Doubt it, bethesda loves the gamebryo engine too much.
Oh how painfully true this is. It is of course my greatest wish that they hadn't started actual game development yet and are considering CryEngine 3 for its awesome forests (http://mycryengine.com/images/gallery/Integrated%20Vegetation%20and%20Terrain%20Cover%20Generation%20System.jpg, http://mycryengine.com/images/gallery/Dynamic%20Volumetric%20Light%20Beams%20and%20Light%20Shaft%20Effects.jpg, http://mycryengine.com/images/gallery/Natural%20World%20Effects.jpg, http://img6.abload.de/img/mycryengine_com_backgry6qh.jpg) ... But I digress. :/
Edit for clarification: The stuff below is involving Nvidia's SSAO implementation and has nothing to do with OBGE shaders. This can be toggled through the application nHancer with the Fallout 3 AO settings. (Look in my last post for more details)... I'm not working on any shaders myself, at least not right at the moment.
I mentioned in one of my last posts that I got the Nvidia SSAO working (finally) in Oblivion. It of course is Nvidia-card ONLY, and I feel the effect isn't as strong as it could be. During the beta drivers where this was implemented you used to be able to choose Off/Low/Medium/High, but now it's just Off/On, and on seems "Low".
Anyway, here is a comparison shot: http://i59.photobucket.com/albums/g304/jw0ollard/Oblivion/ScreenShot0.png / http://i59.photobucket.com/albums/g304/jw0ollard/Oblivion/ScreenShot1.png
It's clearly most obvious in the bookcases, as it should be. (Lots of tight spaces)
If the implementation is pretty standard as far as SSAO goes, there are several graphical issues that may need to be faced whenever someone creates an OBGE SSAO shader... Namely the dark spot on floors where the "light shafts" intersect, as I talked about in my last post, and I recently discovered when swimming underwater that SSAO must not know about the "fog effect" shader and does not adjust its contrast accordingly.
The fix for the latter would be very simple, I think. Eventually there will be a better underwater shader (chromatic dispersion, caustics, fog, wavy-ness), which could then just be applied
after SSAO, no?
I had a few other SSAO comparison shots, but I haven't yet bothered to resize and crop them... Maybe I will sometime. Since the Nvidia implementation is so weak, though, it's not very remarkable. I'm also doing this on a
completely vanilla reinstall, so my Oblivion shots aren't that great to look at anyway. =p