[RELWIP] Oblivion Graphics Extender

Post » Thu May 03, 2012 7:31 am

Another question I'm sure has been answered somewhere, but since I have no idea what keywords to use when researching the issue I'll ask anyway:

With HDAO on (was same with Volumetric SSAO when I tried that, so I suppose it might be with any AO) faces get "lines" added with a lack of better words, as in wrinkles that are more pronounced. Not sure how to explain it, so I'll just post screens instead. Any way to get around this? It's not a dealbreaker for me, but I'd still prefer to get around it if possible. :)

Without HDAO: http://i.imgur.com/KWZZC.jpg
With HDAO: http://i.imgur.com/ohfR3.jpg
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Thu May 03, 2012 7:28 am

With HDAO on (was same with Volumetric SSAO when I tried that, so I suppose it might be with any AO) faces get "lines" added with a lack of better words, as in wrinkles that are more pronounced. Not sure how to explain it, so I'll just post screens instead. Any way to get around this? It's not a dealbreaker for me, but I'd still prefer to get around it if possible. :)
If you open almost any shader in text editor (notepad), you'll notice a "tweakable variables" section or just some variables definition at the begining of shader. They are there for a reason - to fine tune visual appearance to your liking. Good looking oblivion is a very subjective term, I suppose Ethatron prefers HDAO they way it is in OBGE effects pack, I doubt he bothers looking at his char in 3rd person view :wink_smile: . I doubt he even plays oblivion actually...
Don't like the shader or you think that shader isn't working the way it should? Go and change those variables, experiment and find your own optimal settings.
Ok, here are mine for HDAO and I like them, but it doesn't mean everyone out here will like them too
Spoiler
// ---------------------------------------// TWEAKABLE VARIABLES.#undef	TEST_MODE// Toggle for test-mode. If enabled, you can see the raw ssao//"#define ..." is enabled, and "#undef ..." is disabled.#define	iNumRings		RING_4#define	iNumRingGathers		NUM_RING_4_GATHERSiface float g_fHDAOIntensity< string help = "Intensity"; >	 = 1.2f;iface float g_fHDAORejectRadius< string help = "Reject radius"; >	 = 0.00143f;iface float g_fHDAOAcceptRadius< string help = "Accept radius"; >	 = 0.000001;iface float g_fNormalScale< string help = "Normal scale"; >	 = 0.0123f;iface float g_fAcceptAngle< string help = "Accept angle"; >	 = 0.98f;// requires tangent-space normals, those can't be reconstructed, they essential would all be [0,0,1]// because we extrapolate the surface-smoothness, which is the surface-perpendicular normal, thus [0,0,1]#undef	USE_POSITION#undef	USE_NORMALS#undef	REJECT_GEOMETRY#define	USE_SHADER// END OF TWEAKABLE VARIABLES.// ---------------------------------------
I spent 3+ hours playing with different AO shaders to finally settle with HDAO, 2+ hours on godrays, 5+ hours on post-processing shaders etc. Nobody will never be able to provide the magic one-push button to switch OBGE to awesome graphics eye-candy, only you can.
Some shaders have #undef TEST_MODE line, change it to #define TEST_MODE when you are playing with settings to see the pure shader effect, it'll help greatly.

p.s. make sure you have the latest OBGE and shaders installed (v3.1 RC3 atm)
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Thu May 03, 2012 7:06 am

If you open almost any shader in text editor (notepad), you'll notice a "tweakable variables" section or just some variables definition at the begining of shader. They are there for a reason - to fine tune visual appearance to your liking. Good looking oblivion is a very subjective term, I suppose Ethatron prefers HDAO they way it is in OBGE effects pack, I doubt he bothers looking at his char in 3rd person view :wink_smile: . I doubt he even plays oblivion actually...
Don't like the shader or you think that shader isn't working the way it should? Go and change those variables, experiment and find your own optimal settings.
Ok, here are mine for HDAO and I like them, but it doesn't mean everyone out here will like them too
Spoiler
// ---------------------------------------// TWEAKABLE VARIABLES.#undef	TEST_MODE// Toggle for test-mode. If enabled, you can see the raw ssao//"#define ..." is enabled, and "#undef ..." is disabled.#define	iNumRings		RING_4#define	iNumRingGathers		NUM_RING_4_GATHERSiface float g_fHDAOIntensity< string help = "Intensity"; >	 = 1.2f;iface float g_fHDAORejectRadius< string help = "Reject radius"; >	 = 0.00143f;iface float g_fHDAOAcceptRadius< string help = "Accept radius"; >	 = 0.000001;iface float g_fNormalScale< string help = "Normal scale"; >	 = 0.0123f;iface float g_fAcceptAngle< string help = "Accept angle"; >	 = 0.98f;// requires tangent-space normals, those can't be reconstructed, they essential would all be [0,0,1]// because we extrapolate the surface-smoothness, which is the surface-perpendicular normal, thus [0,0,1]#undef	USE_POSITION#undef	USE_NORMALS#undef	REJECT_GEOMETRY#define	USE_SHADER// END OF TWEAKABLE VARIABLES.// ---------------------------------------
I spent 3+ hours playing with different AO shaders to finally settle with HDAO, 2+ hours on godrays, 5+ hours on post-processing shaders etc. Nobody will never be able to provide the magic one-push button to switch OBGE to awesome graphics eye-candy, only you can.
Some shaders have #undef TEST_MODE line, change it to #define TEST_MODE when you are playing with settings to see the pure shader effect, it'll help greatly.

p.s. make sure you have the latest OBGE and shaders installed (v3.1 RC3 atm)

Haven't dabbled with the tweakable variables as I don't really understand what they do so have decided to settle for defaults where I could not find someone elses specifics on what they think is "better". And well, I don't really care about my char in 3rd person all too much either most of the time, I just used my own toon as an example there rather than finding an NPC with decent lighting on new save. :)

Anyway I tried your settings, and well... that fixed the issue I was having with the default settings ;) Cheers!
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Thu May 03, 2012 3:09 am

How do the different obge SSAO effects compare to the ones that you can apply through drivers? Are they all pretty much better than driver versions?
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Thu May 03, 2012 4:12 pm

Hi,

I've added OBGE v3 to my installation, I had to use OBMM because I cannot get Wrye Bash to work.
It appears to go in just fine BUT when I run Oblivion, via OBSE, I get the map loop and the music but no visible menu, is there a fix for this?
I can't find it mentioned anywhere...
...also is there an OMOD version of this for those who have issues with Wrye?

[EDIT] = it appears to be an issue with the .dll being in the directory...


Apologies - RTFM Mat!!!! /slap.

Thank you!!

Mat
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Thu May 03, 2012 9:40 am

Sorry to be a bother again, but it's time for another question. ;)
I'm just done setting up my new install with everything working fine finally (LHDR didn't work properly for me, in certain interiors entire screen would go black except for my UI, and it wouldn't go away even if leaving the interior - but I just gave up on that one for the time being but could ofcourse provide more information if needed about that aswell).

Now, the OBGE shaders I'm running are SMAA+HDAO. Also using LW. The AO seems to be working well, but the AA not so much as I still get jaggies as seen below:
http://i.imgur.com/yba7g.jpg

I've been going over the documentation and I *think* I should have everything setup properly. AA/AF is off in CCC (set to application defined that is, where it is off), and Surface Format Optimization is turned off aswell. I'm using a ATI 5770 card on Windows 7 64-bit.

OBGEv2.log:
Spoiler
Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x02e0e647
OD3D9: Driver 0x03aa7fc8 constructed from 0x02e0e5b8 (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A1R5G5B5, A4R4G4B4, A2B10G10R10, X8B8G8R8, G16R16, A2R10G10B10, A16B16G16R16, Q8W8V8U8, Q16W16V16U16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D16_LOCKABLE (srf), D24S8, D24X8, D16, D32F_LOCKABLE, INTZ, DF24, DF16
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 supported.
OD3D9: Driver 0x03aa7fc8 destructed from 0x02e17705 (0 drivers left)
OD3D9: Driver queried from 0x02e0e628
OD3D9: Driver 0x03aa7fc8 constructed from 0x02e0e5b8 (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A1R5G5B5, A4R4G4B4, A2B10G10R10, X8B8G8R8, G16R16, A2R10G10B10, A16B16G16R16, Q8W8V8U8, Q16W16V16U16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D16_LOCKABLE (srf), D24S8, D24X8, D16, D32F_LOCKABLE, INTZ, DF24, DF16
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 supported.
Replaced depth-stencil by INTZ
OD3D9: Device queried from 0x0076a547
OD3D9: Queue 1, MS-type 0, MS-quality 0
OD3D9: Device 0x03aa66c8 constructed from 0x02e17b3d (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
Depth buffer texture (INTZ) (1680,1050) created OK.
Depth buffer reattached OK. 0
Init: ATIMGPUD.dll queried.
Loading texture (data\textures\effects\water_NRM_2D-xy.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Loading texture (data\textures\effects\water_NRM_2D-c.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-c.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Starting a new game.
Creating effect vertex buffers.
Creating effect constants pool.
Creating full screen textures.
Width = 1680, Height = 1050
Format = A16B16G16R16F
Loading the effects.
Found texture to load: effects\smaa_areatex.dds
Loading texture (data\textures\effects\smaa_areatex.dds)
Found texture to load: effects\smaa_searchtex.dds
Loading texture (data\textures\effects\smaa_searchtex.dds)
Creating lod vertex buffers.
Added to list OK.
LoadShader (EnhancedSeasons.fx) - Script refID = 28000ce7
LoadEffect (Water.fx) - Script refID = 16000ed5 (Managed)
Found texture to load: effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Found texture to load: effects\water_NRM_3D.dds
Loading texture (data\textures\effects\water_NRM_3D.dds)
Received save game message.
Saving a game.
TextureManager::SaveGame
Save-game will reference 7 textures.
MeshManager::SaveGame
Save-game will reference 0 meshes.
EffectManager::SaveGame
Save-game will reference 6 effects.
pEffect data\shaders\HDAO.fx has 15 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000595
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.744185
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 1.086021
Found float: name - oblv_FogRange, size - 1, data[0] - 6930.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.362645
Found float: name - g_fHDAOIntensity, size - 1, data[0] - 1.200000
Found float: name - g_fHDAORejectRadius, size - 1, data[0] - 0.001430
Found float: name - g_fHDAOAcceptRadius, size - 1, data[0] - 0.000001
Found float: name - g_fNormalScale, size - 1, data[0] - 0.012300
Found float: name - g_fAcceptAngle, size - 1, data[0] - 0.980000
pEffect data\shaders\EnhancedSeasons.fx has 5 parameters.
Found float: name - brightness, size - 1, data[0] - 1.000000
Found float: name - contrast, size - 1, data[0] - 1.000000
Found float: name - saturation, size - 1, data[0] - 1.000000
pEffect data\shaders\Water.fx has 37 parameters.
Found float: name - causticsStrength, size - 1, data[0] - 0.400000
Found float: name - waveWidth, size - 1, data[0] - 1.000000
Found float: name - waveSpeed, size - 1, data[0] - 0.800000
Found float: name - turbidity, size - 1, data[0] - 0.650000
Found float: name - inScattCoeff, size - 1, data[0] - 0.120000
Found float: name - inExtCoeff, size - 1, data[0] - 0.400000
Found float: name - depthDarkness, size - 1, data[0] - 0.100000
Found float: name - waterHeight, size - 1, data[0] - 0.000000
Found float: name - sunColor, size - 1, data[0] - 1.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000595
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.744185
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 1.086021
Found float: name - oblv_FogRange, size - 1, data[0] - 6930.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.362645
Found int: name - obge_Tick, size - 1, data[0] - 72404
Found int: name - oblv_GameTime, size - 1, data[0] - 29040
Found float: name - oblv_SunDirection, size - 1, data[0] - 0.798815
Found float: name - oblv_SunTiming, size - 1, data[0] - 18600.000000
Found float: name - oblv_CameraPosition_MAINPASS, size - 1, data[0] - -200.730103
Found float: name - oblv_CameraFrustum_MAINPASS, size - 1, data[0] - 353848.625000
Found float: name - oblv_CameraForward_MAINPASS, size - 1, data[0] - 0.303205
Found float: name - speed, size - 1, data[0] - 1.000000
Found float: name - movement, size - 1, data[0] - 1.000000
Found float: name - width, size - 1, data[0] - 1.000000
Found float: name - sunvis, size - 1, data[0] - 0.400000
pEffect data\shaders\SMAA.fx has 17 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000595
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.744185
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 1.086021
pEffect data\shaders\Toon.fx has 12 parameters.
Found float: name - thresholds, size - 1, data[0] - 5.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000595
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.744185
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 1.086021
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
pEffect data\shaders\SmartSat.fx has 5 parameters.
Found float: name - saturation_amount, size - 1, data[0] - 30.000000
Found float: name - saturation_min, size - 1, data[0] - 0.950000
Found float: name - saturation_max, size - 1, data[0] - 1.050000
Creating shader vertex buffers.
Received save game message.
Saving a game.
TextureManager::SaveGame
Save-game will reference 7 textures.
MeshManager::SaveGame
Save-game will reference 0 meshes.
EffectManager::SaveGame
Save-game will reference 6 effects.
pEffect data\shaders\HDAO.fx has 15 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.003906
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.744185
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 1.086021
Found float: name - oblv_FogRange, size - 1, data[0] - 12686.400391
Found float: name - oblv_FogColor, size - 1, data[0] - 0.341176
Found float: name - g_fHDAOIntensity, size - 1, data[0] - 1.200000
Found float: name - g_fHDAORejectRadius, size - 1, data[0] - 0.001430
Found float: name - g_fHDAOAcceptRadius, size - 1, data[0] - 0.000001
Found float: name - g_fNormalScale, size - 1, data[0] - 0.012300
Found float: name - g_fAcceptAngle, size - 1, data[0] - 0.980000
pEffect data\shaders\EnhancedSeasons.fx has 5 parameters.
Found float: name - brightness, size - 1, data[0] - 1.000000
Found float: name - contrast, size - 1, data[0] - 1.050000
Found float: name - saturation, size - 1, data[0] - 1.150000
pEffect data\shaders\Water.fx has 37 parameters.
Found float: name - causticsStrength, size - 1, data[0] - 0.400000
Found float: name - waveWidth, size - 1, data[0] - 1.000000
Found float: name - waveSpeed, size - 1, data[0] - 0.800000
Found float: name - turbidity, size - 1, data[0] - 0.650000
Found float: name - inScattCoeff, size - 1, data[0] - 0.120000
Found float: name - inExtCoeff, size - 1, data[0] - 0.400000
Found float: name - depthDarkness, size - 1, data[0] - 0.100000
Found float: name - waterHeight, size - 1, data[0] - 0.000000
Found float: name - sunColor, size - 1, data[0] - 1.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.003906
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.744185
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 1.086021
Found float: name - oblv_FogRange, size - 1, data[0] - 12686.400391
Found float: name - oblv_FogColor, size - 1, data[0] - 0.341176
Found int: name - obge_Tick, size - 1, data[0] - 72435
Found int: name - oblv_GameTime, size - 1, data[0] - 29317
Found float: name - oblv_SunDirection, size - 1, data[0] - 0.742302
Found float: name - oblv_SunTiming, size - 1, data[0] - 18000.000000
Found float: name - oblv_CameraPosition_MAINPASS, size - 1, data[0] - 88384.000000
Found float: name - oblv_CameraFrustum_MAINPASS, size - 1, data[0] - 337997.937500
Found float: name - oblv_CameraForward_MAINPASS, size - 1, data[0] - 0.746664
Found float: name - speed, size - 1, data[0] - 1.000000
Found float: name - movement, size - 1, data[0] - 1.000000
Found float: name - width, size - 1, data[0] - 1.000000
Found float: name - sunvis, size - 1, data[0] - 0.400000
pEffect data\shaders\SMAA.fx has 17 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.003906
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.744185
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 1.086021
pEffect data\shaders\Toon.fx has 12 parameters.
Found float: name - thresholds, size - 1, data[0] - 5.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.003906
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.744185
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 1.086021
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
pEffect data\shaders\SmartSat.fx has 5 parameters.
Found float: name - saturation_amount, size - 1, data[0] - 30.000000
Found float: name - saturation_min, size - 1, data[0] - 0.950000
Found float: name - saturation_max, size - 1, data[0] - 1.050000
Received ExitGame message.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.

OBSE.log
Spoiler
OBSE: initialize (version = 20.6 010201A0)
oblivion root = E:\Spel\Oblivion\
plugin directory = E:\Spel\Oblivion\Data\OBSE\Plugins\
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\ARES.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\ARES.dll (00000002 ARES 01001F00) reported as incompatible during query
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\AVUncapper.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\AVUncapper.dll (00000001 AVUncapper 01000100) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\AVUncapper_CS.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\AVUncapper_CS.dll (00000001 AVUncapper_CS 01000100) reported as incompatible during query
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\DisableVampRace.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\DisableVampRace.dll (00000001 DisableVampRace 00000001) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
RegisterCommand LoadCubeTexture (2115)
RegisterCommand LoadVolumeTexture (2116)
RegisterCommand ReleaseTexture (2117)
RegisterCommand LoadEffect (2118)
RegisterCommand EnableEffect (2119)
RegisterCommand DisableEffect (211A)
RegisterCommand ReleaseEffect (211B)
RegisterCommand SetEffectConstantB (211C)
RegisterCommand SetEffectConstantI (211D)
RegisterCommand SetEffectConstantF (211E)
RegisterCommand SetEffectConstantV (211F)
RegisterCommand SetEffectSamplerTexture (2120)
RegisterCommand IsEffectEnabled (2121)
RegisterCommand SetShaderConstantB (2122)
RegisterCommand SetShaderConstantI (2123)
RegisterCommand SetShaderConstantF (2124)
RegisterCommand SetShaderSamplerTexture (2125)
RegisterCommand GetEffects (2126)
RegisterCommand GetEffectConstantHelps (2127)
RegisterCommand GetEffectConstantTypes (2128)
RegisterCommand GetEffectConstantHelp (2129)
RegisterCommand GetEffectConstantType (212A)
RegisterCommand GetEffectConstantB (212B)
RegisterCommand GetEffectConstantI (212C)
RegisterCommand GetEffectConstantF (212D)
RegisterCommand GetEffectConstantV (212E)
RegisterCommand GetEffectSamplerTexture (212F)
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll
SetOpcodeBase 00002330
RegisterCommand GetEsp (2330)
RegisterCommand CreateArray (2331)
RegisterCommand DestroyArray (2332)
RegisterCommand ArraySize (2333)
RegisterCommand ArrayCount (2334)
RegisterCommand SetInArray (2335)
RegisterCommand SetFloatInArray (2336)
RegisterCommand GetInArray (2337)
RegisterCommand GetTypeInArray (2338)
RegisterCommand RemInArray (2339)
RegisterCommand FindInArray (233A)
RegisterCommand FindFloatInArray (233B)
RegisterCommand SetRefInArray (233C)
RegisterCommand FindRefInArray (233D)
RegisterCommand CopyArray (233E)
RegisterCommand ArrayEsp (233F)
RegisterCommand ArrayProtect (2340)
RegisterCommand FirstInArray (2341)
RegisterCommand DestroyAllArrays (2342)
RegisterCommand PackArray (2343)
RegisterCommand CreateString (2344)
RegisterCommand DestroyString (2345)
RegisterCommand SetString (2346)
RegisterCommand StringEsp (2347)
RegisterCommand StringProtect (2348)
RegisterCommand StringLen (2349)
RegisterCommand DestroyAllStrings (234A)
RegisterCommand StringSetName (234B)
RegisterCommand StringGetName (234C)
RegisterCommand StringMsg (234D)
RegisterCommand StringCat (234E)
RegisterCommand UserFileExists (234F)
SetOpcodeBase 00002378
RegisterCommand RenFile (2378)
RegisterCommand DelFile (2379)
RegisterCommand StringToTxtFile (237A)
RegisterCommand CopyString (237B)
RegisterCommand IntToString (237C)
RegisterCommand FloatToString (237D)
RegisterCommand RefToString (237E)
RegisterCommand IniReadInt (237F)
RegisterCommand IniReadFloat (2380)
RegisterCommand IniReadRef (2381)
RegisterCommand IniWriteInt (2382)
RegisterCommand IniWriteFloat (2383)
RegisterCommand IniWriteRef (2384)
RegisterCommand IniKeyExists (2385)
RegisterCommand IniDelKey (2386)
RegisterCommand EspToString (2387)
RegisterCommand IniReadString (2388)
RegisterCommand IniWriteString (2389)
RegisterCommand ModRefEsp (238A)
RegisterCommand GetRefEsp (238B)
RegisterCommand StringToRef (238C)
RegisterCommand StringCmp (238D)
RegisterCommand FileToString (238E)
RegisterCommand StringPos (238F)
RegisterCommand StringToInt (2390)
RegisterCommand StringToFloat (2391)
RegisterCommand ArrayCmp (2392)
RegisterCommand StringMsgBox (2393)
RegisterCommand StringIns (2394)
RegisterCommand StringRep (2395)
RegisterCommand IntToHex (2396)
RegisterCommand LC (2397)
SetOpcodeBase 000023B0
RegisterCommand FromTSFC (23B0)
RegisterCommand ToTSFC (23B1)
RegisterCommand StrLC (23B2)
RegisterCommand CreateEspBook (23B3)
RegisterCommand FmtString (23B4)
RegisterCommand FixName (23B5)
RegisterCommand ResetName (23B6)
RegisterCommand HasFixedName (23B7)
RegisterCommand csc (23B8)
RegisterCommand StringSetNameEx (23B9)
RegisterCommand StringGetNameEx (23BA)
RegisterCommand FixNameEx (23BB)
RegisterCommand IniGetNthSection (23BC)
RegisterCommand IniSectionsCount (23BD)
RegisterCommand RunBatString (23BE)
RegisterCommand Halt (23BF)
RegisterCommand RefToLong (23C0)
RegisterCommand LongToRef (23C1)
RegisterCommand FindFirstFile (23C2)
RegisterCommand FindNextFile (23C3)
RegisterCommand GetFileSize (23C4)
RegisterCommand NewHudS (23C5)
RegisterCommand DelHudS (23C6)
RegisterCommand ScreenInfo (23C7)
RegisterCommand HudS_X (23C8)
RegisterCommand HudS_SclX (23C9)
RegisterCommand HudS_Show (23CA)
RegisterCommand HudS_Opac (23CB)
RegisterCommand HudS_Align (23CC)
RegisterCommand AutoSclHudS (23CD)
RegisterCommand HudS_Y (23CE)
RegisterCommand HudSEsp (23CF)
RegisterCommand HudSProtect (23D0)
RegisterCommand HudsInfo (23D1)
RegisterCommand DelAllHudSs (23D2)
RegisterCommand HudS_L (23D3)
RegisterCommand rcsc (23D4)
RegisterCommand HudS_SclY (23D5)
RegisterCommand NewHudT (23D6)
RegisterCommand DelHudT (23D7)
RegisterCommand HudT_X (23D8)
RegisterCommand HudT_SclX (23D9)
RegisterCommand HudT_Show (23DA)
RegisterCommand HudT_Opac (23DB)
RegisterCommand HudT_Align (23DC)
RegisterCommand AutoSclHudT (23DD)
RegisterCommand HudT_Y (23DE)
RegisterCommand HudTEsp (23DF)
RegisterCommand HudTProtect (23E0)
RegisterCommand HudTInfo (23E1)
RegisterCommand DelAllHudTs (23E2)
RegisterCommand HudT_L (23E3)
RegisterCommand HudT_SclY (23E4)
RegisterCommand PauseBox (23E5)
RegisterCommand KillMenu (23E6)
RegisterCommand SetHudT (23E7)
RegisterCommand HudT_Text (23E8)
RegisterCommand HudS_Tex (23E9)
RegisterCommand SanString (23EA)
RegisterCommand IsHUDEnabled (23EB)
RegisterCommand IsPluggyDataReset (23EC)
RegisterCommand FromOBSEString (23ED)
RegisterCommand ToOBSEString (23EE)
RegisterCommand HudT_Font (23EF)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 00000084) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\obse_jail_fix.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\obse_jail_fix.dll (00000002 jail fix 00000001) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
RegisterCommand mqGetMenuTileChildren (25D3)
RegisterCommand mqGetEnchMenuBaseItem (25D4)
RegisterCommand mqGetMapMarkers (25D5)
RegisterCommand mqGetMenuChildFloatValue (25D6)
RegisterCommand mqGetMenuChildStringValue (25D7)
RegisterCommand mqSetMenuChildFloatValue (25D8)
RegisterCommand mqSetMenuChildStringValue (25D9)
RegisterCommand mqGetMenuChildHasTrait (25DA)
RegisterCommand mqGetMenuChildName (25DB)
RegisterCommand mqGetMenuChildCount (25DC)
RegisterCommand mqCreateMenuFloatValue (25DD)
RegisterCommand mqCreateMenuStringValue (25DE)
RegisterCommand mqGetMenuActiveFloatValue (25DF)
RegisterCommand mqGetMenuActiveStringValue (25E0)
RegisterCommand mqSetMenuActiveFloatValue (25E1)
RegisterCommand mqSetMenuActiveStringValue (25E2)
RegisterCommand mqGetMenuActiveChildIndex (25E3)
RegisterCommand InsertXML (25E4)
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
RegisterCommand mqGetActiveQuestTargets (25EB)
RegisterCommand InsertXMLTemplate (25EC)
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
SetOpcodeBase 000026B0
RegisterCommand mqSetMenuGlobalFloatValue (26B0)
RegisterCommand mqGetMenuGlobalFloatValue (26B1)
RegisterCommand ShowGenericMenu (26B2)
RegisterCommand ShowMagicPopupMenu (26B3)
RegisterCommand ShowTrainingMenu (26B4)
RegisterCommand GetGenericButtonPressed (26B5)
RegisterCommand SetMenuEventHandler (26B6)
RegisterCommand RemoveMenuEventHandler (26B7)
RegisterCommand GetMenuEventType (26B8)
RegisterCommand GetFontLoaded (26B9)
RegisterCommand UpdateLocalMap (26BA)
RegisterCommand GetLocalMapSeen (26BB)
RegisterCommand GetWorldMapData (26BC)
RegisterCommand IsTextEditInUse (26BD)
RegisterCommand GetMousePos (26BE)
RegisterCommand SetWorldMapData (26BF)
RegisterCommand GetWorldMapDoorway (26C0)
RegisterCommand GetTextEditString (26C1)
RegisterCommand GetMousePosInText (26C2)
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000002 OBSE_Kyoma_MenuQue 00000009) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\open_cities.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\open_cities.dll (00000002 open_cities 00000001) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\PaladinModCustomSpellIcons.dll
SetOpcodeBase 000025F0
RegisterCommand HasAssignedIcon (25F0)
RegisterCommand OverwriteSpellIcon (25F1)
RegisterCommand SetSpellIcon (25F2)
RegisterCommand ClearSpellIcon (25F3)
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\PaladinModCustomSpellIcons.dll (00000001 CustomSpellIcons 00000001) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 0000411A) loaded correctly
patched
HandleNewGameHook
=====
== New Game
Error in script 2e000805
Invalid array access - the array was not initialized.
File: Dynamic Map.esp Offset: 0x0090 Command: Let
Error in script 2e000805
Operator [ failed to evaluate to a valid result
File: Dynamic Map.esp Offset: 0x0090 Command: Let
RenameGameHook: C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave1.ess -> C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave1.bak
renaming C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave1.obse -> C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave1.obse.bak
DoSaveGameHook: C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave1.ess
saving to C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave1.obse
HandleSaveGame: plugin with default opcode base registered for serialization
RenameGameHook: C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave2.ess -> C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave2.bak
renaming C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave2.obse -> C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave2.obse.bak
DoSaveGameHook: C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave2.ess
saving to C:\Users\vond\Documents\My Games\Oblivion\Saves\DPSafeSave2.obse
HandleSaveGame: plugin with default opcode base registered for serialization

OBGE.ini
Spoiler
[DepthBuffer]
bUseDepthBuffer=1
bUseRAWZfix=1
[Effects]
bUseEffectList=1
sEffectDirectory=data\shaders\
sEffectListFile=data\shaders\shaderlist.txt
bUseLegacyCompiler=0
bCompileSources=1
bOptimize=0
bFreezeTweaks=0
bRenderHalfScreen=0
bPurgeOnNewGame=0
bNoShadersInMenus=0
bTailEffects=0
[ScreenBuffers]
iBufferTexturesNumBits=0
iBufferRawZDepthNumBits=0
iReflectionMapSize=0
iWaterHeightMapSize=0
iWaterDisplacementMapSize=0
iAutoGenerateMipMaps=2
iBufferZDepthNumBits=0
[General]
bEnabledLOD=0
bEnabled=1
[LOD]
iFarNearTiles=5
iFarFarTiles=7
iFarInfTiles=11
[Meshes]
bPurgeOnNewGame=1
[Serialization]
bSaveData=http://forums.bethsoft.com/topic/1253368-relwip-oblivion-graphics-extender/1
bLoadData=http://forums.bethsoft.com/topic/1253368-relwip-oblivion-graphics-extender/1
[PluginInterOp]
bEnableInterOp=0
[Shaders]
bUseShaderOverride=1
bUseLegacyCompiler=0
bSaveShaderOverride=1
bCompileSources=1
bRuntimeSources=0
bOptimize=0
bMaximumSM=0
bUpgradeSM1X=0
sShaderOverrideDirectory=data\shaders\override\
[Textures]
bPurgeOnNewGame=0
bSamplerDeGamma=0
bSamplerReGamma=0
iSamplerAnisotropy=16
fSamplerLODBias=-1

shaderlist.txt
Spoiler
[Ambient Occlusion]
Volumetric_SSAO.fx=0
Volumetric_SSII.fx=0
Volumetric_SSGI.fx=0
Ring_SSAO.fx=0
Ring_SSAO-q.fx=0
CrysisAO.fx=0
HBAO.fx=0
HDAO.fx=1
HSAO.fx=0
JakobsenAO.fx=0

[Lighting]
Godrays05.fx=0
Godrays06.fx=0
LightShafts_PCS.fx=0

[Filtering]
NormalFilterAA.fx=0
DLAA.fx=0
FXAA2.fx=0
FXAA3.fx=0
MLAA.fx=0
MDLAA.fx=0
MFXAA.fx=0
SMAA.fx=1

[Depth of Field]
Shaped_Bokeh_DoF.fx=0
Bokeh_Hexagon_DoF.fx=0
Bokeh_Circle_DoF.fx=0
Pseudo_Bokeh_DoF.fx=0
CrysisDoF.fx=0
DepthOfField.fx=0

[Misc]
CelShader+EdgeAA.fx=0
ColorEffects.fx=0
ColorMood.fx=0
ENBColorEffect.fx=0
HLSLbleachbypass.fx=0
HLSLColorGrading02.fx=0
HLSLColorGrading03.fx=0
HLSLvignette.fx=0
obsharpen.fx=0
Toon.fx=0
Film16.fx=0
SmartSat.fx=0
Technicolor3.fx=0

Ofcourse I might just be imagining that those are jaggies that should go away with SMAA... but hey, atleast this way I'll find out. ;)
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Thu May 03, 2012 1:15 am

Ok this really *IS* a proper question this time!

I have OBGE set up and I am using the standalone core, however, everytime I restart I have to reset the setting because they don't appear to be persistent...?

Am I missing something?

Thank you!
Mat
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Thu May 03, 2012 2:02 pm

Which "setting"?
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Thu May 03, 2012 2:24 am

Which "setting"?
For example, if I click on the widget in-game in the misc menu - and activate "HBAO", it will work, until the next time I start Oblivion or load a game, when it is NOT active and I have to activate it again...

If I edit the shaders text file it seems to persist, but I wonder if I am missing something here...
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Thu May 03, 2012 11:06 am

Anyone know what causes black screens indoors and out?

With v3.1RC3 if I enable HBAO I get a black screen indoors after OBSE initializes and if I disable it, or all shaders, I get blackness outside.

V3.0 works fine.

Thanks.
User avatar
Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Thu May 03, 2012 3:20 pm

It's almost always something in this direction:

http://obge.paradice-insight.us/wiki/Mentioned_problems_%28reboot%29
"[...] but the screen went black when outside [...] I was silly enough to not think of setting my AA settings in the control panel to be only controlled by the application. Once I changed that, everything started working!"
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Thu May 03, 2012 3:20 am

I actually now share the love and have OBGE do some of the work and my graphics card do some other stuff.
(Currently) it seems to work quite well...
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Thu May 03, 2012 5:17 am

=== New RCs ===

http://code.google.com/p/oblivion-graphics-extender/downloads/list

=== 2011.11 ===

  • fixed sky/lightshafts in oblivion realm
  • fixed/better lava in oblivion realm
  • fixed LLOD+refraction transparency mis-render
  • fixed color-burn with LHDR
  • fine-tuning of the LHDR linear tonemapper

http://obge.paradice-insight.us/wiki/Changelog

=== Notes ===

I don't see a chance for Lightshafts to behave nice without it being controlled by a/the weather-system (which optimally should be All Natural).
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Thu May 03, 2012 10:16 am

For example, if I click on the widget in-game in the misc menu - and activate "HBAO", it will work, until the next time I start Oblivion or load a game, when it is NOT active and I have to activate it again...

If I edit the shaders text file it seems to persist, but I wonder if I am missing something here...

I assume you're using the StandaloneEffects esp then. No, you're not missing anything. In some cases the plugin isn't able to keep all the data it needs to track changes between saves from the default settings loaded in from the .fx files, including the enabled/disabled state of a shader. This is an on-going problem which unfortunately stems from OBSE itself, so there's little to be done about the specific bug that's causing the data loss until the OBSE team finds and fixes the problem.

But there are a couple of things you can look for that might help resolve the problem in your specific case. As far as I can determine the primary suspect would be an unstable OBSE plugin. Before you ask, the OBGE dll is stable. If you're using any other dlls you might want to try removing those and see if the problem corrects itself. From my own experiences, a good indication of an unstable dll is consistent CTDs (crash-to-desktops) when you exit the game. If that's not it, then it could be a (possibly dirty) esp, though I have no direct evidence of that.

There's a possible work-around to the OBSE problem, but since it involves a rather complicated and unpleasant hack that potentially poses more problems than it solves, it's going to remain a low priority unless I get more feedback from other players.
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Thu May 03, 2012 5:11 am

I assume you're using the StandaloneEffects esp then. No, you're not missing anything. In some cases the plugin isn't able to keep all the data it needs to track changes between saves from the default settings loaded in from the .fx files, including the enabled/disabled state of a shader. This is an on-going problem which unfortunately stems from OBSE itself, so there's little to be done about the specific bug that's causing the data loss until the OBSE team finds and fixes the problem.

But there are a couple of things you can look for that might help resolve the problem in your specific case. As far as I can determine the primary suspect would be an unstable OBSE plugin. Before you ask, the OBGE dll is stable. If you're using any other dlls you might want to try removing those and see if the problem corrects itself. From my own experiences, a good indication of an unstable dll is consistent CTDs (crash-to-desktops) when you exit the game. If that's not it, then it could be a (possibly dirty) esp, though I have no direct evidence of that.

There's a possible work-around to the OBSE problem, but since it involves a rather complicated and unpleasant hack that potentially poses more problems than it solves, it's going to remain a low priority unless I get more feedback from other players.
Interesting stuff, and thank you very much for your reply.
I have had a couple of CTDs actually, so I am keeping an eye out for issues that may be precipitating those. It is one of the reasons I am running Occlusion through the Graphics Card actually, because I couldn't get a stable save by save condition via OBGE. I would still endorse it to anyone though because what it does do is thoroughly awesome.
At the end of the day it's a complicated piece of kit and I've been in I.T. long enough to know that nothing is ever 100% perfect. To my mind it's pretty damn close though! :D
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Thu May 03, 2012 5:31 pm

It's almost always something in this direction:

http://obge.paradice-insight.us/wiki/Mentioned_problems_%28reboot%29
"[...] but the screen went black when outside [...] I was silly enough to not think of setting my AA settings in the control panel to be only controlled by the application. Once I changed that, everything started working!"

This doesn't appear to be my problem. I turned everything to application controlled in my driver.

I tried using the Retro DLL and all of the shaders work except for HBAO while outside. If I use the Core or Development DLLs all the shaders work, including HBAO, while in interiors but even with all shaders = 0 I get a black screen in exteriors. Weird stuff.
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Thu May 03, 2012 2:22 am

Lightshafts_PCS must be used with Godrays06? Or it just another godrays shader for using with PCS? Thx for your work! And for reply :)

EDIT: And one more small question about settings in HDR.hlsl. Only 1 metod must be used for each section ( PRE and POST )?
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Thu May 03, 2012 7:02 am

Lightshafts_PCS must be used with Godrays06? Or it just another godrays shader for using with PCS? Thx for your work! And for reply :)

EDIT: And one more small question about settings in HDR.hlsl. Only 1 metod must be used for each section ( PRE and POST )?

It's "another" Godrays taking a few things into account, so you don't use then together.
The HDR is naturally just one pre and one post, but you won't break anything when you define two posts, it'd apply just the first one.
Most posts are not extensively tuned, it takes like 20 hours to tune each (you have to visit every possible condition light, dark etc.).
User avatar
Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Thu May 03, 2012 7:21 am

just downloaded the RC4, looks like OBGE LIquid Water is flickering

OS: Windows Vista 64-bit

Graphics Card: Radeon 5970

OBGEv2.txt

Spoiler
Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x0316e643
OD3D9: Driver 0x04b086d0 constructed from 0x0316e5b4 (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A1R5G5B5, A4R4G4B4, A2B10G10R10, X8B8G8R8, G16R16, A2R10G10B10, A16B16G16R16, Q8W8V8U8, Q16W16V16U16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D16_LOCKABLE (srf), D24S8, D24X8, D16, D32F_LOCKABLE, INTZ, DF24, DF16
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 supported.
OD3D9: Driver 0x04b086d0 destructed from 0x0317773e (0 drivers left)
OD3D9: Driver queried from 0x0316e624
OD3D9: Driver 0x04b086d0 constructed from 0x0316e5b4 (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A1R5G5B5, A4R4G4B4, A2B10G10R10, X8B8G8R8, G16R16, A2R10G10B10, A16B16G16R16, Q8W8V8U8, Q16W16V16U16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D16_LOCKABLE (srf), D24S8, D24X8, D16, D32F_LOCKABLE, INTZ, DF24, DF16
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 supported.
Replaced depth-stencil by INTZ
OD3D9: Device queried from 0x0076a547
OD3D9: Queue 1, MS-type 0, MS-quality 0
OD3D9: Device 0x04b07a40 constructed from 0x03177b76 (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer reattached OK. 0
Init: ATIMGPUD.dll queried.
Starting a new game.
Creating effect vertex buffers.
Creating effect constants pool.
Creating full screen textures.
Width = 1920, Height = 1080
Format = A16B16G16R16F
Loading the effects.
Found texture to load: ssao/RandomNoiseB.dds
Loading texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: ssao/RandomNoiseB.dds
Linking to existing texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\smaa_areatex.dds
Loading texture (data\textures\effects\smaa_areatex.dds)
Found texture to load: effects\smaa_searchtex.dds
Loading texture (data\textures\effects\smaa_searchtex.dds)
Found texture to load: Effects/Hexagon.dds
Creating lod vertex buffers.
Added to list OK.
LoadEffect (Water.fx) - Script refID = 1e000ed5 (Managed)
Effect compiling messages occured in data\shaders\Water.fx:
c:\program files (x86)\steam\steamapps\common\oblivion\memory(158,14): warning X3206: implicit truncation of vector type
c:\program files (x86)\steam\steamapps\common\oblivion\memory(164,38): warning X3206: implicit truncation of vector type
c:\program files (x86)\steam\steamapps\common\oblivion\memory(186,47): warning X3206: implicit truncation of vector type
c:\program files (x86)\steam\steamapps\common\oblivion\memory(315,18): warning X3206: implicit truncation of vector type

Effect compiling messages occured in data\shaders\Water.fx:
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,12): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Found texture to load: effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Found texture to load: effects\water_NRM_3D.dds
Loading texture (data\textures\effects\water_NRM_3D.dds)
Received save game message.
Saving a game.
TextureManager::SaveGame
Save-game will reference 7 textures.
MeshManager::SaveGame
Save-game will reference 0 meshes.
EffectManager::SaveGame
Save-game will reference 38 effects.
pEffect data\shaders\Volumetric_SSAO.fx has 18 parameters.
Found float: name - luminosity_threshold, size - 1, data[0] - 0.300000
Found float: name - aoRadiusMultiplier, size - 1, data[0] - 4.000000
Found float: name - aoStrengthMultiplier, size - 1, data[0] - 1.000000
Found float: name - aoClamp, size - 1, data[0] - 0.000000
Found float: name - ThicknessModel, size - 1, data[0] - 100.000000
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - oblv_FogRange, size - 1, data[0] - 2048.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.427451
pEffect data\shaders\Volumetric_SSII.fx has 16 parameters.
Found float: name - IIRadiusMultiplier, size - 1, data[0] - 10.000000
Found float: name - IIStrengthMultiplier, size - 1, data[0] - 3.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - oblv_FogRange, size - 1, data[0] - 2048.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.427451
pEffect data\shaders\Volumetric_SSGI.fx has 19 parameters.
Found float: name - giRadiusMultiplier, size - 1, data[0] - 10.000000
Found float: name - iiStrengthMultiplier, size - 1, data[0] - 3.000000
Found float: name - aoStrengthMultiplier, size - 1, data[0] - 1.000000
Found float: name - giClamp, size - 1, data[0] - 0.000000
Found float: name - ThicknessModel, size - 1, data[0] - 100.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - oblv_FogRange, size - 1, data[0] - 2048.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.427451
pEffect data\shaders\Ring_SSAO.fx has 22 parameters.
Found float: name - luminosity_threshold, size - 1, data[0] - 0.300000
Found float: name - aoRadiusMultiplier, size - 1, data[0] - 4.000000
Found float: name - aoStrengthMultiplier, size - 1, data[0] - 1.000000
Found float: name - aoCap, size - 1, data[0] - 1.000000
Found float: name - aoClamp, size - 1, data[0] - 0.000000
Found float: name - angleBias, size - 1, data[0] - 45.000000
Found float: name - aoRange, size - 1, data[0] - 100.000000
Found float: name - Blur_DropThreshhold, size - 1, data[0] - 1.000000
Found float: name - Blur_RadiusMultiplier, size - 1, data[0] - 2.000000
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - oblv_FogRange, size - 1, data[0] - 2048.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.427451
pEffect data\shaders\CrysisAO.fx has 15 parameters.
Found float: name - distance, size - 1, data[0] - 0.002500
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - oblv_FogRange, size - 1, data[0] - 2048.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.427451
pEffect data\shaders\HBAO.fx has 20 parameters.
Found float: name - luminosity_threshold, size - 1, data[0] - 0.500000
Found float: name - aoRadiusMultiplier, size - 1, data[0] - 16.000000
Found float: name - aoStrengthMultiplier, size - 1, data[0] - 2.000000
Found float: name - aoClamp, size - 1, data[0] - 0.000000
Found float: name - Attenuation_Factor, size - 1, data[0] - 0.050000
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - oblv_FogRange, size - 1, data[0] - 2048.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.427451
pEffect data\shaders\HDAO.fx has 15 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - oblv_FogRange, size - 1, data[0] - 2048.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.427451
Found float: name - g_fHDAOIntensity, size - 1, data[0] - 1.000000
Found float: name - g_fHDAORejectRadius, size - 1, data[0] - 0.001430
Found float: name - g_fHDAOAcceptRadius, size - 1, data[0] - 0.000000
Found float: name - g_fNormalScale, size - 1, data[0] - 0.012300
Found float: name - g_fAcceptAngle, size - 1, data[0] - 0.980000
pEffect data\shaders\JakobsenAO.fx has 14 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - oblv_FogRange, size - 1, data[0] - 2048.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.427451
pEffect data\shaders\NormalFilterAA.fx has 7 parameters.
Found float: name - filterStrength, size - 1, data[0] - 1.000000
Found float: name - filterSpread, size - 1, data[0] - 3.000000
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
pEffect data\shaders\DLAA.fx has 5 parameters.
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
pEffect data\shaders\FXAA2.fx has 5 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - LuminanceConv, size - 1, data[0] - 0.212500
pEffect data\shaders\FXAA3.fx has 6 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - LuminanceConv, size - 1, data[0] - 0.212500
pEffect data\shaders\MLAA.fx has 17 parameters.
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
pEffect data\shaders\MDLAA.fx has 17 parameters.
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
pEffect data\shaders\MFXAA.fx has 17 parameters.
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
pEffect data\shaders\Godrays05.fx has 44 parameters.
Found float: name - globalmul, size - 1, data[0] - 1.000000
Found float: name - morningshaftex, size - 1, data[0] - 2.300000
Found float: name - eveningshaftex, size - 1, data[0] - 3.500000
Found float: name - goldendecay, size - 1, data[0] - 0.990000
Found float: name - noonshaftex, size - 1, data[0] - 1.000000
Found float: name - noondecay, size - 1, data[0] - 0.990000
Found float: name - moonshaftex, size - 1, data[0] - 0.090000
Found float: name - moondecay, size - 1, data[0] - 0.880000
Found float: name - showraypass, size - 1, data[0] - 0.000000
Found float: name - scale, size - 1, data[0] - 1.000000
Found float: name - startsunrise, size - 1, data[0] - 4.000000
Found float: name - endsunrise, size - 1, data[0] - 10.000000
Found float: name - startevening, size - 1, data[0] - 17.000000
Found float: name - endevening, size - 1, data[0] - 21.000000
Found float: name - Density, size - 1, data[0] - 0.700000
Found float: name - Weight, size - 1, data[0] - 0.700000
Found float: name - goldensaturate, size - 1, data[0] - 0.540000
Found float: name - noonsaturate, size - 1, data[0] - 0.010000
Found float: name - Luminance, size - 1, data[0] - 0.440000
Found float: name - fMiddleGray, size - 1, data[0] - 0.990000
Found float: name - fWhiteCutoff, size - 1, data[0] - 0.200000
Found int: name - obge_Tick, size - 1, data[0] - 6210
Found int: name - oblv_GameTime, size - 1, data[0] - 51322
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_CameraFrustum_MAINPASS, size - 1, data[0] - -395077.593750
Found float: name - oblv_CameraForward_MAINPASS, size - 1, data[0] - -0.539498
Found float: name - oblv_WorldTransform_MAINPASS, size - 1, data[0] - 1.000000
Found float: name - oblv_ProjectionInverse_MAINPASS, size - 1, data[0] - 1.023103
Found float: name - oblv_ViewTransform_MAINPASS, size - 1, data[0] - 0.841903
Found float: name - oblv_ViewInverse_MAINPASS, size - 1, data[0] - 0.841903
Found float: name - oblv_ViewProjectionTransform_MAINPASS, size - 1, data[0] - 0.822892
Found float: name - oblv_ViewProjectionInverse_MAINPASS, size - 1, data[0] - 0.861353
Found float: name - oblv_WorldViewProjectionTransform_MAINPASS, size - 1, data[0] - 0.822892
Found float: name - oblv_WorldViewProjectionInverse_MAINPASS, size - 1, data[0] - 0.861149
Found float: name - oblv_SunDirection, size - 1, data[0] - -0.172588
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - t, size - 1, data[0] - -0.201786
pEffect data\shaders\Godrays06.fx has 42 parameters.
Found float: name - globalmul, size - 1, data[0] - 4.500000
Found float: name - morningshaftex, size - 1, data[0] - 3.500000
Found float: name - eveningshaftex, size - 1, data[0] - 4.000000
Found float: name - noonshaftex, size - 1, data[0] - 1.500000
Found float: name - goldendecay, size - 1, data[0] - 0.990000
Found float: name - moonshaftex, size - 1, data[0] - 0.090000
Found float: name - startsunrise, size - 1, data[0] - 4.000000
Found float: name - endsunrise, size - 1, data[0] - 10.000000
Found float: name - startevening, size - 1, data[0] - 17.000000
Found float: name - endevening, size - 1, data[0] - 22.000000
Found float: name - Density, size - 1, data[0] - 1.990000
Found float: name - Weight, size - 1, data[0] - 0.100000
Found float: name - goldensaturate, size - 1, data[0] - 0.540000
Found float: name - noonsaturate, size - 1, data[0] - 0.010000
Found float: name - Luminance, size - 1, data[0] - 0.440000
Found float: name - fMiddleGray, size - 1, data[0] - 0.990000
Found float: name - fWhiteCutoff, size - 1, data[0] - 0.400000
Found float: name - showraypass, size - 1, data[0] - 0.000000
Found float: name - sc, size - 1, data[0] - 2.000000
Found int: name - obge_Tick, size - 1, data[0] - 6210
Found int: name - oblv_GameTime, size - 1, data[0] - 51322
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_CameraFrustum_MAINPASS, size - 1, data[0] - -395077.593750
Found float: name - oblv_CameraForward_MAINPASS, size - 1, data[0] - -0.539498
Found float: name - oblv_WorldTransform_MAINPASS, size - 1, data[0] - 1.000000
Found float: name - oblv_ProjectionInverse_MAINPASS, size - 1, data[0] - 1.023103
Found float: name - oblv_ViewTransform_MAINPASS, size - 1, data[0] - 0.841903
Found float: name - oblv_ViewInverse_MAINPASS, size - 1, data[0] - 0.841903
Found float: name - oblv_ViewProjectionTransform_MAINPASS, size - 1, data[0] - 0.822892
Found float: name - oblv_ViewProjectionInverse_MAINPASS, size - 1, data[0] - 0.861353
Found float: name - oblv_WorldViewProjectionTransform_MAINPASS, size - 1, data[0] - 0.822892
Found float: name - oblv_WorldViewProjectionInverse_MAINPASS, size - 1, data[0] - 0.861149
Found float: name - oblv_SunDirection, size - 1, data[0] - -0.172588
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - sunColor, size - 1, data[0] - 1.000000
pEffect data\shaders\CelShader+EdgeAA.fx has 12 parameters.
Found float: name - edgeAABlurAmt, size - 1, data[0] - 0.040000
Found float: name - edgeStrength, size - 1, data[0] - 10.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
pEffect data\shaders\Water.fx has 37 parameters.
Found float: name - causticsStrength, size - 1, data[0] - 0.400000
Found float: name - waveWidth, size - 1, data[0] - 1.000000
Found float: name - waveSpeed, size - 1, data[0] - 0.800000
Found float: name - turbidity, size - 1, data[0] - 0.650000
Found float: name - inScattCoeff, size - 1, data[0] - 0.120000
Found float: name - inExtCoeff, size - 1, data[0] - 0.400000
Found float: name - depthDarkness, size - 1, data[0] - 0.100000
Found float: name - waterHeight, size - 1, data[0] - 0.000000
Found float: name - sunColor, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - oblv_FogRange, size - 1, data[0] - 2048.000000
Found float: name - oblv_FogColor, size - 1, data[0] - 0.427451
Found int: name - obge_Tick, size - 1, data[0] - 6210
Found int: name - oblv_GameTime, size - 1, data[0] - 51322
Found float: name - oblv_SunDirection, size - 1, data[0] - -0.172588
Found float: name - oblv_SunTiming, size - 1, data[0] - 18600.000000
Found float: name - oblv_CameraPosition_MAINPASS, size - 1, data[0] - -35162.191406
Found float: name - oblv_CameraFrustum_MAINPASS, size - 1, data[0] - -395077.593750
Found float: name - oblv_CameraForward_MAINPASS, size - 1, data[0] - -0.539498
Found float: name - speed, size - 1, data[0] - 1.000000
Found float: name - movement, size - 1, data[0] - 1.000000
Found float: name - width, size - 1, data[0] - 1.000000
Found float: name - sunvis, size - 1, data[0] - 0.400000
pEffect data\shaders\SMAA.fx has 17 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
pEffect data\shaders\Shaped_Bokeh_DoF.fx has 16 parameters.
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
pEffect data\shaders\Bokeh_Hexagon_DoF.fx has 17 parameters.
Found float: name - fr, size - 1, data[0] - 60.000000
Found float: name - fp, size - 1, data[0] - 60.000000
Found float: name - fpa, size - 1, data[0] - 10.000000
Found float: name - base_blur_radius, size - 1, data[0] - 0.750000
Found float: name - R, size - 1, data[0] - 16.000000
Found float: name - weaponblur_cutoff, size - 1, data[0] - 0.800000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
pEffect data\shaders\Bokeh_Circle_DoF.fx has 17 parameters.
Found float: name - fr, size - 1, data[0] - 60.000000
Found float: name - fp, size - 1, data[0] - 60.000000
Found float: name - fpa, size - 1, data[0] - 10.000000
Found float: name - base_blur_radius, size - 1, data[0] - 0.750000
Found float: name - R, size - 1, data[0] - 16.000000
Found float: name - weaponblur_cutoff, size - 1, data[0] - 0.800000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
pEffect data\shaders\Pseudo_Bokeh_DoF.fx has 21 parameters.
Found float: name - fr, size - 1, data[0] - 60.000000
Found float: name - fp, size - 1, data[0] - 60.000000
Found float: name - fpa, size - 1, data[0] - 10.000000
Found float: name - dmax, size - 1, data[0] - 0.009000
Found float: name - base_blur_radius, size - 1, data[0] - 0.500000
Found float: name - blur_falloff, size - 1, data[0] - 2.000000
Found float: name - R, size - 1, data[0] - 16.000000
Found float: name - distantblur_startrange, size - 1, data[0] - 250.000000
Found float: name - distantblur_endrange, size - 1, data[0] - 1000.000000
Found float: name - distantblur_pow, size - 1, data[0] - 1.000000
Found float: name - weaponblur_cutoff, size - 1, data[0] - 0.800000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
pEffect data\shaders\CrysisDoF.fx has 15 parameters.
Found float: name - NearBlurDepth, size - 1, data[0] - 0.400000
Found float: name - FarBlurDepth, size - 1, data[0] - 0.400000
Found float: name - MaxBlurCutoff, size - 1, data[0] - 1.000000
Found float: name - dofMinThreshold, size - 1, data[0] - 0.200000
Found float: name - ApertureDiameter, size - 1, data[0] - 3.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
pEffect data\shaders\DepthOfField.fx has 13 parameters.
Found float: name - DoFAmount, size - 1, data[0] - 15.000000
Found float: name - FullFocusRange, size - 1, data[0] - 0.100000
Found float: name - NoFocusRange, size - 1, data[0] - 0.400000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
pEffect data\shaders\ColorEffects.fx has 15 parameters.
Found float: name - Saturation, size - 1, data[0] - 1.000000
Found float: name - Brightness, size - 1, data[0] - 1.000000
Found float: name - Contrast, size - 1, data[0] - 1.000000
Found float: name - GContrast, size - 1, data[0] - 1.000000
Found float: name - GBrightness, size - 1, data[0] - 1.000000
Found float: name - FGIntensity, size - 1, data[0] - 0.300000
Found float: name - BHMagnitude, size - 1, data[0] - 10.000000
Found float: name - BHBrightness, size - 1, data[0] - 4.000000
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found int: name - obge_Tick, size - 1, data[0] - 6210
Found int: name - oblv_GameTime, size - 1, data[0] - 51322
pEffect data\shaders\ColorMood.fx has 6 parameters.
Found float: name - fRatio, size - 1, data[0] - 0.400000
Found float: name - moodR, size - 1, data[0] - 0.400000
Found float: name - moodG, size - 1, data[0] - 0.300000
Found float: name - moodB, size - 1, data[0] - 0.050000
pEffect data\shaders\ENBColorEffect.fx has 10 parameters.
Found float: name - OffsetMult, size - 1, data[0] - 0.700000
Found float: name - BrightnessMult, size - 1, data[0] - 1.120000
Found float: name - BrightnessPow, size - 1, data[0] - 0.660000
Found float: name - tempF9, size - 1, data[0] - 0.760800
Found float: name - tempF0, size - 1, data[0] - 0.096000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - offset, size - 8, data[0] - -1.000000
pEffect data\shaders\HLSLbleachbypass.fx has 3 parameters.
Found float: name - Opacity, size - 1, data[0] - 0.370000
pEffect data\shaders\HLSLColorGrading02.fx has 8 parameters.
Found float: name - saturatex, size - 1, data[0] - 0.650000
Found float: name - opacity, size - 1, data[0] - 0.500000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
pEffect data\shaders\HLSLColorGrading03.fx has 7 parameters.
Found float: name - saturatex, size - 1, data[0] - 0.650000
Found float: name - opacity, size - 1, data[0] - 0.500000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
pEffect data\shaders\HLSLvignette.fx has 6 parameters.
Found float: name - radius, size - 1, data[0] - 4.000000
Found float: name - darkness, size - 1, data[0] - 0.550000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
pEffect data\shaders\obsharpen.fx has 3 parameters.
Found float: name - sharpval, size - 1, data[0] - 8.000000
pEffect data\shaders\Toon.fx has 12 parameters.
Found float: name - thresholds, size - 1, data[0] - 5.000000
Found float: name - oblv_ReciprocalResolution_MAINPASS, size - 1, data[0] - 0.000521
Found float: name - oblv_ProjectionFoV_MAINPASS, size - 1, data[0] - 0.796817
Found float: name - oblv_ProjectionDepthRange_MAINPASS, size - 1, data[0] - 10.000000
Found float: name - oblv_ProjectionTransform_MAINPASS, size - 1, data[0] - 0.977419
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
pEffect data\shaders\Film16.fx has 18 parameters.
Found float: name - Strenght, size - 1, data[0] - 0.500000
Found float: name - BaseGamma, size - 1, data[0] - 1.600000
Found float: name - Fade, size - 1, data[0] - 0.000000
Found float: name - Contrast, size - 1, data[0] - 0.900000
Found float: name - Saturation, size - 1, data[0] - -0.100000
Found float: name - Bleach, size - 1, data[0] - 0.000000
Found float: name - RedCurve, size - 1, data[0] - 1.000000
Found float: name - GreenCurve, size - 1, data[0] - 1.000000
Found float: name - BlueCurve, size - 1, data[0] - 1.000000
Found float: name - BaseCurve, size - 1, data[0] - 1.500000
Found float: name - EffectGammaR, size - 1, data[0] - 1.000000
Found float: name - EffectGammaG, size - 1, data[0] - 1.000000
Found float: name - EffectGammaB, size - 1, data[0] - 1.000000
Found float: name - EffectGamma, size - 1, data[0] - 1.500000
Found float: name - Linearization, size - 1, data[0] - 1.100000
Found float: name - obge_Gamma, size - 1, data[0] - 0.000000
pEffect data\shaders\SmartSat.fx has 5 parameters.
Found float: name - saturation_amount, size - 1, data[0] - 30.000000
Found float: name - saturation_min, size - 1, data[0] - 0.950000
Found float: name - saturation_max, size - 1, data[0] - 1.050000
pEffect data\shaders\Technicolor3.fx has 7 parameters.
Found float: name - techni3_amount, size - 1, data[0] - 0.400000
Found float: name - techni3_power, size - 1, data[0] - 4.500000
Found float: name - techni3_redNegativeAmount, size - 1, data[0] - 0.900000
Found float: name - techni3_greenNegativeAmount, size - 1, data[0] - 0.920000
Found float: name - techni3_blueNegativeAmount, size - 1, data[0] - 1.000000
Received save game message.
Saving a game.
TextureManager::SaveGame
Save-game will reference 7 textures.
MeshManager::SaveGame
Save-game will reference 0 meshes.
EffectManager::SaveGame
Save-game will reference 38 effects.

OBSE.txt

Spoiler
OBSE: initialize (version = 20.6 010201A0)
oblivion root = c:\program files (x86)\steam\steamapps\common\oblivion\
plugin directory = c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\AddActorValues.dll
SetOpcodeBase 00004000
RegisterCommand DumpActorValueC (4000)
RegisterCommand DumpActorValueF (4001)
RegisterCommand GetActorValueModC (4002)
RegisterCommand ModActorValueModC (4003)
RegisterCommand SetActorValueModC (4004)
RegisterCommand GetActorValueModF (4005)
RegisterCommand ModActorValueModF (4006)
RegisterCommand SetActorValueModF (4007)
RegisterCommand GetActorValueBaseCalcC (4008)
RegisterCommand GetActorValueBaseCalcF (4009)
RegisterCommand GetActorValueMaxC (400A)
RegisterCommand GetActorValueMaxF (400B)
RegisterCommand GetActorValueCurrentC (400C)
RegisterCommand GetActorValueCurrentF (400D)
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\AddActorValues.dll (00000001 AddActorValues 01000500) loaded correctly
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\AddActorValues_CS.dll
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\AddActorValues_CS.dll (00000001 AddActorValues_CS 01000500) reported as incompatible during query
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
RegisterCommand LoadCubeTexture (2115)
RegisterCommand LoadVolumeTexture (2116)
RegisterCommand ReleaseTexture (2117)
RegisterCommand LoadEffect (2118)
RegisterCommand EnableEffect (2119)
RegisterCommand DisableEffect (211A)
RegisterCommand ReleaseEffect (211B)
RegisterCommand SetEffectConstantB (211C)
RegisterCommand SetEffectConstantI (211D)
RegisterCommand SetEffectConstantF (211E)
RegisterCommand SetEffectConstantV (211F)
RegisterCommand SetEffectSamplerTexture (2120)
RegisterCommand IsEffectEnabled (2121)
RegisterCommand SetShaderConstantB (2122)
RegisterCommand SetShaderConstantI (2123)
RegisterCommand SetShaderConstantF (2124)
RegisterCommand SetShaderSamplerTexture (2125)
RegisterCommand GetEffects (2126)
RegisterCommand GetEffectConstantHelps (2127)
RegisterCommand GetEffectConstantTypes (2128)
RegisterCommand GetEffectConstantHelp (2129)
RegisterCommand GetEffectConstantType (212A)
RegisterCommand GetEffectConstantB (212B)
RegisterCommand GetEffectConstantI (212C)
RegisterCommand GetEffectConstantF (212D)
RegisterCommand GetEffectConstantV (212E)
RegisterCommand GetEffectSamplerTexture (212F)
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\obse_jail_fix.dll
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\obse_jail_fix.dll (00000002 jail fix 00000001) loaded correctly
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
RegisterCommand mqGetMenuTileChildren (25D3)
RegisterCommand mqGetEnchMenuBaseItem (25D4)
RegisterCommand mqGetMapMarkers (25D5)
RegisterCommand mqGetMenuChildFloatValue (25D6)
RegisterCommand mqGetMenuChildStringValue (25D7)
RegisterCommand mqSetMenuChildFloatValue (25D8)
RegisterCommand mqSetMenuChildStringValue (25D9)
RegisterCommand mqGetMenuChildHasTrait (25DA)
RegisterCommand mqGetMenuChildName (25DB)
RegisterCommand mqGetMenuChildCount (25DC)
RegisterCommand mqCreateMenuFloatValue (25DD)
RegisterCommand mqCreateMenuStringValue (25DE)
RegisterCommand mqGetMenuActiveFloatValue (25DF)
RegisterCommand mqGetMenuActiveStringValue (25E0)
RegisterCommand mqSetMenuActiveFloatValue (25E1)
RegisterCommand mqSetMenuActiveStringValue (25E2)
RegisterCommand mqGetMenuActiveChildIndex (25E3)
RegisterCommand InsertXML (25E4)
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
RegisterCommand mqGetActiveQuestTargets (25EB)
RegisterCommand InsertXMLTemplate (25EC)
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
SetOpcodeBase 000026B0
RegisterCommand mqSetMenuGlobalFloatValue (26B0)
RegisterCommand mqGetMenuGlobalFloatValue (26B1)
RegisterCommand ShowGenericMenu (26B2)
RegisterCommand ShowMagicPopupMenu (26B3)
RegisterCommand ShowTrainingMenu (26B4)
RegisterCommand GetGenericButtonPressed (26B5)
RegisterCommand SetMenuEventHandler (26B6)
RegisterCommand RemoveMenuEventHandler (26B7)
RegisterCommand GetMenuEventType (26B8)
RegisterCommand GetFontLoaded (26B9)
RegisterCommand UpdateLocalMap (26BA)
RegisterCommand GetLocalMapSeen (26BB)
RegisterCommand GetWorldMapData (26BC)
RegisterCommand IsTextEditInUse (26BD)
RegisterCommand GetMousePos (26BE)
RegisterCommand SetWorldMapData (26BF)
RegisterCommand GetWorldMapDoorway (26C0)
RegisterCommand GetTextEditString (26C1)
RegisterCommand GetMousePosInText (26C2)
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000002 OBSE_Kyoma_MenuQue 00000009) loaded correctly
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\SneakingDetectionRecalibrated.dll
SetOpcodeBase 00002750
RegisterCommand sdrSetDetectionLevelHook (2750)
RegisterCommand sdrGetSkillMasteryLevel (2751)
RegisterCommand sdrGetSkillMasteryLevelC (2752)
RegisterCommand sdrGetEffectiveSkillLevel (2753)
RegisterCommand sdrGetEffectiveSkillLevelC (2754)
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\SneakingDetectionRecalibrated.dll (00000002 SneakingDetectionRecalibrated 00000001) loaded correctly
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 0000411A) loaded correctly
patched
HandleNewGameHook
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 1 - Zander - The Great Forest, Level 1, Playing Time 00.04.24.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 1 - Zander - The Great Forest, Level 1, Playing Time 00.04.24.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_1.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_1.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_2.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_2.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 4 - Zander - The Great Forest, Level 1, Playing Time 00.12.19.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 4 - Zander - The Great Forest, Level 1, Playing Time 00.12.19.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_3.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_3.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 6 - Zander - The Great Forest, Level 1, Playing Time 00.16.37.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 6 - Zander - The Great Forest, Level 1, Playing Time 00.16.37.obse
RenameGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_4.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_4.obse
RenameGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 8 - Zander - The Great Forest, Level 1, Playing Time 00.20.08.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 8 - Zander - The Great Forest, Level 1, Playing Time 00.20.08.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 9 - Zander - The Great Forest, Level 1, Playing Time 00.22.51.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 9 - Zander - The Great Forest, Level 1, Playing Time 00.22.51.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_5.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_5.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 11 - Zander - The Colovian Highlands, Level 1, Playing Time 00.27.51.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 11 - Zander - The Colovian Highlands, Level 1, Playing Time 00.27.51.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 12 - Zander - The Colovian Highlands, Level 1, Playing Time 00.31.15.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 12 - Zander - The Colovian Highlands, Level 1, Playing Time 00.31.15.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_6.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_6.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 14 - Zander - The Colovian Highlands, Level 1, Playing Time 00.37.00.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Save 14 - Zander - The Colovian Highlands, Level 1, Playing Time 00.37.00.obse
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_7.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\Streamsave_7.obse
RenameGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Zander\Documents\My Games\Oblivion\Saves\autosave.obse.bak

shaderlist.txt

Spoiler
[Ambient Occlusion]
Volumetric_SSAO.fx=0
Volumetric_SSII.fx=0
Volumetric_SSGI.fx=0
Ring_SSAO.fx=0
Ring_SSAO-q.fx=0
CrysisAO.fx=0
HBAO.fx=0
HDAO.fx=0
HSAO.fx=0
JakobsenAO.fx=0

[Lighting]
Godrays05.fx=0
Godrays06.fx=1
LightShafts_PCS.fx=0

[Filtering]
NormalFilterAA.fx=0
DLAA.fx=0
FXAA2.fx=0
FXAA3.fx=0
MLAA.fx=0
MDLAA.fx=0
MFXAA.fx=0
SMAA.fx=0

[Depth of Field]
Shaped_Bokeh_DoF.fx=0
Bokeh_Hexagon_DoF.fx=0
Bokeh_Circle_DoF.fx=0
Pseudo_Bokeh_DoF.fx=0
CrysisDoF.fx=0
DepthOfField.fx=0

[Misc]
CelShader+EdgeAA.fx=0
ColorEffects.fx=0
ColorMood.fx=0
ENBColorEffect.fx=0
HLSLbleachbypass.fx=0
HLSLColorGrading02.fx=0
HLSLColorGrading03.fx=0
HLSLvignette.fx=0
obsharpen.fx=0
Toon.fx=0
Film16.fx=0
SmartSat.fx=0
Technicolor3.fx=0
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Thu May 03, 2012 9:08 am

Crossfire. You should read a bit more. ;)
User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Thu May 03, 2012 11:43 am

ah so I have to disable CF, weird thing is though that with the LQ on the nexus I never had that problem or the problem with the flickering canopy shadows.

are there any workarounds? disabling CF will probably destroy my FPS.
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Thu May 03, 2012 6:53 am

Installed:
OBGE v3.1rc4
LW v2.1rc4
POM v3.1rc1
Effects v3.1rc3


I get the same problem with Godray06 as rottendeadite on http://www.gamesas.com/index.php?/topic/1246017-relwip-oblivion-graphics-extender/page__view__findpost__p__19077821

Edit again: It seems if I have either Godray06 or any AA effect (I've tested all except maybe Normal Filter AA) enabled along with POM, I get the lines on textures. On http://obge.paradice-insight.us/wiki/Problem_reporting_%28reboot%29 "combed lawn effect" is mentioned, this is the same known issue?

Volumetric_SSAO+Godray06+MFXAA (I'm also in interior, same effect in exterior):
http://i44.tinypic.com/dmr0o6.jpg

Seperated problem: I also see seams close to the horizon in the sky, but I read somewhere this is a known issue with LW? SS: http://i39.tinypic.com/2a91o3d.jpg


shaderlist.txt
Spoiler
[Ambient Occlusion]
Volumetric_SSAO.fx=1
Volumetric_SSII.fx=0
Volumetric_SSGI.fx=0
Ring_SSAO.fx=0
Ring_SSAO-q.fx=0
CrysisAO.fx=0
HBAO.fx=0
HDAO.fx=0
HSAO.fx=0
JakobsenAO.fx=0

[Lighting]
Godrays05.fx=0
Godrays06.fx=1
LightShafts_PCS.fx=0

[Filtering]
NormalFilterAA.fx=0
DLAA.fx=0
FXAA2.fx=0
FXAA3.fx=0
MLAA.fx=0
MDLAA.fx=0
MFXAA.fx=1
SMAA.fx=0

[Depth of Field]
Shaped_Bokeh_DoF.fx=0
Bokeh_Hexagon_DoF.fx=0
Bokeh_Circle_DoF.fx=0
Pseudo_Bokeh_DoF.fx=0
CrysisDoF.fx=0
DepthOfField.fx=0

[Misc]
CelShader+EdgeAA.fx=0
ColorEffects.fx=0
ColorMood.fx=0
ENBColorEffect.fx=0
HLSLbleachbypass.fx=0
HLSLColorGrading02.fx=0
HLSLColorGrading03.fx=0
HLSLvignette.fx=0
obsharpen.fx=0
Toon.fx=0
Film16.fx=0
SmartSat.fx=0
Technicolor3.fx=0

OBGEv2.log with MFXAA enabled:
Spoiler
Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x0279e643
OD3D9: Driver 0x0414b680 constructed from 0x0279e5b4 (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A1R5G5B5, A4R4G4B4, A2B10G10R10, X8B8G8R8, G16R16, A2R10G10B10, A16B16G16R16, Q8W8V8U8, Q16W16V16U16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D16_LOCKABLE (srf), D24S8, D24X8, D16, D32F_LOCKABLE, INTZ, DF24, DF16
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 supported.
OD3D9: Driver 0x0414b680 destructed from 0x027a773e (0 drivers left)
OD3D9: Driver queried from 0x0279e624
OD3D9: Driver 0x0414b680 constructed from 0x0279e5b4 (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A1R5G5B5, A4R4G4B4, A2B10G10R10, X8B8G8R8, G16R16, A2R10G10B10, A16B16G16R16, Q8W8V8U8, Q16W16V16U16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D16_LOCKABLE (srf), D24S8, D24X8, D16, D32F_LOCKABLE, INTZ, DF24, DF16
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 supported.
Replaced depth-stencil by INTZ
OD3D9: Device queried from 0x0076a547
OD3D9: Queue 1, MS-type 0, MS-quality 0
OD3D9: Device 0x0414a9d0 constructed from 0x027a7b76 (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
Depth buffer texture (INTZ) (1680,1050) created OK.
Depth buffer reattached OK. 0
Init: ATIMGPUD.dll queried.
Loading texture (data\textures\effects\water_NRM_2D-xy.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Loading texture (data\textures\effects\water_NRM_2D-c.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-c.dds)
Linking to existing texture (data\textures\effects\water_NRM_2D-xy.dds)
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating effect constants pool.
Creating full screen textures.
Width = 1680, Height = 1050
Format = A8R8G8B8
Loading the effects.
Found texture to load: ssao/RandomNoiseB.dds
Loading texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: ssao/RandomNoiseB.dds
Linking to existing texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\smaa_areatex.dds
Loading texture (data\textures\effects\smaa_areatex.dds)
Found texture to load: effects\smaa_searchtex.dds
Loading texture (data\textures\effects\smaa_searchtex.dds)
Found texture to load: Effects/Hexagon.dds
Creating lod vertex buffers.
Added to list OK.
Found texture to load: ssao/RandomNoiseB.dds
Linking to existing texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: ssao/RandomNoiseB.dds
Linking to existing texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\smaa_areatex.dds
Linking to existing texture (data\textures\effects\smaa_areatex.dds)
Found texture to load: effects\smaa_searchtex.dds
Linking to existing texture (data\textures\effects\smaa_searchtex.dds)
Found texture to load: Effects/Hexagon.dds
Loading the effects.
Loading effect "Volumetric_SSAO.fx" that already exists. Returning index "0" of existing effect.
Loading effect "Volumetric_SSII.fx" that already exists. Returning index "1" of existing effect.
Loading effect "Volumetric_SSGI.fx" that already exists. Returning index "2" of existing effect.
Loading effect "Ring_SSAO.fx" that already exists. Returning index "3" of existing effect.
Loading effect "CrysisAO.fx" that already exists. Returning index "4" of existing effect.
Loading effect "HBAO.fx" that already exists. Returning index "5" of existing effect.
Loading effect "HDAO.fx" that already exists. Returning index "6" of existing effect.
Loading effect "JakobsenAO.fx" that already exists. Returning index "7" of existing effect.
Loading effect "Godrays05.fx" that already exists. Returning index "8" of existing effect.
Loading effect "Godrays06.fx" that already exists. Returning index "9" of existing effect.
Loading effect "NormalFilterAA.fx" that already exists. Returning index "10" of existing effect.
Loading effect "DLAA.fx" that already exists. Returning index "11" of existing effect.
Loading effect "FXAA2.fx" that already exists. Returning index "12" of existing effect.
Loading effect "FXAA3.fx" that already exists. Returning index "13" of existing effect.
Loading effect "MLAA.fx" that already exists. Returning index "14" of existing effect.
Loading effect "MDLAA.fx" that already exists. Returning index "15" of existing effect.
Loading effect "MFXAA.fx" that already exists. Returning index "16" of existing effect.
Loading effect "SMAA.fx" that already exists. Returning index "17" of existing effect.
Loading effect "Shaped_Bokeh_DoF.fx" that already exists. Returning index "18" of existing effect.
Loading effect "Bokeh_Hexagon_DoF.fx" that already exists. Returning index "19" of existing effect.
Loading effect "Bokeh_Circle_DoF.fx" that already exists. Returning index "20" of existing effect.
Loading effect "Pseudo_Bokeh_DoF.fx" that already exists. Returning index "21" of existing effect.
Loading effect "CrysisDoF.fx" that already exists. Returning index "22" of existing effect.
Loading effect "DepthOfField.fx" that already exists. Returning index "23" of existing effect.
Loading effect "CelShader+EdgeAA.fx" that already exists. Returning index "24" of existing effect.
Loading effect "ColorEffects.fx" that already exists. Returning index "25" of existing effect.
Loading effect "ColorMood.fx" that already exists. Returning index "26" of existing effect.
Loading effect "ENBColorEffect.fx" that already exists. Returning index "27" of existing effect.
Loading effect "HLSLbleachbypass.fx" that already exists. Returning index "28" of existing effect.
Loading effect "HLSLColorGrading02.fx" that already exists. Returning index "29" of existing effect.
Loading effect "HLSLColorGrading03.fx" that already exists. Returning index "30" of existing effect.
Loading effect "HLSLvignette.fx" that already exists. Returning index "31" of existing effect.
Loading effect "obsharpen.fx" that already exists. Returning index "32" of existing effect.
Loading effect "Toon.fx" that already exists. Returning index "33" of existing effect.
Loading effect "Film16.fx" that already exists. Returning index "34" of existing effect.
Loading effect "SmartSat.fx" that already exists. Returning index "35" of existing effect.
Loading effect "Technicolor3.fx" that already exists. Returning index "36" of existing effect.
Save-game references to 9 textures.
Error loading texture list: too small.
No mesh data found in save-game.
No effect data in save-game.
LoadEffect (NormalFilterAA.fx) - Script refID = 2c000800 (Managed)
Loading effect "NormalFilterAA.fx" that already exists. Returning index "10" of existing effect.
LoadEffect (Volumetric_SSII.fx) - Script refID = 2c000800 (Managed)
Loading effect "Volumetric_SSII.fx" that already exists. Returning index "1" of existing effect.
LoadEffect (HBAO.fx) - Script refID = 2c000800 (Managed)
Loading effect "HBAO.fx" that already exists. Returning index "5" of existing effect.
LoadEffect (Ring_SSAO.fx) - Script refID = 2c000800 (Managed)
Loading effect "Ring_SSAO.fx" that already exists. Returning index "3" of existing effect.
LoadEffect (Volumetric_SSAO.fx) - Script refID = 2c000800 (Managed)
Loading effect "Volumetric_SSAO.fx" that already exists. Returning index "0" of existing effect.
LoadEffect (DepthOfField.fx) - Script refID = 2c000800 (Managed)
Loading effect "DepthOfField.fx" that already exists. Returning index "23" of existing effect.
LoadEffect (CrysisDoF.fx) - Script refID = 2c000800 (Managed)
Loading effect "CrysisDoF.fx" that already exists. Returning index "22" of existing effect.
LoadEffect (Bokeh_Circle_DoF.fx) - Script refID = 2c000800 (Managed)
Loading effect "Bokeh_Circle_DoF.fx" that already exists. Returning index "20" of existing effect.
LoadEffect (Bokeh_Hexagon_DoF.fx) - Script refID = 2c000800 (Managed)
Loading effect "Bokeh_Hexagon_DoF.fx" that already exists. Returning index "19" of existing effect.
LoadEffect (Pseudo_Bokeh_DoF.fx) - Script refID = 2c000800 (Managed)
Loading effect "Pseudo_Bokeh_DoF.fx" that already exists. Returning index "21" of existing effect.
LoadEffect (Godrays.fx) - Script refID = 2c000800 (Managed)
LoadEffect (CelShader+EdgeAA.fx) - Script refID = 2c000800 (Managed)
Loading effect "CelShader+EdgeAA.fx" that already exists. Returning index "24" of existing effect.
LoadEffect (ColorEffects.fx) - Script refID = 2c000800 (Managed)
Loading effect "ColorEffects.fx" that already exists. Returning index "25" of existing effect.
LoadEffect (ColorMood.fx) - Script refID = 2c000800 (Managed)
Loading effect "ColorMood.fx" that already exists. Returning index "26" of existing effect.
LoadEffect (ENBColorEffect.fx) - Script refID = 2c000800 (Managed)
Loading effect "ENBColorEffect.fx" that already exists. Returning index "27" of existing effect.
LoadEffect (HLSLbleachbypass.fx) - Script refID = 2c000800 (Managed)
Loading effect "HLSLbleachbypass.fx" that already exists. Returning index "28" of existing effect.
LoadEffect (HLSLColorGrading02.fx) - Script refID = 2c000800 (Managed)
Loading effect "HLSLColorGrading02.fx" that already exists. Returning index "29" of existing effect.
LoadEffect (HLSLColorGrading03.fx) - Script refID = 2c000800 (Managed)
Loading effect "HLSLColorGrading03.fx" that already exists. Returning index "30" of existing effect.
LoadEffect (HLSLvignette.fx) - Script refID = 2c000800 (Managed)
Loading effect "HLSLvignette.fx" that already exists. Returning index "31" of existing effect.
LoadEffect (obsharpen.fx) - Script refID = 2c000800 (Managed)
Loading effect "obsharpen.fx" that already exists. Returning index "32" of existing effect.
LoadEffect (Water.fx) - Script refID = 1e000ed5 (Managed)
Found texture to load: effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Found texture to load: effects\water_NRM_3D.dds
Loading texture (data\textures\effects\water_NRM_3D.dds)
Received ExitGame message.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Thu May 03, 2012 1:37 pm

If I'm getting lots of flickering and eventually a black screen when I use spells when outdoors, could that be a problem with PCS or LLOD?

I have a GTX 560ti running on Windows 7 Ultimate 64-bit

OBGEv2.log: http://pastebin.com/tWAMrg02

OBSE.log: http://pastebin.com/inHYGHxx

Shaderslist.txt: http://pastebin.com/deE7dFqi


I have this exact same problem but I never get a completely black screen. I don't have PCS or LLOd though.

Edit: Going to the version on tesnexus seems to have solved the problem.

Edit: Got the RC version working. All I had to do was enable HDR.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Thu May 03, 2012 2:53 pm

Hey guys, how have you been?

I'm getting a weird glitch with the support plugin menu that did not happen in my other install at all.

I can't activate shaders in the menu, because when I shift/ctrl click *any* shader, activated or not, the menu quits and the shader stays turned off.

I tried loading only oblivion.esm and the support plugin with no other modules at all and it still happens.
I'm using the latest DarkUi

Thanks for any ideas.
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Thu May 03, 2012 4:53 pm

I am getting a softness with godrays or AA. AO seems to not cause this problem.

godrays on
[img]http://steamcommunity.com/profiles/76561197987259724/screenshot/632986848144643876/?tab=public[/img]

godrays off
[img]http://steamcommunity.com/profiles/76561197987259724/screenshot/632986848144645222/?tab=public[/img]

Win 7 Prem. 64-bit
GTX 570

Spoiler
Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x03ede643
OD3D9: Driver 0x03f98508 constructed from 0x03ede5b4 (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A2B10G10R10, G16R16, A2R10G10B10, A16B16G16R16, L8, L16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D24S8, D24X8, D16, D32F_LOCKABLE, INTZ
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 not supported.
OD3D9: Driver 0x03f98508 destructed from 0x03ee773e (0 drivers left)
OD3D9: Driver queried from 0x03ede624
OD3D9: Driver 0x03f98508 constructed from 0x03ede5b4 (1 drivers available)
OD3D9: Supported render-targets: A8R8G8B8, X8R8G8B8, R5G6B5, X1R5G5B5, A2B10G10R10, G16R16, A2R10G10B10, A16B16G16R16, L8, L16, R16F, G16R16F, A16B16G16R16F, R32F, G32R32F, A32B32G32R32F, NULL
OD3D9: Supported depth-stencils: D24S8, D24X8, D16, D32F_LOCKABLE, INTZ
OD3D9: NULL has multi-sample support: yes
OD3D9: Fetch4 not supported.
Replaced depth-stencil by INTZ
OD3D9: Device queried from 0x0076a547
OD3D9: Queue 1, MS-type 0, MS-quality 0
OD3D9: Device 0x03f96928 constructed from 0x03ee7b76 (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer reattached OK. 0
Init: NVCPL.dll queried.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating effect constants pool.
Creating full screen textures.
Width = 1920, Height = 1080
Format = A16B16G16R16F
Loading the effects.
Found texture to load: ssao/RandomNoiseB.dds
Loading texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: ssao/RandomNoiseB.dds
Linking to existing texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\smaa_areatex.dds
Loading texture (data\textures\effects\smaa_areatex.dds)
Found texture to load: effects\smaa_searchtex.dds
Loading texture (data\textures\effects\smaa_searchtex.dds)
Found texture to load: Effects/Hexagon.dds
Creating lod vertex buffers.
Added to list OK.
Found texture to load: ssao/RandomNoiseB.dds
Linking to existing texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: ssao/RandomNoiseB.dds
Linking to existing texture (data\textures\ssao/RandomNoiseB.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\mlaa_area.dds
Linking to existing texture (data\textures\effects\mlaa_area.dds)
Found texture to load: effects\smaa_areatex.dds
Linking to existing texture (data\textures\effects\smaa_areatex.dds)
Found texture to load: effects\smaa_searchtex.dds
Linking to existing texture (data\textures\effects\smaa_searchtex.dds)
Found texture to load: Effects/Hexagon.dds
Loading the effects.
Loading effect "Volumetric_SSAO.fx" that already exists. Returning index "0" of existing effect.
Loading effect "Volumetric_SSII.fx" that already exists. Returning index "1" of existing effect.
Loading effect "Volumetric_SSGI.fx" that already exists. Returning index "2" of existing effect.
Loading effect "Ring_SSAO.fx" that already exists. Returning index "3" of existing effect.
Loading effect "CrysisAO.fx" that already exists. Returning index "4" of existing effect.
Loading effect "HBAO.fx" that already exists. Returning index "5" of existing effect.
Loading effect "HDAO.fx" that already exists. Returning index "6" of existing effect.
Loading effect "JakobsenAO.fx" that already exists. Returning index "7" of existing effect.
Loading effect "Godrays05.fx" that already exists. Returning index "8" of existing effect.
Loading effect "Godrays06.fx" that already exists. Returning index "9" of existing effect.
Loading effect "NormalFilterAA.fx" that already exists. Returning index "10" of existing effect.
Loading effect "DLAA.fx" that already exists. Returning index "11" of existing effect.
Loading effect "FXAA2.fx" that already exists. Returning index "12" of existing effect.
Loading effect "FXAA3.fx" that already exists. Returning index "13" of existing effect.
Loading effect "MLAA.fx" that already exists. Returning index "14" of existing effect.
Loading effect "MDLAA.fx" that already exists. Returning index "15" of existing effect.
Loading effect "MFXAA.fx" that already exists. Returning index "16" of existing effect.
Loading effect "SMAA.fx" that already exists. Returning index "17" of existing effect.
Loading effect "Shaped_Bokeh_DoF.fx" that already exists. Returning index "18" of existing effect.
Loading effect "Bokeh_Hexagon_DoF.fx" that already exists. Returning index "19" of existing effect.
Loading effect "Bokeh_Circle_DoF.fx" that already exists. Returning index "20" of existing effect.
Loading effect "Pseudo_Bokeh_DoF.fx" that already exists. Returning index "21" of existing effect.
Loading effect "CrysisDoF.fx" that already exists. Returning index "22" of existing effect.
Loading effect "DepthOfField.fx" that already exists. Returning index "23" of existing effect.
Loading effect "CelShader+EdgeAA.fx" that already exists. Returning index "24" of existing effect.
Loading effect "ColorEffects.fx" that already exists. Returning index "25" of existing effect.
Loading effect "ColorMood.fx" that already exists. Returning index "26" of existing effect.
Loading effect "ENBColorEffect.fx" that already exists. Returning index "27" of existing effect.
Loading effect "HLSLbleachbypass.fx" that already exists. Returning index "28" of existing effect.
Loading effect "HLSLColorGrading02.fx" that already exists. Returning index "29" of existing effect.
Loading effect "HLSLColorGrading03.fx" that already exists. Returning index "30" of existing effect.
Loading effect "HLSLvignette.fx" that already exists. Returning index "31" of existing effect.
Loading effect "obsharpen.fx" that already exists. Returning index "32" of existing effect.
Loading effect "Toon.fx" that already exists. Returning index "33" of existing effect.
Loading effect "Film16.fx" that already exists. Returning index "34" of existing effect.
Loading effect "SmartSat.fx" that already exists. Returning index "35" of existing effect.
Loading effect "Technicolor3.fx" that already exists. Returning index "36" of existing effect.
No texture data found in save-game.
No mesh data found in save-game.
No effect data in save-game.
LoadEffect (NormalFilterAA.fx) - Script refID = 8000800 (Managed)
Loading effect "NormalFilterAA.fx" that already exists. Returning index "10" of existing effect.
LoadEffect (Volumetric_SSII.fx) - Script refID = 8000800 (Managed)
Loading effect "Volumetric_SSII.fx" that already exists. Returning index "1" of existing effect.
LoadEffect (HBAO.fx) - Script refID = 8000800 (Managed)
Loading effect "HBAO.fx" that already exists. Returning index "5" of existing effect.
LoadEffect (Ring_SSAO.fx) - Script refID = 8000800 (Managed)
Loading effect "Ring_SSAO.fx" that already exists. Returning index "3" of existing effect.
LoadEffect (Volumetric_SSAO.fx) - Script refID = 8000800 (Managed)
Loading effect "Volumetric_SSAO.fx" that already exists. Returning index "0" of existing effect.
LoadEffect (DepthOfField.fx) - Script refID = 8000800 (Managed)
Loading effect "DepthOfField.fx" that already exists. Returning index "23" of existing effect.
LoadEffect (CrysisDoF.fx) - Script refID = 8000800 (Managed)
Loading effect "CrysisDoF.fx" that already exists. Returning index "22" of existing effect.
LoadEffect (Bokeh_Circle_DoF.fx) - Script refID = 8000800 (Managed)
Loading effect "Bokeh_Circle_DoF.fx" that already exists. Returning index "20" of existing effect.
LoadEffect (Bokeh_Hexagon_DoF.fx) - Script refID = 8000800 (Managed)
Loading effect "Bokeh_Hexagon_DoF.fx" that already exists. Returning index "19" of existing effect.
LoadEffect (Pseudo_Bokeh_DoF.fx) - Script refID = 8000800 (Managed)
Loading effect "Pseudo_Bokeh_DoF.fx" that already exists. Returning index "21" of existing effect.
LoadEffect (Godrays.fx) - Script refID = 8000800 (Managed)
LoadEffect (CelShader+EdgeAA.fx) - Script refID = 8000800 (Managed)
Loading effect "CelShader+EdgeAA.fx" that already exists. Returning index "24" of existing effect.
LoadEffect (ColorEffects.fx) - Script refID = 8000800 (Managed)
Loading effect "ColorEffects.fx" that already exists. Returning index "25" of existing effect.
LoadEffect (ColorMood.fx) - Script refID = 8000800 (Managed)
Loading effect "ColorMood.fx" that already exists. Returning index "26" of existing effect.
LoadEffect (ENBColorEffect.fx) - Script refID = 8000800 (Managed)
Loading effect "ENBColorEffect.fx" that already exists. Returning index "27" of existing effect.
LoadEffect (HLSLbleachbypass.fx) - Script refID = 8000800 (Managed)
Loading effect "HLSLbleachbypass.fx" that already exists. Returning index "28" of existing effect.
LoadEffect (HLSLColorGrading03.fx) - Script refID = 8000800 (Managed)
Loading effect "HLSLColorGrading03.fx" that already exists. Returning index "30" of existing effect.
LoadEffect (HLSLvignette.fx) - Script refID = 8000800 (Managed)
Loading effect "HLSLvignette.fx" that already exists. Returning index "31" of existing effect.
LoadEffect (obsharpen.fx) - Script refID = 8000800 (Managed)
Loading effect "obsharpen.fx" that already exists. Returning index "32" of existing effect.
Received ExitGame message.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.

Spoiler
OBSE: initialize (version = 20.6 010201A0)
oblivion root = g:\steam\steamapps\common\oblivion\
plugin directory = g:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\
checking plugin g:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin g:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin g:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
RegisterCommand LoadCubeTexture (2115)
RegisterCommand LoadVolumeTexture (2116)
RegisterCommand ReleaseTexture (2117)
RegisterCommand LoadEffect (2118)
RegisterCommand EnableEffect (2119)
RegisterCommand DisableEffect (211A)
RegisterCommand ReleaseEffect (211B)
RegisterCommand SetEffectConstantB (211C)
RegisterCommand SetEffectConstantI (211D)
RegisterCommand SetEffectConstantF (211E)
RegisterCommand SetEffectConstantV (211F)
RegisterCommand SetEffectSamplerTexture (2120)
RegisterCommand IsEffectEnabled (2121)
RegisterCommand SetShaderConstantB (2122)
RegisterCommand SetShaderConstantI (2123)
RegisterCommand SetShaderConstantF (2124)
RegisterCommand SetShaderSamplerTexture (2125)
RegisterCommand GetEffects (2126)
RegisterCommand GetEffectConstantHelps (2127)
RegisterCommand GetEffectConstantTypes (2128)
RegisterCommand GetEffectConstantHelp (2129)
RegisterCommand GetEffectConstantType (212A)
RegisterCommand GetEffectConstantB (212B)
RegisterCommand GetEffectConstantI (212C)
RegisterCommand GetEffectConstantF (212D)
RegisterCommand GetEffectConstantV (212E)
RegisterCommand GetEffectSamplerTexture (212F)
plugin g:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin g:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\obse_jail_fix.dll
plugin g:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\obse_jail_fix.dll (00000002 jail fix 00000001) loaded correctly
checking plugin g:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin g:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly
patched
loading from U:\Users\Michael\Documents\My Games\Oblivion\Saves\Save 2 - fdgfdg - City Isle, Level 1, Playing Time 00.15.02.obse
Reading mod list from co-save
Loading strings
Loading array variables
DoLoadGameHook: U:\Users\Michael\Documents\My Games\Oblivion\Saves\Save 2 - fdgfdg - City Isle, Level 1, Playing Time 00.15.02.ess
loading from U:\Users\Michael\Documents\My Games\Oblivion\Saves\Save 2 - fdgfdg - City Isle, Level 1, Playing Time 00.15.02.obse

Spoiler
[Ambient Occlusion]
Volumetric_SSAO.fx=0
Volumetric_SSII.fx=0
Volumetric_SSGI.fx=0
Ring_SSAO.fx=0
Ring_SSAO-q.fx=0
CrysisAO.fx=0
HBAO.fx=0
HDAO.fx=0
HSAO.fx=0
JakobsenAO.fx=0
[Lighting]
Godrays05.fx=0
Godrays06.fx=1
LightShafts_PCS.fx=0
[Filtering]
NormalFilterAA.fx=0
DLAA.fx=0
FXAA2.fx=0
FXAA3.fx=0
MLAA.fx=0
MDLAA.fx=0
MFXAA.fx=0
SMAA.fx=0
[Depth of Field]
Shaped_Bokeh_DoF.fx=0
Bokeh_Hexagon_DoF.fx=0
Bokeh_Circle_DoF.fx=0
Pseudo_Bokeh_DoF.fx=0
CrysisDoF.fx=0
DepthOfField.fx=0
[Misc]
CelShader+EdgeAA.fx=0
ColorEffects.fx=0
ColorMood.fx=0
ENBColorEffect.fx=0
HLSLbleachbypass.fx=0
HLSLColorGrading02.fx=0
HLSLColorGrading03.fx=0
HLSLvignette.fx=0
obsharpen.fx=0
Toon.fx=0
Film16.fx=0
SmartSat.fx=0
Technicolor3.fx=0
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

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