Oblivion Graphics Extender

Post » Fri May 27, 2011 6:58 am

I for one would be most appreciative if you throw us salivating tech heads a bone.... :D


I concur, i would like to see how much i can ruin my game :P ( wannabe tech-head may be an appropriate name for me)


You mean like this:

http://dl.getdropbox.com/u/519253/TestShaderv1.zip the test plug-in I promised a few days ago. You should now be able to play around with the depth buffer. Yay!

I haven't had time to test it on my nVidia laptop but it should work OK. If not then let me know. It's also not very stable. There's lots a ways you can crash it, like if you alt-tab out of the game.


I'm working on getting the game's constants at the moment which will take a little time. Please remember that I'm writing this as I decode stuff from the Oblivion executable.
User avatar
Joey Bel
 
Posts: 3487
Joined: Sun Jan 07, 2007 9:44 am

Post » Fri May 27, 2011 10:30 am

Hello all,
Depthbuffer is good enough for the required mask to render godrays shader. One missing thing is sun position in screenspace and vector for the blur. Great work Scanti! :thumbsup:

Unfortunately due to Oblivion's HDR and how it renders sun, sun is not the brightest place of the sky. Moon is brighter. Clouds are brighter than sun too. And HDR plus sunglare make things worse. All sky lits up, when looking towards sun.

In Morrowind, we do our HDR and bloom so I can access raw frame. My Morrowind method, may not work with Oblivion. This means I may not make it with just a brightpass. I have to learn more about stuff, which will make the progress a little slower.

@scanti,
Depth is not working without HDR. :confused:
8800(g92) gts 512MB.

@salivaters,
Things are coming along real well. A little patience please.

@IlmrynAkios,
Good info. Thanks Ilmryn.

PS. In Morrowind, we have AA, and depth still works. We broke it once, but it was sky reflections.

PPS. And some water imagery from Morrowind:
http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc04/Morrowind-MGE-Crysis.jpg
Close up of new http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot9-3.jpg. Screenshot from http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1047048&view=findpost&p=15207414

Bonus:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc04/Morrowind-MGE-3dmaxfirsttutorial.jpg
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Thu May 26, 2011 10:15 pm

Bonus:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc04/Morrowind-MGE-3dmaxfirsttutorial.jpg


This picture has made me go back to morrowind once before. Damit vtastek havent i told you about this before, I'm trying to go to bed man, let a brother get some sleep.

:P seriously i love that picture, it looks so real! and good luck with the god rays man! Im sure you'll get it soon enough!
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Fri May 27, 2011 3:39 am

My pictures on why oblivion needs new water.

http://i668.photobucket.com/albums/vv47/AmpolX/mge4.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/mge3.jpg

and new fog settings. I love range vertex fog for mge

http://i668.photobucket.com/albums/vv47/AmpolX/mge1.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/mge2.jpg
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Fri May 27, 2011 7:08 am

Hello all,
Depthbuffer is good enough for the required mask to render godrays shader. One missing thing is sun position in screenspace and vector for the blur. Great work Scanti! :thumbsup:

Unfortunately due to Oblivion's HDR and how it renders sun, sun is not the brightest place of the sky. Moon is brighter. Clouds are brighter than sun too. And HDR plus sunglare make things worse. All sky lits up, when looking towards sun.

Would it be possible to run OB in standard mode (without bloom/HDR) and use OBGE to render the HDR? Well, yes I'm sure it's possible - more accurately - would it be practical?

PPS. And some water imagery from Morrowind:
http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc04/Morrowind-MGE-Crysis.jpg
Close up of new http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot9-3.jpg. Screenshot from http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1047048&view=findpost&p=15207414

Bonus:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc04/Morrowind-MGE-3dmaxfirsttutorial.jpg

Seriously Morrowind is starting to look better than Oblivion graphics wise.

Whatever happened to the good ol' days when game developers would release their source code after so many years? Ie http://sourceforge.net/projects/doomlegacy/ or http://scp.indiegames.us/. I know it's not gonna happen, but I can only imagine what you guys could do with access to the graphics engine source code for OB or for Morrowind.
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Fri May 27, 2011 7:52 am

My pictures on why oblivion needs new water.

http://i668.photobucket.com/albums/vv47/AmpolX/mge4.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/mge3.jpg

and new fog settings. I love range vertex fog for mge

http://i668.photobucket.com/albums/vv47/AmpolX/mge1.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/mge2.jpg


Pretty ridiculous pictures..
What else is going on besides those two effects? I think i detect a very subtle full screen blur/bloom?
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Fri May 27, 2011 9:29 am

Its a combo of SSAO, Sunshaft rays, my tweaked bloom shader, and the ENB series for post processing effect file

It has gaussian blur shader too.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Fri May 27, 2011 1:19 am

Hello all,
Depthbuffer is good enough for the required mask to render godrays shader. One missing thing is sun position in screenspace and vector for the blur. Great work Scanti! :thumbsup:

Unfortunately due to Oblivion's HDR and how it renders sun, sun is not the brightest place of the sky. Moon is brighter. Clouds are brighter than sun too. And HDR plus sunglare make things worse. All sky lits up, when looking towards sun.

In Morrowind, we do our HDR and bloom so I can access raw frame. My Morrowind method, may not work with Oblivion. This means I may not make it with just a brightpass. I have to learn more about stuff, which will make the progress a little slower.

@scanti,
Depth is not working without HDR. :confused:
8800(g92) gts 512MB.


OK I've done some tests and it's not exactly the HDR shader that the code needs. It needs any Oblivion shader to execute before my shader does. Try activating the nighteye shader and the depth buffer should work while the nighteye shader is active. There was a bunch of code I left out of my shader code as it looked like I didn't need it. It now looks like I do. Looks like I have some more work to do. :(
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Fri May 27, 2011 7:41 am

@scanti,
Depth is not working without HDR. :confused:
8800(g92) gts 512MB
Seems like I missed something - I thought that the depth buffer was readable only on ATi cards.
User avatar
Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Fri May 27, 2011 3:22 am

Seems like I missed something - I thought that the depth buffer was readable only on ATi cards.


No I fixed it so it should work with both nVidia and Ati cards.
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Fri May 27, 2011 1:32 am

No I fixed it so it should work with both nVidia and Ati cards.
:thumbsup: I take that the previously cited link pointed to the latest build that was released.

btw, I suggest implementing serialization callbacks for loaded shaders - Something TimeSlip couldn't do back then. Not really necessary, but it's absence is an annoyance nonetheless.

EDIT: Any plans on incorporating your imagespace spoofer into the new code base ?
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Fri May 27, 2011 11:58 am

Small update

I redid my DoF shader to take into account some of the things that were mentioned in that Starcraft 2 pdf that's floating about. (I think tombofsoldier linked to it), mostly the 'rules of DoF' bit, where it states that near objects can blur onto far objects, but not vice versa, and that in focus bits shouldn't be accounted in any blurring. It looks a lot better now, aside from some issues with the actual gaussian blur I've got being a bit rubbish, producing some ghosting. It still looks better than the previous blur though. Hopefully IlmrynAkios can help with that though. :)

Some pics:

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion2009-10-1815-31-36-15.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion2009-10-1815-31-38-15.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion2009-10-1815-31-39-70.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion2009-10-1818-25-47-90.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion2009-10-1818-26-13-26.jpg

They're not very clear, but there you go. :shrug: I don't have a high-res setup either. The last two are taken in Aleswell, so there might be a chameleoned innkeeper in the backround.

EDIT: Blegh, those pics look horrible, dunno what happened to them. They're also old, since I've got the alpha channels blending properly now.

EDIT 2: This is probably for Scanti, but does anyone know a way of having shaders work off a timer? ATM if the focus depth (depth of where crosshair is pointing) changes, then the blur will change to accommodate this instantly. However, we all know about eye adaption speed, and I'd like to factor this in if possible. The only timer method I've come accross would require one to be exposed to the shader from the OBSE plugin code, which I can't do. :( Is there already a method available for me to use, or has this just turned into a request?

At the moment OBGE only remembers what was written in the last pass. I could fairly easily make it so it remembers a set number of passes instead. i.e the last 3 passes. Of course it will eat into your card's vram doing so.

I don't actually need any more passes, I figured out how to do it with only the one. :)
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Fri May 27, 2011 9:06 am

:thumbsup: :wub: DoF is looking good
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Fri May 27, 2011 7:57 am

wow these are looking great
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Fri May 27, 2011 4:07 am

Is there anyway we can contact Phal to help with godrays working or a new water shader? His MGE stuff is very beautiful!

(screens by me)
http://i668.photobucket.com/albums/vv47/AmpolX/rays01.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/rays02.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/rays03.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/water01-1.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/water02-1.jpg
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Fri May 27, 2011 9:03 am

Is there anyway we can contact Phal to help with godrays working or a new water shader? His MGE stuff is very beautiful!

(screens by me)
http://i668.photobucket.com/albums/vv47/AmpolX/rays01.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/rays02.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/rays03.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/water01-1.jpg
http://i668.photobucket.com/albums/vv47/AmpolX/water02-1.jpg


WOW NICE PIC"S here some real ones i found http://www.terragalleria.com/pictures-subjects/sunrays/ :bigsmile:
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Fri May 27, 2011 3:35 am

Those real pics are amazing.
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Fri May 27, 2011 7:33 am

Is there anyway we can contact Phal to help with godrays working or a new water shader? His MGE stuff is very beautiful!

If the authors of MGE shaders give permission, converting shaders is real easy. In fact just changing three words is enough to convert all mge shaders to obge. The problem is variables for them:
Here is the code for finding sun position.

variables
float3 suncol;float3 eyevec;float3 eyepos;float3 sunpos;float sunvis;float waterlevel;float fogrange;


static const float3 sundir = -normalize(sunpos);static const float2 texproj = 0.5f * float2( 1 , - rcpres.y / rcpres.x ) / tan(radians(fov * 0.5));static const float d = dot(eyevec,sunpos);static const float3 sunview_v = mul(sunpos/d, mview);static const float2 sunview = (0.5).xx + sunview_v.xy * texproj;

This is the third iteration and most accurate one. First iteration was using a less accurate but working one with eyevec and sunpos only.

First iteration. Only sunpos and eyevec.
static const float3 sundir = -normalize(sunpos);static float t =  tan(radians(fov * 0.5));static const float3 t1 = normalize(cross(eyevec,float3(0,0,1)));static const float3 t2 = normalize(cross(eyevec,t1));static const float2 proj = float2(dot(sundir,t1),dot(sundir,t2));static const float d = sqrt(1-(proj.x*proj.x)-(proj.y*proj.y));static const float2 sunview = float2(0.5,0.5) - 0.5f * float2( proj.x/d , proj.y/d * rcpres.y / rcpres.x )/t;



PS. What can you do with shaders is amazing. Just found a new way to use depth.
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/splashshader/Morrowind-MGE-Vivec1.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/splashshader/Morrowind-MGE-alit2.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/splashshader/Morrowind-MGE-deskdetail.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/splashshader/Morrowind-MGE-dremora.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/splashshader/Morrowind-MGE-guar4.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/splashshader/Morrowind-MGE-jiub2.jpg
More:http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/splashshader/

That was an extension of toon shader:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/cel%20shader/Morrowind-MGE-boatontheriver.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/cel%20shader/Morrowind-MGE-darkness2.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/cel%20shader/Morrowind-MGE-libraryclose.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/cel%20shader/Morrowind-MGE-Okami.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/cel%20shader/Morrowind-MGE-mushrooms.jpg
More:http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/cel%20shader/

Bonus:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc06/Morrowind-MGE-rivershot.jpg
More: http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc06/
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Fri May 27, 2011 5:13 am

wow. :shocking:
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Fri May 27, 2011 7:40 am

Just a thought as I was driving home from a friend's house tonight (at 12:30 am). Would it be possible to do volumetric LOD fog?
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Fri May 27, 2011 8:19 am

Very nice/weird vtastek. Those effects/shaders would make a nice mod by themselves... I know I'd get a kick out of playing with it! :twirl:
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Fri May 27, 2011 1:07 pm

I have no idea what you all have been eating but you are all cooking up some amassing stuff. You make me all exited to go back and play / mod this game again.
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Fri May 27, 2011 1:13 am

Someone requested a heat haze shader, I forget who. I've decided to attempt this next, once I'm happy with the DoF shader. :)

I think it would look super-cool to see this effect not only on fires, but on flame spells too, and another possibility would be to replace the (IMHO) crappy refraction shader Oblivion Gates use, since I reckon that's supposed to be heat haze. Hopefully I can pull it off. Though as for my DoF, I need access to a timer, so hopefully Scanti can help with that.

I should even be able to get those little glowing embers in too. Though that uses particles, and I'm not sure how that stuff works. It may require stuff I don't have access to.

EDIT: Heat haze seems to use vertex shaders, so a) I hope I can do stuff with them with Scanti's latest stuff, and B) I'll have to learn about them.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Thu May 26, 2011 9:54 pm

WOW wrinklyninja your on fire :chaos: , working on something new every time you post (almost).

I have never thought about it before but yeah, a heat haze shader would be uber cool. :rock:

Looking forward to see some eyecandy :icecream:
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Thu May 26, 2011 10:50 pm

More like I'm enthusiastic, and making headway through brute force (ie. time spent working on it). I think I spent friday (had the afternoon free) and saturday just writing the DoF shader. :P

But I am eager to see if the heat haze is possible.

EDIT: I just got the idea to download the Crysis Wars SDK, it says it's got source code amongst other stuff, I wonder if this includes shaders? That would be super cool.

EDIT 2: Turns out that the shaders are easily accessible with just Crysis Wars installed, no need for SDK. This could help with my understanding on how to do stuff...
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

PreviousNext

Return to IV - Oblivion