OBGE-Oblivion Graphics Extender

Post » Tue Nov 17, 2009 2:38 pm

As the code is still very much beta it doesn't handle a lost device properly. A lost device is when either your graphics card drivers crash and reset themselves or you alt-tab out of the game. If this happens then Oblivion will crash or freeze up. It something I'm obviously working on fixing.


can understand still chance for it crash..but this is beta after all..just reporting..

did not alt-tab, using quite a few mods (MMM heavist, All Natural), but, I was in tcl mod running backward facing toward the sun when it happened and was up pretty high in air when it dropped back to desktop without a notice..

=============

Okay here is my MildGodRays Video - HDR Enabled, SunGlare Enabled (Vibrant Sun Textures)..

These are very very mild god rays that are going to be hard to notice until toward the end of video when I run in between tree you will the them faintly..I move camera around so that you can see them..

http://www.youtube.com/watch?v=rZJTSaF4Vr8 - sorry if quality is not that great..

or

http://www.filefront.com/14978231/MildGodRays1.WMV/ - but you can download it here instead..

tweaks to godrays.fx that I did for this..luminance, middlegray,whitecutoff, and desaturate tweaked..

static const float Luminance = 0.49f;
static const float fMiddleGray = 0.69f;
static const float fWhiteCutoff = 0.69f;

//edit for light colorness, lower the value for desaturated colors...
static const float saturate = 0.790f;

User avatar
Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Wed Nov 18, 2009 1:44 am

Leandro Conde-

Much thanks I updated DirectX to the top on here: http://www.microsoft.com/downloads/en/resultsForProduct.aspx?displaylang=en&productID=9C954C37-1ED1-4846-8A7D-85FC422D1388 and it worked like a charm.

Godrays: http://i361.photobucket.com/albums/oo54/psymon11b/ScreenShot65.jpg I aslo have Beaming sunglare installed so need to test the no sunglare version out. Tried for more shots but just couldnt get the weather/setting right. But I will be hunting for them now.

So some insights and feedback now that all that is resolved.

Tested without OBGE.dll - and it is not needed. Worked fine without.

The godrays is neato - looks great.

Depth of field is going to need some serious tweaking to be made playable though - imo.
Combat for one thing. You put your sheild up and the enemy goes blurry - not good. Especially if you play with mods that make combat deadly.
Switching from 1st to 3rd person and back can be dizzying. I kind or wish there was a way to have the 1st/3rd person ignored so that your body in 3rd person is not factored in and is always clear.

At times it was both like watching toys play and being on drugs. Harsh would be another way. I don't wear glasses so this made me feel for those that do.
User avatar
Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Tue Nov 17, 2009 12:19 pm

Great to hear you got it working
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Tue Nov 17, 2009 11:53 pm

Great to hear you got it working

Ampolx. it might be worth taking a moment and making a link to the latest version of Directx9 in the first post, seeing as it's clearly required for everything else to work.

Vac
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Tue Nov 17, 2009 6:13 pm

Let me attempt to convey better what I mean about the depth of field. Cause I don't think I did before.

When switching to 3rd person your immediate surroundings are made foggy and bleary by the fact the the body of you character is sharp and clear. This is very disorienting and my eyes hurt right now.

I very much play equally in 1st and 3rd person. Combat with anything other than missiles requires 3rd person.

If the body were not taken into account and when in 3rd person what your character sees is what you see clearly then that would be very cool.
Doubt if that is possible with just the shaders but a suggestion for those with the uber talent to consider.

and I know it is beta - awesome work guys.

====

also anyone else having the issue where if you save with this active there is only a white screen as the save game screenshot? No picture just blank/white screen.
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Tue Nov 17, 2009 11:29 am

Ampolx. it might be worth taking a moment and making a link to the latest version of Directx9 in the first post, seeing as it's clearly required for everything else to work.

Vac

Well pointed out :)
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Tue Nov 17, 2009 11:28 am

That depth of field looks amazing. Can't wait to see the RELz thread! Keep up the good work!
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Tue Nov 17, 2009 5:41 pm

Regarding SSAO:
I agree it's a shame you're going to miss a day, but I have to say I am very impressed with what you've done already. It does look very impressive already. Great stuff!


If it was only a single day, I wouldn't have even mentioned it here. Unfortunately, it is 10 days without my computer, and the laptop I have would struggle with Morrowind. But, I grabbed my notepad to write down my ideas. Already got a couple I'll try to impliment when I get home.

And, thank you for all your support and appreciation. It is very encouraging, and helps me keep my interest in continuing it. And yes, it is very early in the shader's development, and is by no means optimized in the least. But, once I figure out exactly what algorithms I use, how they'll interact, and my understanding of HLSL increases, I'll definately make the shader more efficient. This is my first steps into HLSL, after all.

To Scanti: If you're still actively working on the DLL, and its not too troublesome, I'd like to make a request for the fog parameters to be made available to shaders: where it starts, where it ends, and the color (I think thats all of them). Will help me flesh out this effect and make it versatile enough for any environment. Otherwise, I do have the skills to make the changes to the source myself.
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Tue Nov 17, 2009 9:16 pm

That depth of field looks amazing. Can't wait to see the RELz thread! Keep up the good work!

This will never be a RELz thread. As MGE is, OBGE will be a thread of continuing design and building for later versions and better applications designed by anyone who wants to contribute :)

or so I see it...
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Tue Nov 17, 2009 9:41 pm

also anyone else having the issue where if you save with this active there is only a white screen as the save game screenshot? No picture just blank/white screen.


Yep
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Wed Nov 18, 2009 2:45 am

Yep

I don't. Mine is more like a really pixelate image or different colors. But its a minor bug that doesn't me.
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Tue Nov 17, 2009 7:18 pm

forgive my noobiness, but does this cause a huge performance impact? i know MGE (Morrowind Graphics Extender) caused a HUGE performance impact, but it also made it look beautifull! and Godrays is the only thing that has been released so far?

i realize this sounds kinda rude/pesimistic, but i really dont mean it to, im just really new to OBGE (thought i was doing good just getting QTP3 redimized! :lol: )
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Tue Nov 17, 2009 11:47 pm

forgive my noobiness, but does this cause a huge performance impact? i know MGE (Morrowind Graphics Extender) caused a HUGE performance impact, but it also made it look beautifull! and Godrays is the only thing that has been released so far?

i realize this sounds kinda rude/pesimistic, but i really dont mean it to, im just really new to OBGE (thought i was doing good just getting QTP3 redimized! :lol: )

Depth of Field has been released, and I think a prototype SSAO.

As for Performance, I notice none with Godrays but with DoF and SSAO, a 5-10 fps drop has occured.
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Tue Nov 17, 2009 11:03 pm

I don't. Mine is more like a really pixelate image or different colors. But its a minor bug that doesn't me.


yea ive goten that to but ya its a no biggy
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Wed Nov 18, 2009 12:52 am

TSGKyle-
I'm not noticing heavy impact at all with Depth and godrays and I run a very heavily modded game - replacers for just about everything and 240 active mods.

It is useable in my set up; however, I'm a practical sort of fellow. Screenshots are nice ... using this in action/combat game play maybe another story: http://i361.photobucket.com/albums/oo54/psymon11b/DepthProblem1.jpg ... yes stare at the target - feel the headache.
as I stated before blocking is also an issue - but not as consistent as that one is.

Please modders don't take this as criticism - just pointing out areas that would need to me more practical.

thanks for what you do.

Ok so where is SSAO at - should give it a try.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Tue Nov 17, 2009 12:04 pm

TSGKyle-
I'm not noticing heavy impact at all with Depth and godrays and I run a very heavily modded game - replacers for just about everything and 240 active mods.

http://i361.photobucket.com/albums/oo54/psymon11b/DepthProblem1.jpg ... yes stare at the target - feel the headache.
as I stated before blocking is also an issue - but not as consistent as that one is.

thank you for the input! also, i kind of fail to see the problem, is it the arrow, or the flame atronarch? either way i see that as a Very welcome addition! lol. that looks really fun to me, i love archery, and am playing an archer-ish character right now. i havent seen blocking, but i guess i will tomorrow, i'm going to try these out and see how they impact my game!

btw, i like how you abbreviated my name :) i always thought among the lines of TESGK, but that sounds weird imo. but TSGKyle looks fun lol.
Ok so where is SSAO at - should give it a try.

same boat there, but what IS SSAO? super stylish artificial ornaments? lol. im tired, dont bug me :lol: whatever it is, it sounds painful for my CPU/GPU :| (getting 15-ish FPS in exteriors, though my interiors are fine.)
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Wed Nov 18, 2009 1:48 am

Its like knocking an arrow then staring at your bow instead of the target. Target is blurry - yeah you could hit the atronoch (I did), but for a moving target it is really hard and it is like you the player are staring at a field of blurry activity while your bow is crystal clear - gives me a headache.

I'm just a lazy typer.
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Tue Nov 17, 2009 3:33 pm

SSAO stands for Screen Space Ambient Occlusion. It gives objects its own shading basically, producing puesdo shadows on the object. Yes SSAO is one of those high impact shaders but the results are pretty sweet. Look at all the morrowind pics of SSAO, they're pretty ballin'
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Tue Nov 17, 2009 10:27 pm

Uhhh - errr - can't find link.

Looked in first post - not there.

=================

edit - wait is this it: http://www.4shared.com/get/156516836/6c35cf9c/ArKano22_SSAO.html;jsessionid=7F4943B89E760CA62A0F7AD62BACFB2A.dc115

If so then all I need to do is create an entry in the shaderslist.txt to match the one in that package - right?
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Tue Nov 17, 2009 12:39 pm

@ ShadeMe: Yep, that's what I thought along the lines of. Looks like it'll have to wait for the OBGE rewrite.

@ Psymon, others: DoF isn't an effect that I would play with always on. Unless you've got a screen as big as your field of view, then it's much more effective as a screenshot tool and in things like conversation/special circumstances. I agree with it being too much for regular playing. For the next version you'll be able to turn it into a distance blur during regular play, which is a lot easier to work with, and have it switch to DoF in conversations/etc.
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Wed Nov 18, 2009 3:18 am

Well it looks like we have Godrays in Oblivion hell too http://www.xfire.com/video/1995ef/ :obliviongate:
User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Tue Nov 17, 2009 3:52 pm

I had the same problem as Psymon and solved it by updating directX, however doing so prevents me to use antialiasing, wether it's ingame AA or forced with AMD cataclyst utility.

I had the same problem in the past and solved it by removing windows/system32/D3DX9_41.dll, but this time it seems that I really lost AA, so I don't know what went wrong with this directX update.

I know it's a little off-topic but any idea of what I could do? I'm using an AMD 4850.



On a sidenote I'm really looking forward to SSAO, I already use the one from Knu (which is the best one and far superior from ENB series) in my morrowind installation and I hope it could be converted to be used with oblivion (I already tried it and it gives a black screen).
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Tue Nov 17, 2009 7:31 pm

I think that ATM you can't use Scanti's plugin and AA at the same time. I could be wrong, but Scanti would be able to clarify.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Tue Nov 17, 2009 9:03 pm

Read through the OP and I downloaded the Depth of Field shader as well as the Godrays one. Are there any instructions to install these anywhere? I skimmed through the thread but didn't see it anywhere. Thanks.
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Wed Nov 18, 2009 4:16 am

data\shaders
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

PreviousNext

Return to IV - Oblivion