[WIPREL] Oblivion Graphics Extender

Post » Fri Jul 13, 2012 11:14 pm

I read that the vanilla shaders can now be replaced in v3, does it mean that the night eye shader could be changed to a 'variable magnitude' one?
I have no idea to write or manipulate shaders though, and it seems quite a bit more difficult than simple scripting. To start with something simpler, if I wanted to create a simple shader that darkens the screen in a scale from 1 to 100, with 1 being no difference from no shader and 100 a totally black screen, manipulating the magnitude from a script, how should I proceed? Even a direction to a general tutorial would suffice me.

If you want to program shaders you have to understand how Oblivion internally works more than anything else. I don't think you can learn real shader programming from scratch using OBGE as "graphics"-engine. Post-effects are fairly simple and I suggest the "EnhancedSeasons.fx" as a base-example.

I'm a bit confused... Could you explain why you can't make Oblivion's specular pass read specular maps?

There is no specular pass. There is an integral lighting formula in the shaders (Phong) and it's fed with specular-power (in the Phong-sense) taken out of the alpha-channel of normal maps. Without changing Phong, you'll always get Phong.
What you ask for requires changing the entire graphics-engine at it's core, and I don't have the source-code of Oblivion.

If that's the case then it just kicks in too early when using PCS. You can see a blue sun even when you're not looking directly at it.

It was a joke! ;)
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri Jul 13, 2012 7:09 pm

Great work so far! Make Oblivion look awesome.

Niceties out of the way, i'm having some oddities with the Sky.

This picture kind of shows what I mean, taken on a sunny day around midday. Above me the clouds are nice and white, but all around the horizon they are black.

http://img833.imageshack.us/img833/893/middaysunhorizon.jpg

Taken from Frostcrag itself, you can clearly see the strange colour gradiations.

http://img163.imageshack.us/img163/2429/viewfromfrostcrag.jpg

Another weird one is during the early morning - an hour or two after dawn. If you stand on the bridge by the Prison and look up towards Frostcrag the entire right hand side of the sky (eastern hemisphere) is light - but the western hemisphere is pitch black. (It's more pronounced on a clear day)

http://img195.imageshack.us/img195/6875/panoramafj.jpg

Graphics card is a ATI 6950.

OBGE.ini
Spoiler
[DepthBuffer]
bUseDepthBuffer=1
bUseRAWZfix=1
[Effects]
bUseEffectList=1
sEffectDirectory=data\shaders\
sEffectListFile=data\shaders\shaderlist.txt
bUseLegacyCompiler=0
bOptimize=1
bRenderHalfScreen=0
bPurgeOnNewGame=0
bNoShadersInMenus=0
bTailEffects=0
[ScreenBuffers]
iBufferTexturesNumBits=0
iBufferRawZDepthNumBits=0
iReflectionMapSize=0
iWaterHeightMapSize=0
iWaterDisplacementMapSize=0
iAutoGenerateMipMaps=2
iBufferZDepthNumBits=0
[Serialization]
bSaveData=http://forums.bethsoft.com/topic/1206911-wiprel-oblivion-graphics-extender/0
bLoadData=http://forums.bethsoft.com/topic/1206911-wiprel-oblivion-graphics-extender/0
[PluginInterOp]
bEnableInterOp=0
[General]
bEnabled=1
[Shaders]
bUseShaderOverride=1
bUseLegacyCompiler=0
bSaveShaderOverride=1
bCompileSources=1
bRuntimeSources=1
bOptimize=1
bMaximumSM=0
bUpgradeSM1X=0
sShaderOverrideDirectory=data\shaders\override\
[Textures]
bPurgeOnNewGame=0

shaderlist.txt
Spoiler
Volumetric_SSAO.fx
LightShafts_PCS.fx
HLSLbleachbypass.fx
MDLAA.fx

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 0x02f776d7
OD3D9: Driver 0x031085a8 constructed from 0x02f77643 (1 drivers available)
OD3D9: Driver 0x031085a8 destructed from 0x02f7d7c5 (0 drivers left)
OD3D9: Driver queried from 0x02f776b8
OD3D9: Driver 0x031085a8 constructed from 0x02f77643 (1 drivers available)
OD3D9: Device queried from 0x0076a547
OD3D9: Device 0x03107970 constructed from 0x02f7d8bb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1920,1200) created OK.
Depth buffer attached OK. 0
Init: ATIMGPUD.dll queried.
Loading texture (data\textures\sky/pcs/OptDpta_2D.dds)
Loading texture (data\textures\sky/pcs/HTD_3D_ho.dds)
Loading texture (data\textures\sky/pcs/ScPh_1D.dds)
Loading texture (data\textures\sky/pcs/Sun_025k.dds)
Loading texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/HTD_3D_ho.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/ScPh_1D.dds)
Linking to existing texture.
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Loading texture (data\textures\effects\water_NRM.dds)
Loading texture (data\textures\effects\water_NRM.dds)
Linking to existing texture.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating full screen textures.
Width = 1920, Height = 1200
Format = A8R8G8B8
Loading the effects.
Shader compiling messages occured in data\shaders\LightShafts_PCS.fx:
includes/Sun.hlsl(137,58): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(104,33): warning X3206: 'mul': implicit truncation of vector type
X:\tes\oblivion\memory(104,21): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(114,2): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(234,9): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(277,40): error X3004: undeclared identifier 'EFFECTCOND_ACHANNEL'
X:\tes\oblivion\memory(277,6): error X3012: 'conditions': missing value

Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Added to list OK.
Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Linking to existing texture.
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading disabled in INI file.
Creating shader vertex buffers.
Effect (NormalFilterAA.fx) - Script refID = 1c000800
Effect (Volumetric_SSII.fx) - Script refID = 1c000800
Effect (HBAO.fx) - Script refID = 1c000800
Effect (Ring_SSAO.fx) - Script refID = 1c000800
Shader compiling messages occured in data\shaders\Ring_SSAO.fx:
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero

Effect (Volumetric_SSAO.fx) - Script refID = 1c000800
Loading effect that already exists. Returning index of existing effect.
Effect (DepthOfField.fx) - Script refID = 1c000800
Effect (CrysisDoF.fx) - Script refID = 1c000800
Effect (Bokeh_Circle_DoF.fx) - Script refID = 1c000800
Effect (Bokeh_Hexagon_DoF.fx) - Script refID = 1c000800
Effect (Pseudo_Bokeh_DoF.fx) - Script refID = 1c000800
Effect (Godrays.fx) - Script refID = 1c000800
Effect (CelShader+EdgeAA.fx) - Script refID = 1c000800
Effect (ColorEffects.fx) - Script refID = 1c000800
Shader compiling messages occured in data\shaders\ColorEffects.fx:
X:\tes\oblivion\memory(175,12): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (ColorMood.fx) - Script refID = 1c000800
Effect (ENBColorEffect.fx) - Script refID = 1c000800
Effect (HLSLbleachbypass.fx) - Script refID = 1c000800
Loading effect that already exists. Returning index of existing effect.
Effect (HLSLColorGrading03.fx) - Script refID = 1c000800
Effect (HLSLvignette.fx) - Script refID = 1c000800
Shader compiling messages occured in data\shaders\HLSLvignette.fx:
X:\tes\oblivion\memory(59,29): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (obsharpen.fx) - Script refID = 1c000800
Shader (AmbientDungeons.fx) - Script refID = 14000ed3
Effect (Water.fx) - Script refID = 10000ed5
Found filename : effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Received load game message.
Loading a game.
Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Linking to existing texture.
Found filename : effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading disabled in INI file.
Effect (Water.fx) - Script refID = 10000ed5
Loading effect that already exists. Returning index of existing effect.
Received save game message.
Saving a game.
Saving disabled in INI file.
Received ExitGame message.
Calling Release Device
Releasing effect vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.

Am I doing something wrong or is this just the current state of play with it? (Also have the HDR & POM addons installed)
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Fri Jul 13, 2012 5:45 pm

I have a question: When do we get the new update? :)
User avatar
James Smart
 
Posts: 3362
Joined: Sun Nov 04, 2007 7:49 pm

Post » Sat Jul 14, 2012 2:35 am

Great work so far! Make Oblivion look awesome.

Niceties out of the way, i'm having some oddities with the Sky.

This picture kind of shows what I mean, taken on a sunny day around midday. Above me the clouds are nice and white, but all around the horizon they are black.

http://img833.imageshack.us/img833/893/middaysunhorizon.jpg

Taken from Frostcrag itself, you can clearly see the strange colour gradiations.

http://img163.imageshack.us/img163/2429/viewfromfrostcrag.jpg

Another weird one is during the early morning - an hour or two after dawn. If you stand on the bridge by the Prison and look up towards Frostcrag the entire right hand side of the sky (eastern hemisphere) is light - but the western hemisphere is pitch black. (It's more pronounced on a clear day)

http://img195.imageshack.us/img195/6875/panoramafj.jpg

Graphics card is a ATI 6950.

OBGE.ini
Spoiler
[DepthBuffer]
bUseDepthBuffer=1
bUseRAWZfix=1
[Effects]
bUseEffectList=1
sEffectDirectory=data\shaders\
sEffectListFile=data\shaders\shaderlist.txt
bUseLegacyCompiler=0
bOptimize=1
bRenderHalfScreen=0
bPurgeOnNewGame=0
bNoShadersInMenus=0
bTailEffects=0
[ScreenBuffers]
iBufferTexturesNumBits=0
iBufferRawZDepthNumBits=0
iReflectionMapSize=0
iWaterHeightMapSize=0
iWaterDisplacementMapSize=0
iAutoGenerateMipMaps=2
iBufferZDepthNumBits=0
[Serialization]
bSaveData=http://forums.bethsoft.com/topic/1206911-wiprel-oblivion-graphics-extender/0
bLoadData=http://forums.bethsoft.com/topic/1206911-wiprel-oblivion-graphics-extender/0
[PluginInterOp]
bEnableInterOp=0
[General]
bEnabled=1
[Shaders]
bUseShaderOverride=1
bUseLegacyCompiler=0
bSaveShaderOverride=1
bCompileSources=1
bRuntimeSources=1
bOptimize=1
bMaximumSM=0
bUpgradeSM1X=0
sShaderOverrideDirectory=data\shaders\override\
[Textures]
bPurgeOnNewGame=0

shaderlist.txt
Spoiler
Volumetric_SSAO.fx
LightShafts_PCS.fx
HLSLbleachbypass.fx
MDLAA.fx

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 0x02f776d7
OD3D9: Driver 0x031085a8 constructed from 0x02f77643 (1 drivers available)
OD3D9: Driver 0x031085a8 destructed from 0x02f7d7c5 (0 drivers left)
OD3D9: Driver queried from 0x02f776b8
OD3D9: Driver 0x031085a8 constructed from 0x02f77643 (1 drivers available)
OD3D9: Device queried from 0x0076a547
OD3D9: Device 0x03107970 constructed from 0x02f7d8bb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1920,1200) created OK.
Depth buffer attached OK. 0
Init: ATIMGPUD.dll queried.
Loading texture (data\textures\sky/pcs/OptDpta_2D.dds)
Loading texture (data\textures\sky/pcs/HTD_3D_ho.dds)
Loading texture (data\textures\sky/pcs/ScPh_1D.dds)
Loading texture (data\textures\sky/pcs/Sun_025k.dds)
Loading texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/HTD_3D_ho.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/ScPh_1D.dds)
Linking to existing texture.
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Loading texture (data\textures\effects\water_NRM.dds)
Loading texture (data\textures\effects\water_NRM.dds)
Linking to existing texture.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating full screen textures.
Width = 1920, Height = 1200
Format = A8R8G8B8
Loading the effects.
Shader compiling messages occured in data\shaders\LightShafts_PCS.fx:
includes/Sun.hlsl(137,58): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(104,33): warning X3206: 'mul': implicit truncation of vector type
X:\tes\oblivion\memory(104,21): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(114,2): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(234,9): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(277,40): error X3004: undeclared identifier 'EFFECTCOND_ACHANNEL'
X:\tes\oblivion\memory(277,6): error X3012: 'conditions': missing value

Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Added to list OK.
Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Linking to existing texture.
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading disabled in INI file.
Creating shader vertex buffers.
Effect (NormalFilterAA.fx) - Script refID = 1c000800
Effect (Volumetric_SSII.fx) - Script refID = 1c000800
Effect (HBAO.fx) - Script refID = 1c000800
Effect (Ring_SSAO.fx) - Script refID = 1c000800
Shader compiling messages occured in data\shaders\Ring_SSAO.fx:
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero

Effect (Volumetric_SSAO.fx) - Script refID = 1c000800
Loading effect that already exists. Returning index of existing effect.
Effect (DepthOfField.fx) - Script refID = 1c000800
Effect (CrysisDoF.fx) - Script refID = 1c000800
Effect (Bokeh_Circle_DoF.fx) - Script refID = 1c000800
Effect (Bokeh_Hexagon_DoF.fx) - Script refID = 1c000800
Effect (Pseudo_Bokeh_DoF.fx) - Script refID = 1c000800
Effect (Godrays.fx) - Script refID = 1c000800
Effect (CelShader+EdgeAA.fx) - Script refID = 1c000800
Effect (ColorEffects.fx) - Script refID = 1c000800
Shader compiling messages occured in data\shaders\ColorEffects.fx:
X:\tes\oblivion\memory(175,12): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (ColorMood.fx) - Script refID = 1c000800
Effect (ENBColorEffect.fx) - Script refID = 1c000800
Effect (HLSLbleachbypass.fx) - Script refID = 1c000800
Loading effect that already exists. Returning index of existing effect.
Effect (HLSLColorGrading03.fx) - Script refID = 1c000800
Effect (HLSLvignette.fx) - Script refID = 1c000800
Shader compiling messages occured in data\shaders\HLSLvignette.fx:
X:\tes\oblivion\memory(59,29): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (obsharpen.fx) - Script refID = 1c000800
Shader (AmbientDungeons.fx) - Script refID = 14000ed3
Effect (Water.fx) - Script refID = 10000ed5
Found filename : effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Received load game message.
Loading a game.
Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Linking to existing texture.
Found filename : effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading disabled in INI file.
Effect (Water.fx) - Script refID = 10000ed5
Loading effect that already exists. Returning index of existing effect.
Received save game message.
Saving a game.
Saving disabled in INI file.
Received ExitGame message.
Calling Release Device
Releasing effect vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.

Am I doing something wrong or is this just the current state of play with it? (Also have the HDR & POM addons installed)


Did you happen to install the Physically Correct Sky and then removed it at a later point? Cause BAIN fails to remove some files from the \textures\sky\override directory and that causes this effect.

These are are the files you'll need to manually remove:

Spoiler
override\
SKY.pso.hlsl
SKY.vso.hlsl
SKYCLOUDS.vso.hlsl
SKYCLOUDSFADE.vso.hlsl
SKYCLOUDSI.vso.hlsl
SKYFAR.vso.hlsl
SKYHORIZFADE.vso.hlsl
SKYOCC.vso.hlsl
SKYQUAD.vso.hlsl
SKYQUADSI.vso.hlsl
SKYSHORIZFADE.pso.hlsl
SKYSI.pso.hlsl
SKYSICLOUDS.pso.hlsl
SKYSISUN.pso.hlsl
SKYSUNOCCL.pso.hlsl
SKYT.vso.hlsl
SKYTEX.pso.hlsl
SKYTEXFADE.pso.hlsl
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Fri Jul 13, 2012 4:25 pm

I have this strange issue where if I activate a blur shader (I'm using the Crysis one) and the in game HDR option my screen gets blurred constantly even when I focus on something. Doesn't affect UI.
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Fri Jul 13, 2012 11:48 pm

There is no specular pass. There is an integral lighting formula in the shaders (Phong) and it's fed with specular-power (in the Phong-sense) taken out of the alpha-channel of normal maps. Without changing Phong, you'll always get Phong.
What you ask for requires changing the entire graphics-engine at it's core, and I don't have the source-code of Oblivion.

Now we're getting somewhere... Is there any way to change how Phong determines specular intensity?
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Sat Jul 14, 2012 2:13 am

Now we're getting somewhere... Is there any way to change how Phong determines specular intensity?

Sure. I don't like Phong very much though.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Sat Jul 14, 2012 12:01 am

Neither do I, that's why I'm asking if it's possible to get rid of the rubbery, undetailed shine some things have that are supposed to be "shiny", which would be best handled by looking for something that looks like a specular map first before using an alpha's normal.
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Sat Jul 14, 2012 1:21 am

Neither do I, that's why I'm asking if it's possible to get rid of the rubbery, undetailed shine some things have that are supposed to be "shiny", which would be best handled by looking for something that looks like a specular map first before using an alpha's normal.

You can use the specular channel in the normal map for that.
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Fri Jul 13, 2012 3:53 pm

No, I'm not going through this loop again... Would images be useful to convey what I'm trying to say here?
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Fri Jul 13, 2012 10:15 pm

Did you happen to install the Physically Correct Sky and then removed it at a later point? Cause BAIN fails to remove some files from the \textures\sky\override directory and that causes this effect.

These are are the files you'll need to manually remove:

Spoiler
override\
SKY.pso.hlsl
SKY.vso.hlsl
SKYCLOUDS.vso.hlsl
SKYCLOUDSFADE.vso.hlsl
SKYCLOUDSI.vso.hlsl
SKYFAR.vso.hlsl
SKYHORIZFADE.vso.hlsl
SKYOCC.vso.hlsl
SKYQUAD.vso.hlsl
SKYQUADSI.vso.hlsl
SKYSHORIZFADE.pso.hlsl
SKYSI.pso.hlsl
SKYSICLOUDS.pso.hlsl
SKYSISUN.pso.hlsl
SKYSUNOCCL.pso.hlsl
SKYT.vso.hlsl
SKYTEX.pso.hlsl
SKYTEXFADE.pso.hlsl

I got bitten by that the first time I tried it, so have got in the habit of removing OBGE, Shaders, Water etc etc in BASH, deleting the override folder completely then reinstalling. So no it's not that.
User avatar
Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Fri Jul 13, 2012 9:12 pm

Ive been trying to install OBGE v3 with the new Wip shaders for the best part of the day now but I can''t get them to work..
I have tried it via the BAIN and manual way. The stand alone shaders all seem to work but the Wip ones dont. The readmes included with the wipz are not very clear on how to actually load the shaders into the game.

Windows 7 Ultimate x64
ATI XFX 4870 1GB Black Edition

OBGEv2.log0:

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 0x027c76d7
OD3D9: Driver 0x035ce438 constructed from 0x027c7643 (1 drivers available)
OD3D9: Driver 0x035ce438 destructed from 0x027cd7c5 (0 drivers left)
OD3D9: Driver queried from 0x027c76b8
OD3D9: Driver 0x035ce438 constructed from 0x027c7643 (1 drivers available)
OD3D9: Device queried from 0x0076a547
OD3D9: Device 0x035cd8d0 constructed from 0x027cd8bb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
Init: ATIMGPUD.dll queried.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating full screen textures.
Width = 1920, Height = 1080
Format = A8R8G8B8
Loading the effects.
Added to list OK.
Loading the effects.
Save file links 3 textures.
Error loading texture list: too small.
No effect data in save file.
Effect (NormalFilterAA.fx) - Script refID = 2000800
Effect (Volumetric_SSII.fx) - Script refID = 2000800
Effect (HBAO.fx) - Script refID = 2000800
Effect (Ring_SSAO.fx) - Script refID = 2000800
Shader compiling messages occured in data\shaders\Ring_SSAO.fx:
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero

Effect (Volumetric_SSAO.fx) - Script refID = 2000800
Effect (DepthOfField.fx) - Script refID = 2000800
Effect (CrysisDoF.fx) - Script refID = 2000800
Effect (Bokeh_Circle_DoF.fx) - Script refID = 2000800
Effect (Bokeh_Hexagon_DoF.fx) - Script refID = 2000800
Effect (Pseudo_Bokeh_DoF.fx) - Script refID = 2000800
Effect (Godrays.fx) - Script refID = 2000800
Effect (CelShader+EdgeAA.fx) - Script refID = 2000800
Effect (ColorEffects.fx) - Script refID = 2000800
Shader compiling messages occured in data\shaders\ColorEffects.fx:
D:\Bethesda Softworks\Oblivion\memory(175,12): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (ColorMood.fx) - Script refID = 2000800
Effect (ENBColorEffect.fx) - Script refID = 2000800
Effect (HLSLbleachbypass.fx) - Script refID = 2000800
Effect (HLSLColorGrading03.fx) - Script refID = 2000800
Effect (HLSLvignette.fx) - Script refID = 2000800
Shader compiling messages occured in data\shaders\HLSLvignette.fx:
D:\Bethesda Softworks\Oblivion\memory(59,29): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (obsharpen.fx) - Script refID = 2000800
Received ExitGame message.
Calling Release Device
Releasing effect vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.


OBSE.log0:

Spoiler
OBSE: initialize (version = 20.6 010201A0)
oblivion root = D:\Bethesda Softworks\Oblivion\
plugin directory = D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\ConScribe.dll
SetOpcodeBase 000025A0
RegisterCommand Scribe (25A0)
RegisterCommand RegisterLog (25A1)
RegisterCommand UnregisterLog (25A2)
RegisterCommand GetRegisteredLogNames (25A3)
RegisterCommand ReadFromLog (25A4)
RegisterCommand GetLogLineCount (25A5)
RegisterCommand DeleteLinesFromLog (25A6)
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\ConScribe.dll (00000001 ConScribe 00000009) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NPC_tex_tweak.dll
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NPC_tex_tweak.dll (00000001 NPC_tex_tweak 00000001) loaded correctly
checking plugin D:\Bethesda Softworks\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)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
RegisterCommand mqAlterCustomClass (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 mqInsertXML (25E4)
SetOpcodeBase 000025E5
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
SetOpcodeBase 000025ED
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
SetOpcodeBase 000025EF
RegisterCommand Kyoma_Test (25EF)
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000001 OBSE_Kyoma_MenuQue 00000003) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004118) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctly
patched
OBSE: deinitialize

No Shaderlist.

Its regenerating the ini now so thats good. But still no new wip shaders..
User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Fri Jul 13, 2012 7:30 pm

Hi again. It seems all my friends are on an Oblivion craze so I figured I'd drop by again and say hi/maybe write a few shaders. No rest for the wicked, it seems, as you all continue to amaze.

Seeing that we've also made some strides understanding the shader system would anyone mind giving me a breakdown of the known shader pipelines? The HDR solution in particular is somewhat confusing as it doesn't really follow any others I'm familiar with. I'd like to get an Uncharted/filmic tone mapper in place but I'm not quite sure what goes where.

EDIT:

Ive been trying to install OBGE v3 with the new Wip shaders for the best part of the day now but I can''t get them to work..
I have tried it via the BAIN and manual way. The stand alone shaders all seem to work but the Wip ones dont. The readmes included with the wipz are not very clear on how to actually load the shaders into the game.

Windows 7 Ultimate x64
ATI XFX 4870 1GB Black Edition

OBGEv2.log0:

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 0x027c76d7
OD3D9: Driver 0x035ce438 constructed from 0x027c7643 (1 drivers available)
OD3D9: Driver 0x035ce438 destructed from 0x027cd7c5 (0 drivers left)
OD3D9: Driver queried from 0x027c76b8
OD3D9: Driver 0x035ce438 constructed from 0x027c7643 (1 drivers available)
OD3D9: Device queried from 0x0076a547
OD3D9: Device 0x035cd8d0 constructed from 0x027cd8bb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
Init: ATIMGPUD.dll queried.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating full screen textures.
Width = 1920, Height = 1080
Format = A8R8G8B8
Loading the effects.
Added to list OK.
Loading the effects.
Save file links 3 textures.
Error loading texture list: too small.
No effect data in save file.
Effect (NormalFilterAA.fx) - Script refID = 2000800
Effect (Volumetric_SSII.fx) - Script refID = 2000800
Effect (HBAO.fx) - Script refID = 2000800
Effect (Ring_SSAO.fx) - Script refID = 2000800
Shader compiling messages occured in data\shaders\Ring_SSAO.fx:
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,26): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero
D:\Bethesda Softworks\Oblivion\memory(167,10): warning X4008: floating point division by zero

Effect (Volumetric_SSAO.fx) - Script refID = 2000800
Effect (DepthOfField.fx) - Script refID = 2000800
Effect (CrysisDoF.fx) - Script refID = 2000800
Effect (Bokeh_Circle_DoF.fx) - Script refID = 2000800
Effect (Bokeh_Hexagon_DoF.fx) - Script refID = 2000800
Effect (Pseudo_Bokeh_DoF.fx) - Script refID = 2000800
Effect (Godrays.fx) - Script refID = 2000800
Effect (CelShader+EdgeAA.fx) - Script refID = 2000800
Effect (ColorEffects.fx) - Script refID = 2000800
Shader compiling messages occured in data\shaders\ColorEffects.fx:
D:\Bethesda Softworks\Oblivion\memory(175,12): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (ColorMood.fx) - Script refID = 2000800
Effect (ENBColorEffect.fx) - Script refID = 2000800
Effect (HLSLbleachbypass.fx) - Script refID = 2000800
Effect (HLSLColorGrading03.fx) - Script refID = 2000800
Effect (HLSLvignette.fx) - Script refID = 2000800
Shader compiling messages occured in data\shaders\HLSLvignette.fx:
D:\Bethesda Softworks\Oblivion\memory(59,29): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (obsharpen.fx) - Script refID = 2000800
Received ExitGame message.
Calling Release Device
Releasing effect vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.


OBSE.log0:

Spoiler
OBSE: initialize (version = 20.6 010201A0)
oblivion root = D:\Bethesda Softworks\Oblivion\
plugin directory = D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\ConScribe.dll
SetOpcodeBase 000025A0
RegisterCommand Scribe (25A0)
RegisterCommand RegisterLog (25A1)
RegisterCommand UnregisterLog (25A2)
RegisterCommand GetRegisteredLogNames (25A3)
RegisterCommand ReadFromLog (25A4)
RegisterCommand GetLogLineCount (25A5)
RegisterCommand DeleteLinesFromLog (25A6)
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\ConScribe.dll (00000001 ConScribe 00000009) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NPC_tex_tweak.dll
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NPC_tex_tweak.dll (00000001 NPC_tex_tweak 00000001) loaded correctly
checking plugin D:\Bethesda Softworks\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)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
RegisterCommand mqAlterCustomClass (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 mqInsertXML (25E4)
SetOpcodeBase 000025E5
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
SetOpcodeBase 000025ED
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
SetOpcodeBase 000025EF
RegisterCommand Kyoma_Test (25EF)
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000001 OBSE_Kyoma_MenuQue 00000003) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004118) loaded correctly
checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll
plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctly
patched
OBSE: deinitialize

No Shaderlist.

Its regenerating the ini now so thats good. But still no new wip shaders..

I had this problem too. The missing link is that the current OBGEv3 distribution ships with shader compilation disabled and doesn't tell you about this. Crack open your OBGE.ini file, and under the [Shaders] heading change bCompileSources and bOptimize to 1, then save. You should notice the difference the next time you run the game :)
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Fri Jul 13, 2012 3:21 pm

Hi again. It seems all my friends are on an Oblivion craze so I figured I'd drop by again and say hi/maybe write a few shaders. No rest for the wicked, it seems, as you all continue to amaze.

Seeing that we've also made some strides understanding the shader system would anyone mind giving me a breakdown of the known shader pipelines? The HDR solution in particular is somewhat confusing as it doesn't really follow any others I'm familiar with. I'd like to get an Uncharted/filmic tone mapper in place but I'm not quite sure what goes where.

EDIT:



I had this problem too. The missing link is that the current OBGEv3 distribution ships with shader compilation disabled and doesn't tell you about this. Crack open your OBGE.ini file, and under the [Shaders] heading change bCompileSources and bOptimize to 1, then save. You should notice the difference the next time you run the game :)


Thanks that worked. Sky is a bit borked though but I guess thats part of the wip process ( sldsmkd has the same issue on the previous page):). About the POM shader, do I have to take one of the .fx files out of the Shaders\override\includes\References folder and place it directly into the shaders folder? Same goes for the HDR shader, how do I load it up?
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Sat Jul 14, 2012 2:56 am

Thanks that worked. Sky is a bit borked though but I guess thats part of the wip process:). About the POM shader, do I have to take one of the .fx files out of the Shaders\override\includes\References folder and place it directly into the shaders folder? Same goes for the HDR shader, how do I load it up?
Just dump the archive contents into /Data/ like they say in the readme, though I think both need work before you'd want to play with them on. The POM implementation doesn't appear to fog right (leading to the 'dark' objects in the distance, as has been pointed out) and also swims like a motherf**ker on my box.The new tonemapper looks pretty good once you comment out a few lines in HDR006/HDR007.pso.hlsl; there's a few different uncommented adaptation methods in both that stack with each other and leave the scene sort of washed-out.

The sky, however, looks really awesome. There's a bit of an inconsistency with vanilla Oblivion weather whereupon distant land will be somewhat brighter than the sky, but in general they nail it.
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Fri Jul 13, 2012 6:02 pm

I have this strange issue where if I activate a blur shader (I'm using the Crysis one) and the in game HDR option my screen gets blurred constantly even when I focus on something. Doesn't affect UI.

If you are using an ATI card go into the Control Centre and Jones around for a setting about optimizing surfaces (or similar) - turn that off.
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Sat Jul 14, 2012 4:32 am

Googling around I found that you're probably referring to Enable Surface Format Optimization, but I'll be damned if I can find such an option :(

EDIT
Had to disable Catalyst AI.
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Fri Jul 13, 2012 8:04 pm

From that Skyrim fan inteview, "The PC version also gets higher res textures, larger render modes, and a bunch of other effects you can scale up if your machine is a beast."

Though I don't know what "larger render modes" means, I think I'm totally right to stay un-disappointed until the release~! (to whoever said it would be a total console port a few threads back)
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Fri Jul 13, 2012 2:56 pm

From that Skyrim fan inteview, "The PC version also gets higher res textures, larger render modes, and a bunch of other effects you can scale up if your machine is a beast."

Though I don't know what "larger render modes" means, I think I'm totally right to stay un-disappointed until the release~! (to whoever said it would be a total console port a few threads back)
Larger render modes means be able to play in higher resolutions ... I guess?
It's going to be the same way like it has been since Morrowind I think. As Todd has said before... all platforms will be forced to look equally good (in my opinion equally mediocre).
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Fri Jul 13, 2012 1:01 pm

Oh, higher resolutions, duhhh.

Yeah I don't know, I'm going to wait until I find out about those "other effects" before I give up on my dream of them going the extra mile for the PC.
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Fri Jul 13, 2012 8:57 pm

Hi again. It seems all my friends are on an Oblivion craze so I figured I'd drop by again and say hi/maybe write a few shaders. No rest for the wicked, it seems, as you all continue to amaze.

Seeing that we've also made some strides understanding the shader system would anyone mind giving me a breakdown of the known shader pipelines? The HDR solution in particular is somewhat confusing as it doesn't really follow any others I'm familiar with. I'd like to get an Uncharted/filmic tone mapper in place but I'm not quite sure what goes where.

Register on the wiki and participate in our regular chat-sessions. :)
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Sat Jul 14, 2012 12:50 am

Oh, higher resolutions, duhhh.

Yeah I don't know, I'm going to wait until I find out about those "other effects" before I give up on my dream of them going the extra mile for the PC.
I'm guessing view distances for different kinds of objects (like before), as well as shadow resolution. Can't think of anything more right now.

I truly hope Bethesda will add some nice looking feature for the PC though...:confused:
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Fri Jul 13, 2012 4:32 pm

I don't know what version of OBGE Andoran is using, but surely it is http://www.youtube.com/watch?feature=player_embedded&v=UoTFPoAjTq4

BTW I got lost in previous thread, did someone found a fix for the black godrays ?
Even with v6 I still have dark ones coming out of treetops and roofs edges
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Fri Jul 13, 2012 3:19 pm

I've got it to work now. The only thing still messed up is depth of field. It appears as if it cant focus anymore so the entire screen is fuzzy.. Other than that, great work so far!
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Fri Jul 13, 2012 1:25 pm

I don't know what version of OBGE Andoran is using, but surely it is http://www.youtube.com/watch?feature=player_embedded&v=UoTFPoAjTq4

BTW I got lost in previous thread, did someone found a fix for the black godrays ?
Even with v6 I still have dark ones coming out of treetops and roofs edges

They only took OBGE as a base and developed it independant from the OBGE team (Ethatron, tomerk and so on) as far as I know.
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

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