Oblivion Graphics Extender "OBGE"

Post » Fri May 27, 2011 7:53 am

...
An effect similar to this:
http://ic2.pbase.com/g5/64/18664/2/68043679.6QXDrDYY.jpg

Note:
There is no sun on screen but god rays are drawn from the position of the sun and start at the brightest spots of light on screen. The percentage of brightness and darkness on the screen are set to determine the length of the beams. Total screen 95% dark and 5% bright then draw god rays from 5% bright with a length of ?

Possible next version will have that effect.

The shader is a direct copy of the Morrowind version, I only changed the tweakable values. Getting the brightpass tweaks to work with all weathers and all times of day is almost impossible, yet I achieved some good results for Morrowind. I still prefer the shader would go with a script and a data sheet containing tweaks for all weathers and all times of day. I don't know if I can do it myself, my scripting knowledge is non-existent.

To determine the length of rays, I thought maxing them would be a good idea at first. But now I think I know what to do after seeing the pics and videos. For Morrowind the value for exposure is
~0.025
and for Oblivion
~0.525
So it is what, 20 times brighter!? It behaves like a sunglare(lens effect) more than physical godrays. So I think lowering the decay(length) on afternoon clear days, and increasing the length on magic hours(like the hours from AmpolX's screens) would be a good idea to switch between sunglare-godrays within one shader.(I also recommend to start with lowering exposure to your tweaks, it's clearly so high...) So the shader could be developed on my end(I have to level up or wrinklyninja will catch me:P) but I believe an accompanying script would be needed, like how DoF needs a script to manage dialogs and archery...

PS. Anti-crepuscular rays, they are described here in the original document I stole the shader. :)
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
PPS. I am currently at 13.4. 13.5 and 13.6 mention the problems with the shader and possible solutions. I will figure them out one by one.

@wrinklyninja,
skip ASM. ;) I did. It is like the Latin language and English, you can continue with HLSL as of 2009 instead of ASM and you wouldn't regret it.
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Svenja Hedrich
 
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Post » Fri May 27, 2011 2:53 pm

I shall heartily take your advice! :D

As for me catching you up, fat chance. I've got exams coming up, and it's about time I did some work this semester. :P
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 5:21 am

Wow. It's been a while since I've been to these forums, and it's really a nice surprise to see how far OBGE has come lately.

Earlier, Ilmryn was working on a sub-surface scattering shader. While corpuscular rays, DOF and SSAO are certainly great achievements, I still think that making skin look less like plastic is one of the best things that could happen to improve the game's aesthetic appeal. Just look at all the "character screenshots" threads and how much skin is being shown :P. Is there any possibility to implementing such a skin shader?
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Mashystar
 
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Post » Fri May 27, 2011 7:24 am

Hmm i think i may have found a FPS bug with the Godrays Shader see it in the http://www.xfire.com/video/19b80c/
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Marina Leigh
 
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Post » Fri May 27, 2011 12:36 pm

Hmm i think i may have found a FPS bug with the Godrays Shader see it in the http://www.xfire.com/video/19b80c/


No offense, but I'd think an fps drop with a beta plugin and your quite clearly heavily modded game would be a given right now. :P
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jason worrell
 
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Post » Fri May 27, 2011 7:41 am

No offense, but I'd think an fps drop with a beta plugin and your quite clearly heavily modded game would be a given right now. :P


your right it is heavily moded how ever iam useing Streamline 3.1 so i should not see such a slow down. ( never have before ) Your Notes at the end of the video i take the Shader off and No more Slow mow and it all go's back to normal at the Oblivion gate then i turned it back on and i go slow mow agin but i think it was only at some spots that it does it or maybe how longer time you have the shader on maybe Allso it did it near pillage Mine by the way thats not a Texture pack iam useing in that its a Shader from http://omnichron.net/dt/ and iam just repoting this just to let the guys makeing this cool stuff No offense taken Nessh. EDIT oh and here is my LO

00  Oblivion.esm01  underdark.esm02  All Natural Base.esm  [Version 0.9.7]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.3]0A  Artifacts.esm0B  CM Partners.esm0C  HorseCombatMaster.esm0D  TRoN.esp0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  SM Plugin Refurbish - SI.esp  [Version 1.05]14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Quests-SI only.esp18  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  Fran Armor Add-on.esp1B  Fran_Lv30Item_Maltz.esp1C  Natural_Habitat_by_Max_Tael.esp1D  All Natural - Real Lights.esp  [Version 0.9.7]1E  All Natural.esp  [Version 0.9.7]1F  All Natural - SI.esp  [Version 0.9.7]20  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp21  AmbientTownSounds.esp22  MIS Low Wind.esp23  MIS New Sounds Optional Part.esp24  PowerAttack Voicemod - The Shivering Isles.esp25  Ayleid Loot EXtension.esp++  Item interchange - Extraction.esp  [Version 0.76]26  KF Chapel Shop.esp27  Lock Bash Omega.esp  [Version 1.3]28  BetterMusicSystem.esp29  Shield on Back 3.1.esp2A  DLCOrrery.esp2B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]2C  SM Plugin Refurbish - Orrery.esp  [Version 1.03]2D  DLCVileLair.esp2E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.03]2F  DLCMehrunesRazor.esp30  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.03]31  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]32  Adonnays Classical Weaponry.esp33  Elegant Vests.esp34  tda_Armoury.esp35  XiaNewAmuletsV1.esp36  DLCThievesDen.esp37  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]38  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]39  SM Plugin Refurbish - ThievesDen.esp  [Version 1.05]3A  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]3B  Cobl Glue.esp  [Version 1.72]3C  Cobl Si.esp  [Version 1.63]3D  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]3E  Bob's Armory Oblivion.esp3F  FCOM_BobsArmory.esp  [Version 0.9.9]40  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]41  Oblivion WarCry EV.esp42  FCOM_WarCry.esp  [Version 0.9.9MB3]43  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.32.Final]++  ArmamentariumLLVendors.esp++  ArmamentariumLLMagic.esp  [Version 1.3]44  ArmamentariumArtifacts.esp  [Version 1.3]45  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]46  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]47  FCOM_RealSwords.esp  [Version 0.9.9]48  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]49  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]4D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]4E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]4F  SSEE-OOO.esp50  Shield on Back Plugin - OOO.esp++  MMM-Cobl.esp  [Version 1.69]51  Castle Ravenpride.esp  [Version 1.01]52  Ivellon.esp  [Version 1.8]53  Artifacts.esp54  AyleidArrows.esp  [Version 1.8]55  Demonhunter.esp56  GB_Oblivion Tournament.esp57  GTAesgaard.esp58  HeartOftheDead.esp  [Version 6.0.1]59  LostSwordOfTheAylied.esp5A  LostSwordOfTheAylied - Claymore Add-On.esp5B  LostSwordOfTheAylied - OBSE Add-On.esp5C  M.O.E. - The Black Sacrament - Night Mother's Ritual.esp  [Version 2]5D  The Ayleid Steps.esp  [Version 2.6]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]5E  VaultsofCyrodiil.esp5F  DLCFrostcrag.esp60  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]++  SM Plugin Refurbish - FrostCrag.esp  [Version 1.03]61  Knights.esp62  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.03]63  The Lost Spires.esp64  Blood&Mud.esp65  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]66  mythsandlegends.esp67  Castle_Seaview.esp68  bartholm.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]69  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]6A  Better Dark Brotherhood Sanctuary.esp++  ScriptIcon_Replacer.esp6B  SkycaptainsBloodTime.esp6C  Quest Award Leveling SI.esp6D  Quest Award Leveller.esp  [Version 2.0.1]6E  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]6F  MidasSpells.esp70  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp71  attack and hide easier v2.1.esp72  sycHearNoEvil.esp  [Version 1.0]73  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp74  DeadlyReflex 5 - Combat Moves.esp++  Conrans Level Rates modified-3x.esp75  SaveSkillTrainingForLater.esp76  Mayu's Animation Overhaul.esp77  DMC Stylish - Specialanims.esp78  Let There Be Darkness - Knights.esp79  Let There Be Darkness - Shivering Isles.esp7A  Let There Be Darkness - Mehrunes Razor.esp++  Item interchange - Placement.esp  [Version 0.76]++  M.O.E. - Better Icon for Script Effects.esp  [Version 1]7B  bgBalancingEVCore.esp  [Version 10.5EV-D]7C  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]7D  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]7E  bgMagicEVPaperChase.esp  [Version 1.68EV]7F  bgMagicAlchemy.esp  [Version 1.57]80  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]++  No Vampire Feeding Message Box.esp81  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]82  BubbleFx.esp83  MotionBlur.esp84  omg-waterrefraction-obse.esp++  Real Lava 1.3.esp++  bgMagicEVNoSummonGlow.esp  [Version 1.62EV]**  All Natural - Indoor Weather Filter For Mods.esp85  Bashed Patch, 0.esp86  Streamline 3.1.esp

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Rebekah Rebekah Nicole
 
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Post » Fri May 27, 2011 1:32 am

Arthmoor, try these..

I may have some settings that should help HDR and Sun Glare.

just need to get god rays to show up stronger when used with these tweaks..

I will get it just need to play around some more..

I got the luminance, middlegrey, whitecutoff value just right I think. So there is no blinding white that happen when looking directly at the sun or running around etc, .

I just need to tweak the decay, weight, exposure some more..So God Rays are stronger with these settings..



To Core PC - Which file should I open to edit? Thanks
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+++CAZZY
 
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Post » Fri May 27, 2011 3:34 am

I ran into an odd problem. After installing Scanti's Latest OBGE updates, the Godrays Test Shader, and the Test Depth of Field shader, my anti aliasing stopped working.

I went back and deleted each file I had just installed, one by one, and found that the "DepthTest.dll" was the cause. As soon as I removed it, my AA started working again. Just to be sure, I put the file back where I moved it from (Data\OBSE\Plugins), and it killed my AA again.

Has anyone else reported this problem? I mean, I wouldn't at all be surprised if I was the only one to run into it, since I've had nothing but trouble with this GPU (1GB Radeon 4850) since I got it. Though, apart from not being able to have my AA running with the mod, it looked great.
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latrina
 
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Post » Fri May 27, 2011 1:55 am

AA fails to load once Godrays is enabled. No current fix.
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Jonathan Windmon
 
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Post » Fri May 27, 2011 1:37 pm

AA fails to load once Godrays is enabled. No current fix.


Is that for Nvidia and Ati both?
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le GraiN
 
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Post » Fri May 27, 2011 5:28 am

Unconfirmed so far.
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Christine
 
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Post » Fri May 27, 2011 7:55 am

Just wanted to say something quickly (in addition to saying you guys are awesome!)

I noted somebody saying (previous thread) it was a bug that particle light casts rays.
It may be a bug in that they only do so currently when the sun is behind them, but in reality, any source of light with partial occlusion should cast a ray. It should only be observable when the contrast is high enough, but I thought the one screenshot at the Ayleid well with the light streaming down the steps from the "magic" particles was very realistic, even if it's not currently intended.

Also, in a full implementation the decay parameter should be adjusted by the brightness of the light. Brightness divided by the cube root of the distance from the source, if I remember the formula for the surface area of a sphere correctly. (EDIT: on reflection, I think I meant brightness divided by the CUBE of the distance, not the CUBE ROOT!) (FURTHER EDIT: if you don't already know what I'm saying, that wasn't very clear. At each step [pixel] in the length of the ray, the current brightness of the ray can be determined by taking the brightness of the source and then dividing it by the amount it would have to spread to illuminate a sphere of that size radius; in other words, dividing by the cube of the radius [the distance from the light source to the current "pixel" of the ray in worldspace, not screenspace].)

Ok, one more note, about lens flares: a lens flare is an effect generated by a camera due to reflection between the multiple lenses the light has to go through. It's technically a bug (although it can be used to artistic effect). The only way you'd see one with your naked eye would be if you had cataracts or a warped lens. So here's a request for OBGE to supply info to the shader about whether the camera is in first-person or third-person mode, so that if it's in first-person, any lens flare effect can be shut off. :)
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Jerry Jr. Ortiz
 
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Post » Fri May 27, 2011 3:26 am

Unconfirmed so far.


well i can confirm that is works for a ATI RADEON HD 4870 ( 512mb ) becouse thats what iam useing. :bigsmile: http://screenshot.xfire.com/screenshot/natural/2e6ed50860e2ce38de09df007925394097c80192.png
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Anna Kyselova
 
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Post » Fri May 27, 2011 12:21 pm

well i can confirm that is works for a ATI RADEON HD 4870 ( 512mb ) becouse thats what iam useing. :bigsmile: http://screenshot.xfire.com/screenshot/natural/2e6ed50860e2ce38de09df007925394097c80192.png

Talking about AA ;)
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Donald Richards
 
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Post » Fri May 27, 2011 7:18 am

I ran into an odd problem. After installing Scanti's Latest OBGE updates, the Godrays Test Shader, and the Test Depth of Field shader, my anti aliasing stopped working.

I went back and deleted each file I had just installed, one by one, and found that the "DepthTest.dll" was the cause. As soon as I removed it, my AA started working again. Just to be sure, I put the file back where I moved it from (Data\OBSE\Plugins), and it killed my AA again.

Has anyone else reported this problem? I mean, I wouldn't at all be surprised if I was the only one to run into it, since I've had nothing but trouble with this GPU (1GB Radeon 4850) since I got it. Though, apart from not being able to have my AA running with the mod, it looked great.

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Kill Bill
 
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Post » Fri May 27, 2011 12:38 pm

ok, the "white screen" problem i was having wasnt the HDR one... @ the screenshot the HDR doesnt look that bad to me, but http://i431.photobucket.com/albums/qq35/PCGamerKyle/Oblivion2009-11-2500-33-51-70.jpg is absurd, and un-playable, for obvious reasons ;)
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maddison
 
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Post » Fri May 27, 2011 3:06 am

ok, the "white screen" problem i was having wasnt the HDR one... @ the screenshot the HDR doesnt look that bad to me, but http://i431.photobucket.com/albums/qq35/PCGamerKyle/Oblivion2009-11-2500-33-51-70.jpg is absurd, and un-playable, for obvious reasons ;)


lol i had the same thing happen to me when i first tryed it take out Depth.fx out of your shaderlist.txt i only have the GodraysforOblivionv001a.fx & Godrays.fx in my shaderlist.txt
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Tina Tupou
 
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Post » Fri May 27, 2011 8:34 am

lol i had the same thing happen to when i first tryed it take out Depth.fx out of your shaderlist.txt i only have the GodraysforOblivionv001a.fx & Godrays.fx in my shaderlist.txt

ah ok thanks, will try it ASAP
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Tammie Flint
 
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Post » Fri May 27, 2011 5:28 am

As Cogstar explained, thats the depth.fx and testshader.fx. You must remove those in the shaderlist to get our shaders working...as the OP says.
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Yvonne
 
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Post » Fri May 27, 2011 1:33 am

I still think that making skin look less like plastic is one of the best things that could happen to improve the game's aesthetic appeal. (...) Is there any possibility to implementing such a skin shader?


Definately would improve the visual quality of the game, but this isn't something we can do just yet. The special thing about Scanti's test plugin is we got access to the depth buffer and view matricies, but it doesn't allow us to play with early render phases (like when specific meshes are loaded, textured, and rendered). The effects that have been produced lately are all post-processing effects; in other words, the plugin hands us the last image Oblivion rendered, and we get to alter it. Just seeing what the community is doing with the post-processing capabilities given to us by this simple test plugin is so encouraging.

Scanti, I hear, is working on a new version of OBGE, combining everything he learned from his test plugin into it, but I'm unsure exactly how early into the rendering process we'll get to inject our own effects. But, hopefully very soon, we'll get to implement all that wonderful eye candy.
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Catharine Krupinski
 
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Post » Fri May 27, 2011 11:51 am

I like the sound of that :liplick: , how is the SSAO project coming along HawkleyFox :whistle:
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Anna Watts
 
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Post » Fri May 27, 2011 3:19 pm

Posible solution to God ray / HDR problem:

Ad-in a function switch that can be activated for HDR use.
Make a function that calculates the amount of light emitted from every pixel on the screen. Set a maximum value for max illumination, and set the God ray affect (brightness and intensity) accordingly.

It's just an idea.
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darnell waddington
 
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Post » Fri May 27, 2011 6:43 am

OBGE will def be downloaded after early testing stages are over
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marina
 
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Post » Fri May 27, 2011 4:52 pm

What you are doing here... it's amazing. I bought Morrowind a while back because of it's ability to simulate a "real" world, completely in first person... making it seem like you were actually there. Oblivion improved the graphics, but it still had that cartoon look to it. This is one giant leap for gaming!

Thanks!
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The Time Car
 
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Post » Fri May 27, 2011 3:37 pm

OBGE will def be downloaded after early testing stages are over

The testing stages are over ;) Actually OBGE has been out for sometime. This is the first we been able to bring functions like the depth buffer to assist with shaders into oblivion.
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james reed
 
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