Oblivion Graphics Extender

Post » Fri May 27, 2011 2:58 am

Checkout the Oblivion Shadow Project maybe they have good inspiring info:
http://ccgi.garrettn.plus.com/
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N Only WhiTe girl
 
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Post » Thu May 26, 2011 11:13 pm

We're hoping to achieve more than just shadows. Im actually content on not having shadows. I would really love to see a proper DoF, Godrays, and a SSAO shader first.
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Amie Mccubbing
 
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Post » Fri May 27, 2011 2:13 am

Depth of field is actually what I've just decided to try first, seeing as I've got all the building blocks to hand for that already. I'm hoping I can do it right! :)

I, on the other hand, would also love to see static shadows.
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Suzy Santana
 
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Post » Fri May 27, 2011 12:51 pm

Depth of field is actually what I've just decided to try first, seeing as I've got all the building blocks to hand for that already. I'm hoping I can do it right! :)

I, on the other hand, would also love to see static shadows.

Sounds great. But for static shadows, would a shader really be used for that?!?
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TWITTER.COM
 
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Post » Fri May 27, 2011 1:42 pm

I'm not sure, but as long as you can get the vector positions of the statics, then it is possible. Whether or not there is a better way, I don't know. I'm still a noob when it comes to shaders. :)

OK, I really don't get this. :( I understand that you can access the depth buffer from a shader, but what in it can you access? In Scanti's testshader, he's got a 2d texture from it, which he then does stuff to make it look nice, and display that, but how do you access information on objects (like their depth) in the buffer? Are there parts to the buffer like you've got the .r/.g/.b/.a parts to a 2d texture?

Shader noob wanting help! Please? I have cookies...
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Manuela Ribeiro Pereira
 
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Post » Thu May 26, 2011 10:42 pm

Good god, that is too epic for words. If we can emulate the effects of just a fraction of that engine, Oblivion would look almost twice as realistic.

Dude, watching that video brings a tear to my eye.... I think Bethesda's too closely tied to their GameBryo engine to consider it, but CryEngine is a FAR superior engine. I figured that out when I loaded up Crysis and had better graphics quality AND better performance than with Oblivion.

So does anyone have any news on an implementation of dynamic shadows from statics? To me, that's far more important for realism than godrays. And godrays without shadows is more immersion killing than immersion creating. And it seems to me the shader implementation should be relatively similar for both of them.
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Dina Boudreau
 
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Post » Fri May 27, 2011 6:14 am

I'd be happy to try it, but I don't have the know-how on how to get information on stuff from the depth buffer, I've only ever worked in 2D. Unless someone is willing to teach me?

EDIT: Read up a little, and I now know that the buffer stores the depth of each pixel's nearest object. What I want to know is: what do the four indices of the vector that Scanti's testshader computes? Are they colors and one depth, and if so, which is which? Looking at the code, I'm guessing that the last three are color related, as Scanti sets them to 0 to get black on near objects, so I'm also guessing from that that the other one must be related to depth, as that one is the only one left to vary, and that must lead to the color variation. Am I right?

EDIT 2: OK, so playing around with it, it seems that for the float4(x,y,z,a), x is the colour of the farthest pixels, and a is the colour of the nearest pixels. I have no idea what the other two are though. Oh, and I was thinking that DoF would need a camera vector, but just realised that it can be done by finding the depth of the centre pixel of the screen, which is where the crosshair should be, and therefore what you're looking at. Now to find out how to do that...
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gandalf
 
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Post » Fri May 27, 2011 12:19 pm

So does anyone have any news on an implementation of dynamic shadows from statics? To me, that's far more important for realism than godrays. And godrays without shadows is more immersion killing than immersion creating. And it seems to me the shader implementation should be relatively similar for both of them.

Dynamic shadows is being worked on in the oblivion shadow project but im not sure if a shader can do it. From what I read on the MGE threads, they failed with shaders and shadows. The buggy, but only way, is to follow RPG-blackdragons way by making the statics creatures from activator scripts. Its a very buggy process and when the game has way too many creature loaded, performance goes out the roof.
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Laura Wilson
 
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Post » Thu May 26, 2011 10:06 pm

Progress! :D

I've gotten a blur effect increasing into the distance from the camera working. Now it's a matter of fixing it around the depth of the centre pixel, and having the blur go both ways, and then it should be working as expected. I'd post some screenies, but I'm working in depth-buffer land ATM, so it's all just black and white, and the effect isn't very noticeable.

Hopefully I should have this done by the end of the weekend, seeing how much time I get.

EDIT: @ Scanti: Is the constant rcpres a vector with two indices? I'm a bit confused by the readme.
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Rebekah Rebekah Nicole
 
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Post » Thu May 26, 2011 10:17 pm

Nice work wrinklyninja! Looking forward to screenies
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gary lee
 
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Post » Fri May 27, 2011 11:16 am

Sounds great wrinklyninja :goodjob:
Can`t wait to see those screenshots :twirl:
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josh evans
 
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Post » Fri May 27, 2011 11:06 am

Dynamic shadows is being worked on in the oblivion shadow project but im not sure if a shader can do it. From what I read on the MGE threads, they failed with shaders and shadows. The buggy, but only way, is to follow RPG-blackdragons way by making the statics creatures from activator scripts. Its a very buggy process and when the game has way too many creature loaded, performance goes out the roof.

Doh! I just saw the above link. That's what I get for reading all but the last page of posts.... Sorry for the redundancy.

:edit:
There's not much there, though....
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CRuzIta LUVz grlz
 
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Post » Fri May 27, 2011 8:47 am

Doh! I just saw the above link. That's what I get for reading all but the last page of posts.... Sorry for the redundancy.

No need to say sorry, happens to the best of us
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Bird
 
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Post » Fri May 27, 2011 2:39 am

OK, here's screenies, since we all love eye-candy:

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion2009-10-1622-31-56-25.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion2009-10-1622-32-04-49.jpg

I should state that the blur is being applied from the camera into the distance, so it isn't actually how DoF works, which is from the distance of what the player is looking at and away from that. It also probably uses the wrong blur effect, the one I've got is ripped straight from ScreenEffects, it's commented as being poisson disc blur. I'll probably end up changing it if I don't think it looks right.

Other than that, enjoy! :D
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Shae Munro
 
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Post » Thu May 26, 2011 11:04 pm

Progress! :D

I've gotten a blur effect increasing into the distance from the camera working. Now it's a matter of fixing it around the depth of the centre pixel, and having the blur go both ways, and then it should be working as expected. I'd post some screenies, but I'm working in depth-buffer land ATM, so it's all just black and white, and the effect isn't very noticeable.

Hopefully I should have this done by the end of the weekend, seeing how much time I get.

EDIT: @ Scanti: Is the constant rcpres a vector with two indices? I'm a bit confused by the readme.


It's a float array so:

float rcpres[2];

rcpres[0] = 1/width
rcpres[1] = 1/height

Edit: Nice dof effect. :thumbsup:
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Melly Angelic
 
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Post » Fri May 27, 2011 9:43 am

@ Scanti: Thanks for the speedy reply, and your OBSE plugin! :D
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Kari Depp
 
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Post » Fri May 27, 2011 6:39 am

DoF looks good, kinda hard to notice but such progress so fast. :D
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sarah simon-rogaume
 
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Post » Fri May 27, 2011 8:09 am

DOWNLOAD NAO KTHX.
(I wish to dike around with this)
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Melung Chan
 
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Post » Fri May 27, 2011 9:45 am

OK, stuck again. :( Damn this learning curve. :P

I can't think of how to get the info of only the centre pixel. Is there a way this can be done, perhaps by constraining the sampler to a set of coordinates encompassing that pixel?

Once again, e-cookies are on offer. :)
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Batricia Alele
 
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Post » Fri May 27, 2011 12:21 am

OK, stuck again. :( Damn this learning curve. :P

I can't think of how to get the info of only the centre pixel. Is there a way this can be done, perhaps by constraining the sampler to a set of coordinates encompassing that pixel?

Once again, e-cookies are on offer. :)

tex2d(yourDepthSampler, 0.5, 0.5)

GIMMEH GIMMEH GIMMEH
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Damned_Queen
 
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Post » Fri May 27, 2011 11:01 am

Great news. I am moving to dorm right now. I think I will be able to play with it tomorrow. :intergalactic:
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Latino HeaT
 
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Post » Fri May 27, 2011 2:49 am

@ IlmrynAkios: That did the trick. I should have thought of that myself though, in hindsight it's fairly obvious. :facepalm: I'll get onto applything the blur onto that right away. And then I'll upload it somewhere for you to muck around with. I can only dream of what you'll do. :)
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Jack Moves
 
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Post » Fri May 27, 2011 8:25 am

@ IlmrynAkios: That did the trick. I should have thought of that myself though, in hindsight it's fairly obvious. :facepalm: I'll get onto applything the blur onto that right away. And then I'll upload it somewhere for you to muck around with. I can only dream of what you'll do. :)

*unintelligible gibbering*

BTW, Scanti-- have you messed with auto-MIPmap generation at all? Infinity Ward made a really awesome http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html for CoD4 we can likely pilfer.
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Nomee
 
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Post » Fri May 27, 2011 12:13 am

*unintelligible gibbering*

BTW, Scanti-- have you messed with auto-MIPmap generation at all? Infinity Ward made a really awesome http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html for CoD4 we can likely pilfer.


I thought about it. The problem is that a MIPmap texture must have it's dimensions as a power of two. i.e. 128 x 128, 256 x 256 etc. That means I have to find some way of resampling the frame buffer without messing up it's aspect ratio and distorting it.
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Joanne
 
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Post » Thu May 26, 2011 11:27 pm

Well, for what it's worth, put me down for wanting godrays, water caustics, and better HDR. I honestly am not a fan of DoF effects and turn them off in any game that allows me to.
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Judy Lynch
 
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