Finished the Nightreign movement mod for Bloodborne, can find it on nexus mods. nexusmods.com/bloodborne/mod…
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also have a pcss (percentage closer soft shadows) option if people want a more realistic look, or you can keep the default shadow look that I personally prefer, which is unrealistically sharp, but i love it. left: no pcss right: pcss
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another off vs on. once again, i massively prefer the off one due to how much detail you retain, even if it's totally unrealistic. but i get that some people will absolutely prefer the more realistic result on the right. so everybody wins.
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i know how this looks okay. he bust a galactic nut, don't worry about it, it's a whole thing, now i'm back in school and these kids are shooting some sort of fluid from their bodies at me, it's really fucked up when you think about it
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what in tarnation is going on here
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side note: clear blue sky off the lies of p dlc ost played next on my playlist and it reminded me just how amazing that dlc and game was, man. what a journey. also this is my favorite song in the entire game.
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i'm supervising antal down there, don't worry about a thing okay, he's got this, ya know probably i dunno
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just an absolutely insane looking place to respawn at, goddamn
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amygdala shadowmogging me
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here's no ao vs gtao in my fork of lantern engine. there are sliders for ao strength and ssgi strength. there are also checkboxes for enabling or disabling either one. easily outclasses bloodborne's original SSAO implementation, but is lightweight. only tested on my 4060ti tho
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super, super wip, but i've continued tinkering on my own fork of the lantern engine bloodborne port for funsies, which you can see here is running my pc remaster mod, but beyond that, I did use vibecoding to add SSGI and an implementation of GTAO (1 of BBs massive weakness is AO)
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you can see a portion of a scene with the SSGI off vs on. It's very subtle by design and efficient. Just helps out with indirect lighting a bit. It's a checkbox you can disable in game. and also in the launcher. same with the GTAO.
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the biggest challenge with ever releasing it is then troubleshooting issues that will 100% arise from other people running it and whatever their pc config is. I've only tested it on mine, there's gonna be issues, no doubt. so that's a bit worrying lol. could eat up my time
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but then again, it will be a repo that anyone could clone, fork, whatever, and then go make your own version to release, etc. hmm
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also no RT at all! all just smart rasterization. and after adding these, I still have a pretty locked 60fps at DLSS quality 1440p on my rtx 4060ti, so i've made sure they're quite efficient and conservative implementations
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basically tl;dr the game gets quite a good upgrade to ambient occlusion and indirect lighting, which actually helps me a lot, since the gparams themselves are so limited with trying to have the best indirect lighting (it's really just a two world light setup that you rotate, etc)
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