Godrays

Post » Fri May 27, 2011 11:41 am

Why not make it for DX 11? would that be harder?
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Jessica Thomson
 
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Post » Fri May 27, 2011 11:06 am

Why not make it for DX 11? would that be harder?



Aside from that fact that they aren't available to the consumer market... :P
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jessica Villacis
 
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Post » Fri May 27, 2011 10:23 am

Aside from that fact that they aren't available to the consumer market... :P

Oh woops! Must have came with Windows 7 :shrug:
Sorry! :P
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stacy hamilton
 
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Post » Fri May 27, 2011 11:20 am

Oh woops! Must have came with Windows 7 :shrug:
Sorry! :P


Sorry what do you mean I'm talking about DX11 graphics cards which are only held in the snug paws of NVidia and ATI
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Lily Something
 
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Post » Fri May 27, 2011 12:46 am

Sorry what do you mean I'm talking about DX11 graphics cards which are only held in the snug paws of NVidia and ATI

I run direct x diagnostics (dxdiag) And under direct x version it says: Directx 11. I might be completely confused right now, it happens alot....
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Rachel Hall
 
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Post » Thu May 26, 2011 11:19 pm

I run direct x diagnostics (dxdiag) And under direct x version it says: Directx 11. I might be completely confused right now, it happens alot....


I think what it means is you have DX11 but you need a DX11 graphics card to run it...
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latrina
 
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Post » Thu May 26, 2011 11:19 pm

I think what it means is you have DX11 but you need a DX11 graphics card to run it...

When do those come out???
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Maddy Paul
 
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Post » Fri May 27, 2011 6:21 am

And what may I ask is wrong with dx9? People think, DX10, ooh cool, must have that, just look at Crysis. But virtually all the effects in Crysis can be done in dx9, and the ones that can't don't really apply. The important things about DX10 are the standardisations on the hardware side, it's more of a standard revision, with stricter definitions of what is and is not compliant, than a huge leap in coding ability in my eyes.

And there already is a graphics extender for Oblivion, it just doesn't have the features that MGE has.
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Olga Xx
 
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Post » Fri May 27, 2011 7:23 am

I am actually at the same position when I first wrote godrays for Morrowind. I was able to get the effect without depth buffer. But it was full of artifacts, it was ugly and it was static, just like this version. Without depth buffer access, I can't fix those issues. To make it dynamic, I will need variables like sunvec and eyevec or sunpos. I don't know if they are available.

Until depth buffer feature, that's all folks. :shrug:



Well, I would probably try to trick Scanti transfer back to MGE. There are some incomplete shaders of him, IIRC.

I've read threads 11, 12, 13. We were at the same position back then for MGE, everybody was excited about depthbuffer access and its possibilities, but nobody could find it. Then 2 months ago one guy came and fixed it. Just like that. The problem was discontinued developments and the project hugeness. It turned out depth buffer was always there. ;)

With some patience, like 8 years, you might get it too. :P


I'm actually working on rewriting OBGE at the moment. Having access to the depthbuffer is theoretically possible. It's not just a case of finding where the depth buffer is. The normal depth buffer in dx9 isn't accessible. Fortunately ati and nvidia have there own proprietary readable depth buffer formats. What you need to do is find out what card the user has. Create a readable depth buffer for that card type and switch it with the depth buffer that the game creates. It's fiddly but possible.

When I do the rewrite I can get the sun vector for you. I'm not sure about the sun position, I haven't looked for that yet. I think the game uses parallel projection as far as the sun rays are concerned. (I suppose the sun is so far away that any light rays are as near to parallel as makes no difference). I think I know where the eye vector is but if I remember correctly it suffered from jitter. (Even when your character was still the vector moved around slightly).


Scanti released that memory dumper. Am I right in thinking that could be used to find the depth buffer? And what is it that we would be looking for in the dumped memory that would signal the location of the buffer? If anyone knows, a whole bunch of people looking for the memory address would be faster than just one person, and I for one would help look for it.


The memory dumper would only help if you knew what you were looking for and even then most of the depth buffer is stored in the graphics card's memory. I have a pretty good idea where it is but as I said above it's not that easy.
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A Lo RIkIton'ton
 
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Post » Fri May 27, 2011 1:16 pm

When do those come out???


Very interesting it appears ATI are winning the race for DX11

Here you go http://techfragments.com/news/857/Hardware/AMD_Demos_DirectX_11_Capable_ATI_Graphics_Card.html
http://www.pcgameshardware.com/aid,695689/Radeon-HD-5870-Review-of-the-first-DirectX-11-graphics-card/Reviews/
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Izzy Coleman
 
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Post » Thu May 26, 2011 10:46 pm

snip

Exciting news, for sure.
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Lucky Girl
 
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Post » Fri May 27, 2011 4:29 am

So to repear what I said previously, is occlusion culling remotely possible for oblivion?
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Jinx Sykes
 
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Post » Fri May 27, 2011 7:05 am

So to repear what I said previously, is occlusion culling remotely possible for oblivion?

Patience, let's take one step at a time, eh? Both vtastek and scanti are busy people, let's not wear them out.

Also, good to see another New Zealander! :wave: Where abouts?
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Veronica Martinez
 
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Post » Fri May 27, 2011 5:35 am

wow this could be very cool i allways though Oblivion's sun looked more like a yellow orange then a star morriwind's sun looked better
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Misty lt
 
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Post » Fri May 27, 2011 1:25 pm

Patience, let's take one step at a time, eh? Both vtastek and scanti are busy people, let's not wear them out.

Also, good to see another New Zealander! :wave: Where abouts?


Christchurch :) where abouts are you?

Your the first NewZealander I've met here :embarrass:

I know there busy people and just want to know if it's possible. :)
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Paula Ramos
 
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Post » Fri May 27, 2011 4:08 am

Occlusion isn't supported by oblivions engine but SSAO is possible through shaders.
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Sista Sila
 
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Post » Fri May 27, 2011 12:22 am

Occlusion isn't supported by oblivions engine.
Wouldn't that be where the graphics extender comes into play?
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Ice Fire
 
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Post » Fri May 27, 2011 3:51 am

Wouldn't that be where the graphics extender comes into play?


So where is this graphics extender and how come I've only ever heard of the morrowind one.
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Crystal Clarke
 
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Post » Fri May 27, 2011 6:17 am

So where is this graphics extender and how come I've only ever heard of the morrowind one.
http://timeslip.chorrol.com/obge.html

It's stated that it's not on the same level as MGE, but maybe it could get there. I'm not a code monkey though, so maybe I'm wrong in that assumption.
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sam smith
 
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Post » Fri May 27, 2011 12:05 pm

Wouldn't that be where the graphics extender comes into play?

If there was a graphics extender then yes. Timeslip had a Oblivion graphics extender but it was no where near MGE since he had a swarm of graphical abilities to incorporate into MGE as for oblivion, which still taxes todays computers, barely had any graphical advances. It is still a OBSE pulgin but I think Scanti said he/she was going to re-write things in the future.

EDIT: Death Knowz beat me to explaining it
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Tikarma Vodicka-McPherson
 
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Post » Fri May 27, 2011 12:45 pm

Christchurch :) where abouts are you?

Your the first NewZealander I've met here :embarrass:

I know there busy people and just want to know if it's possible. :)

Me too. :) There are a few of us floating around, you just need to know where to look. :P
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Lexy Corpsey
 
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Post » Fri May 27, 2011 10:41 am

Me too. :) There are a few of us floating around, you just need to know where to look. :P


lol and iam from Austraila
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Kit Marsden
 
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Post » Thu May 26, 2011 10:44 pm

For those who haven't seen it, here is and old E3 video demo of Oblivion when it still had real shadows:

- http://thenexusforums.com/index.php?showtopic=134342

:violin:
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Lisa Robb
 
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Post » Fri May 27, 2011 10:07 am

For those who haven't seen it, here is and old E3 video demo of Oblivion when it still had real shadows:

- http://thenexusforums.com/index.php?showtopic=134342

:violin:


Sounds like they changed a fair bit of voice acting too... and how the dog could eat the meat, that was really cool
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Dan Endacott
 
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Post » Fri May 27, 2011 11:26 am

I'm really impressed with how amazing Morrowind looks with all those updates. I'm going to have to load it up again. Hopefully the depth buffer can be figured out in Oblivion as well, because God Rays looks awesome, definitely add a lot to the game IMO
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Len swann
 
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