[REL/WIP] Oblivion Graphics Extender

Post » Wed Feb 09, 2011 7:42 pm

Yeah, I noticed that when OBGE was working too, but I only had the three shaders of the list ingame, 100% sure of it (I tried to add others to the list to check that)
About the shaders package, I have the last versions for NormalAAfilter (1.1) and Godrays (5.0)... not sure for DoF though, I have version 7, which is also the one in OP, so I guess so.


I'm sorry to quote myself, but anybody has an idea ? It's really frustrating 'cause I'm sure it's a minor issue... I put 90hours in the game with OBGE so it's really hard to play it without it (along with other mods that aren't working anymore)
See the last page to read about my problem. TL;dr version : OBGE won't load since I installed AllNatural, even after uninstalling it.
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Jacob Phillips
 
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Post » Wed Feb 09, 2011 5:31 pm

Just curious here, how long do you think it will be until we have a GUI for OGE like MGE?

like setting the graphical settings, and changing the shaders that are loaded and changing the variables and having a preview like in MGE.
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pinar
 
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Post » Wed Feb 09, 2011 11:40 am

What, editing a text file is too hard for you? Nevermind that MGE's preview function is extremely inaccurate due to applying the shaders to a flat surface - thus making it impossible to see the effects of any shaders that use the depth buffer, assuming that they don't just glitch the entire "preview" window out! Furthermore, as Oblivion has a more complex rendering system than Morrowind, creating an accurate simulative preview window would be a load of useless work when you can just load up the game in a short-ish amount of time anyway!
This is because transparent objects cause issues in single layer rendering systems, as not including transparent things in the depth texture can cause issues, and including them can cause issues.
What kind of issues would including transparent textures cause, though? Wouldn't it just slow things down due to having to check the transparency of polygons? Or is there no real way to check the transparency of a polygon? Would it just end up forcing ALL semi-transparent polygons in the picture to not be affected by the depth buffer, then? I suppose that would cause quite a few issues if there was a partially semi-transparent texture in front of something with a shader like SSAO activated.
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Chloe :)
 
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Post » Wed Feb 09, 2011 6:16 pm

There is no way to check the transparency of a polygon, and there is no way to check what is behind it, so it wouldn't matter if there was. I'm not sure if given how Oblivion's rendering system works if there is a way to make transparent objects not show up on the depth buffer, but here are some examples of issues in either case:
With transparent objects on the depth buffer: Beams of light have ssao around them, or if you look straight at them things around the beam of light are blurred if you are running DoF
Without transparent objects on the depth buffer: Things such as translucent bottles that should have ssao won't, and would blur incorrectly when DoF is active
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Veronica Flores
 
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Post » Wed Feb 09, 2011 11:49 am

I'm having an issue with mouse lag that I cannot remedy with the suggested fix. Setting iBufferTexturesNumBits to a lower number does not do anything for me, and after I've exited the game and opened the ini its value is at 8 (default) again. Setting the ini to read only holds the value for the buffer, but it has no impact on the mouse lag in a high FPS area.

Does anyone have any ideas?
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Lauren Denman
 
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Post » Thu Feb 10, 2011 1:08 am

There is no way to check the transparency of a polygon, and there is no way to check what is behind it, so it wouldn't matter if there was. I'm not sure if given how Oblivion's rendering system works if there is a way to make transparent objects not show up on the depth buffer, but here are some examples of issues in either case:
With transparent objects on the depth buffer: Beams of light have ssao around them, or if you look straight at them things around the beam of light are blurred if you are running DoF
Without transparent objects on the depth buffer: Things such as translucent bottles that should have ssao won't, and would blur incorrectly when DoF is active

Selective approach. Only bottles in depth buffer.

or

Depth from collision mesh?
No collision mesh for light beams?
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Marion Geneste
 
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Post » Wed Feb 09, 2011 4:02 pm

I'm having an issue with mouse lag that I cannot remedy with the suggested fix. Setting iBufferTexturesNumBits to a lower number does not do anything for me, and after I've exited the game and opened the ini its value is at 8 (default) again. Setting the ini to read only holds the value for the buffer, but it has no impact on the mouse lag in a high FPS area.

Does anyone have any ideas?


8 bits is the minimum size for the buffer, setting it lower won't have any impact, that tweak for reducing mouse lag only applies to those using a 16 or 32 bit buffer. the only other tweak that I know for reducing mouse lag is the maximum pre-rendered frames/flip queue setting in Nvidia control panel or ATI tray tools.
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Stephy Beck
 
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Post » Wed Feb 09, 2011 5:18 pm

Suggestion/request (in a humble, undemanding kinda way :))...

How much hassle would it be to "port" the interface of Screeneffects, more or less, to OBGE? In other words, with mouse wheel scrolling for values, and holding shift for smaller increments, basically.

And would anyone happen to see any value in doing so, whatever the hassle involved might be?

It just occurred to me, that the reason I had Screeneffects installed up until very recently was, yeah, the interface. For accessing some of ColorEffects' variables in a really convenient way, essentially. Plus "Blur", much like Quick Blur from (earlier) OBGE, I guess. And "Shadows", interestingly.

But anyway. Much as I appreciate the support plugin (and I do!) I also wonder if I'm not alone in particularly liking that whole "mouse wheel" approach to shader variables.
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Katy Hogben
 
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Post » Wed Feb 09, 2011 8:06 pm

Just a thought here, but wouldn't a raycast check work? As in, see if a mesh has a NiAlphaProperty(probably will require a new DLL, or can NifSE do that?) as well as what's behind it and use the data to determine proper AO?
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A Dardzz
 
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Post » Wed Feb 09, 2011 11:55 pm

Suggestion/request (in a humble, undemanding kinda way :))...

How much hassle would it be to "port" the interface of Screeneffects, more or less, to OBGE? In other words, with mouse wheel scrolling for values, and holding shift for smaller increments, basically.

And would anyone happen to see any value in doing so, whatever the hassle involved might be?

It just occurred to me, that the reason I had Screeneffects installed up until very recently was, yeah, the interface. For accessing some of ColorEffects' variables in a really convenient way, essentially. Plus "Blur", much like Quick Blur from (earlier) OBGE, I guess. And "Shadows", interestingly.

But anyway. Much as I appreciate the support plugin (and I do!) I also wonder if I'm not alone in particularly liking that whole "mouse wheel" approach to shader variables.

It would be good to have, yes, but seeing as shadeMe is busy breeding octopi, I'm the one keeping the plugin up to date, and that's all I've really got time for. Unless I win a degree and a paid holiday, I can't see myself making any major changes any time soon. :(

Just a thought here, but wouldn't a raycast check work? As in, see if a mesh has a NiAlphaProperty(probably will require a new DLL, or can NifSE do that?) as well as what's behind it and use the data to determine proper AO?

Possibly, but I think half the problem is that we can't tell what's directly behind anything because all we have are pixel colours and their relative depths, basically. Unless I'm forgetting something.
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Kirsty Collins
 
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Post » Wed Feb 09, 2011 7:53 pm

I haven't noticed any discussion here about local contrast shaders. What's the word on them? Are they tied to the HDR? I'm not sure but i think that they make up much of the visual improvement in Fallout 3 & NV over Oblivion.

For those who aren't familiar with the term, http://www.pixelvistas.com/photolift/photolift-samples.html examples, mouse over for local contrast version. http://www.cambridgeincolour.com/tutorials/local-contrast-enhancement.htm
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Beat freak
 
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Post » Thu Feb 10, 2011 12:10 am

I haven't noticed any discussion here about local contrast shaders. What's the word on them? Are they tied to the HDR? I'm not sure but i think that they make up much of the visual improvement in Fallout 3 & NV over Oblivion.

For those who aren't familiar with the term, http://www.pixelvistas.com/photolift/photolift-samples.html examples, mouse over for local contrast version. http://www.cambridgeincolour.com/tutorials/local-contrast-enhancement.htm

I'm not familiar with the term, but try fiddling with Gamma Contrast in Color Effects - IIRC, it's a non-linear contrast adjustment, which is what local contrast appears to be to me from those photos you linked to, though of course it may not be the same kind of non-linear. Anyway, try increasing them Gamma Contrast multiplier and see if that does the same sort of thing. :shrug:
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Lisa
 
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Post » Thu Feb 10, 2011 3:50 am

I believe you guys are on to something here. I'm definitely getting similar results when playing around with the Color Effects shader.

Specifically, as Wringklyninja mentioned, Gamma Contrast.
extern float GContrast =


It's the only variable I've messed with so far and it enhances the scene quite nicely. I'll have to tinker with the saturation and brightness some more though since they are altered when raising the GContrast. This is also consistent with what the descriptions state about the local contrast effect you linked, Hippie. So I'm thinking yes we have this shader, at least in a mild form, but I'm not sure many of us were aware of the potential. At least I wasn't. Those images you posted are amazing and I'm going to see how powerful the Color Effects shader is to replicate the effect. Who knows it may be a mild effect or completely awesome. We'll see. Either way I've already noticed an improvement with limited tinkering time. It seems to add more depth to the textures.

If I get some good results I'll post some pics and settings later on. It'll be a few hours though since I have some things to attend to first.
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lydia nekongo
 
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Post » Wed Feb 09, 2011 1:53 pm

Hey!
I'm having some trouble with the OBGE Motion Blur shader and OBGEv2.dll ... at least I think so (http://www.tesnexus.com/downloads/file.php?id=14339). Although I don't wanna use this OBGE Motion Blur to get the motion blur effect. I ONLY want to use it to get the kind of... ripply/wavy effect it does when underwater. You can see this effect here: http://www.youtube.com/watch?v=mwg5xUEV41A

Anyway I finally managed to get ONLY this underwater effect and don't get the motion blur or the bleachdarkening-shader thing that is in the Motion Blur shader as well.
This is exactly what I did:
Spoiler
1. Go to http://www.tesnexus.com/downloads/file.php?id=14339
(OBGE Motion Blur).

2. Downloaded v 1.5, laid all files in a temporary folder. EXCEPT for OBGE.dll (I didn't include that, because I already use OBGEv2.dll ...).

3. Downloaded v 1.6, laid the new esp and "NO MOTION BLUR" shader in the same temporary folder, overwriting the previous files

4. Opened up the shader (PostEffects.fx) file in Notepad. Below is shown "before" and "after" the change I did, so you can see the difference.

Before change:

"pass p0
{
//VertexShader = compile vs_1_1 FrameVS(); // unneeded unless the compile target is PS3.0
PixelShader = compile ps_2_0 ApplyWaterRefractionChromaticSeparation();
CullMode = none;
ZEnable = false;
ZWriteEnable = false;
AlphaBlendEnable = false;
}

pass p1
{
//VertexShader = compile vs_1_1 FrameVS(); // unneeded unless the compile target is PS3.0
PixelShader = compile ps_2_0 ApplyBleachBypass();
CullMode = none;
ZEnable = false;
ZWriteEnable = false;
AlphaBlendEnable = false;
}


}"

After change:

"pass p0
{
//VertexShader = compile vs_1_1 FrameVS(); // unneeded unless the compile target is PS3.0
PixelShader = compile ps_2_0 ApplyWaterRefractionChromaticSeparation();
CullMode = none;
ZEnable = false;
ZWriteEnable = false;
AlphaBlendEnable = false;
}

}"

Step 3 removes the motion blur, step 4 removes the "lowering brightness" thing that is attached to the shader (by removing a few lines in the shader). The original Motion Blur shader also adds a contrast thing to your game that lowers the brightness.


I don't know anything about shaders, but this seemed to work. However... now I've run into some problems. Whenever my game autosaves it crashes with the above "tweaked" Motion Blur. So I tried to replace the shader to the original one, without any edits. Still crash when autosave. When I uninstalled the whole Motion Blur mod crashes went away.

I guess the crashes are tied to it being OBGEv2.dll I'm using and not OBGE.dll?
I can't see any other reason, since when I replaced the original shader the crashes still occured when autosaving (going interior, fast traveling, etc.).

What am I supposed to do? Can someone please help me?
I wanna use the OBGE Motion Blur shader (but with only the underwater effects), but I don't wanna cause my game to crash! :(
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WTW
 
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Post » Wed Feb 09, 2011 11:19 pm

I wanna use the OBGE Motion Blur shader (but with only the underwater effects), but I don't wanna cause my game to crash! :(

Would http://tesnexus.com/downloads/file.php?id=33411 be a better choice, by any chance? :shrug:
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Sheila Reyes
 
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Post » Wed Feb 09, 2011 10:13 pm

Would http://tesnexus.com/downloads/file.php?id=33411 be a better choice, by any chance? :shrug:


It looks good underwater (but kinda hard to judge from an image), but I don't like how it looks above water. And according to comments it seems kinda bad concerning side effects.
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Blaine
 
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Post » Wed Feb 09, 2011 6:27 pm

hlvr, I think this is what you are looking for:

http://www.tesnexus.com/downloads/file.php?id=26715
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Gracie Dugdale
 
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Post » Thu Feb 10, 2011 4:12 am

Below are some shots playing around with ColorEffects - Gamma Contrast.

For all screenshots ScreenEffects and the following shaders are enabled.

NormalFilterAA.fx
Ring_SSAO.fx
DepthOfField.fx
Godrays.fx
ColorMood.fx

I suggest you look at them in separate tabs at full size for best comparison results. Flip back and forth between each set of shots focusing on different areas of the shot to see the differing level of detail that the contrast effect brings out.

The ColorEffect.fx settings are currently below. Although I think some more tweaking can get some better results. I haven't put enough time in yet, but it's a start and is better than without.
Spoiler

//TWEAKABLE VARIABLES.

extern bool DoBlurHighlight = 0;
extern bool DoSepia = 0;
extern bool DoColorInvert = 0;
//Toggles for the on/off effects. 1 is enabled, and 0 is disabled.

extern float Saturation = 0.9;
//Saturation: Scales the saturation level.
//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

extern float Brightness = 1.1;
//Brightness: Scales the brightness level.
//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

extern float Contrast = 1;
//Contrast: Scales the contrast level.
//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

extern float GContrast = 1.6;
//Gamma Contrast: Scales the contrast level.
//Default = 1.

extern float GBrightness = 1.1;
//Gamma Brightness: Scales the brightness level.
//Default = 1.

extern float FGIntensity = 0;
//Film Grain: Controls the intensity of the noise. 0 = no effect, 1 = full effect.
//Default = 0.3.

extern float BHMagnitude = 10;
//Blur Highlight: Controls the size of the blur.
//Default = 10.

extern float BHBrightness = 4;
//Blur Highlight: Corrects the darkening of the screen the effect causes.
//Default = 4.

//END OF TWEAKABLE VARIABLES.


http://img600.imageshack.us/i/screenshot167l.jpg/ || http://img121.imageshack.us/i/screenshot165rx.jpg/

http://img190.imageshack.us/i/screenshot168u.jpg/ || http://img375.imageshack.us/i/screenshot166p.jpg/

http://img262.imageshack.us/i/screenshot169r.jpg/ || http://img405.imageshack.us/i/screenshot177.jpg/

http://img152.imageshack.us/i/screenshot176r.jpg/ || http://img221.imageshack.us/i/screenshot184t.jpg/

http://img87.imageshack.us/i/screenshot175n.jpg/ || http://img146.imageshack.us/i/screenshot183g.jpg/

http://img840.imageshack.us/i/screenshot174w.jpg/ || http://img515.imageshack.us/i/screenshot182k.jpg/

http://img59.imageshack.us/i/screenshot170v.jpg/ || http://img560.imageshack.us/i/screenshot178m.jpg/

http://img822.imageshack.us/i/screenshot173k.jpg/ || http://img510.imageshack.us/i/screenshot181e.jpg/

http://img823.imageshack.us/i/screenshot171o.jpg/ || http://img80.imageshack.us/i/screenshot179o.jpg/

http://img831.imageshack.us/i/screenshot172z.jpg/ || http://img828.imageshack.us/i/screenshot180.jpg/
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Nicholas C
 
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Post » Thu Feb 10, 2011 1:57 am

Looks pretty good. I'l try that out my self.

Off Topic here, but what interface mod is that? looks interesting.
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Lifee Mccaslin
 
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Post » Thu Feb 10, 2011 3:49 am

snip
I guess the crashes are tied to it being OBGEv2.dll I'm using and not OBGE.dll?
I can't see any other reason, since when I replaced the original shader the crashes still occured when autosaving (going interior, fast traveling, etc.).

What am I supposed to do? Can someone please help me?
I wanna use the OBGE Motion Blur shader (but with only the underwater effects), but I don't wanna cause my game to crash! :(

Problems with shaders aside, don't use autosaves. They like to corrupt themselves for little or no reason, and even when running vanilla Oblivion the consensus is to disable them.
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IsAiah AkA figgy
 
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Post » Thu Feb 10, 2011 12:58 am

Looks pretty good. I'l try that out my self.

Off Topic here, but what interface mod is that? looks interesting.


DarN's UI (can't tell if it's normal or dark) and HUD Status Bars.
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Olga Xx
 
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Post » Wed Feb 09, 2011 4:54 pm

Problems with shaders aside, don't use autosaves. They like to corrupt themselves for little or no reason, and even when running vanilla Oblivion the consensus is to disable them.


Is there no other way to make OBGE Motion Blur not to crash my games when I autosave? :S
Is there something I've done wrong in the installation process?

The best thing would be if someone that know how shaders could make a underwater ripple effect in a shader.

@MartG No that's not what I'm looking for because that only adds bubbles and no ripple effects :P
But thanks anyway
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David John Hunter
 
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Post » Thu Feb 10, 2011 4:03 am

Is there no other way to make OBGE Motion Blur not to crash my games when I autosave? :S
Is there something I've done wrong in the installation process?

The best thing would be if someone that know how shaders could make a underwater ripple effect in a shader.

@MartG No that's not what I'm looking for because that only adds bubbles and no ripple effects :P
But thanks anyway


oops, sorry, you're right! :pinch:

the problem with the autosaves may be that because you are storing more data in the save file, it increases the instability, I would reccomend turning them off and using streamsave instead, set it to a high number of save slots and delete older save files so it isn't trying to overwrite them.

another thing you can do to help with stability in saves is to create a new save every once in a while, open it in wyre bash, right click on it and 'remove bloat'.
I would also reccomend setting streampurge up to a key and using it before you save.

I know this doesn't really solve the problem with your autosaves, but if you get into the habit of dealing with saves this way it will eliminate most of your save crashing problems.
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Gemma Archer
 
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Post » Thu Feb 10, 2011 12:35 am

Below are some shots playing around with ColorEffects - Gamma Contrast.

-snip-

http://img190.imageshack.us/i/screenshot168u.jpg/ || http://img375.imageshack.us/i/screenshot166p.jpg/

http://img823.imageshack.us/i/screenshot171o.jpg/ || http://img80.imageshack.us/i/screenshot179o.jpg/



Thanks for the pics. I read up a little about local contrast, and turns out that the "unsharp mask" function in GIMP is IIUC essentially the same thing. So i could try it on those "without" screenshots.
Like here: http://ubuntuone.com/p/Xyn/ and http://ubuntuone.com/p/Xyo/
And here: http://ubuntuone.com/p/Xyp/ and http://ubuntuone.com/p/Xyr/

AFAIK when you add contrast you raise or lower the luminosity of pixels an amount that's proportionate to their luminosity compared to median luminosity. The median might be half of the available scale or possibly the median of all the pixels in the picture. When you do local contrast, the median is calculated from an area around the pixel. This has the effect of defining shapes and edges. On textures it's kinda like a sharpen effect but better.

Your gamma contrast settings seem to be so good that it's kinda difficult to explain what's better about local contrast :). But the point is that while ordinary contrast adds some punch to the picture too, it makes darker spots too dark and burns out the lighter spots. This is especially noticeable at daytime, and i picked the first shot because the roof is too dark.

The pictures with a higher range parameter have darker shadows, because if you look at a single pixel in the shadowy area, the range inside which a median value is calculated extends to lighter areas, lowering the median luminosity value. The pixel in question is darker than the median so it gets darkened further. I don't know what settings would make the most compelling appearance, maybe something like range 30 and amount 0.5.

I think it would make a nice shader, at least i'd use it :). But i don't know how to make shaders so i'm hoping to inspire someone capable to make one.
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Dewayne Quattlebaum
 
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Post » Wed Feb 09, 2011 2:19 pm

I'm sure this has been asked hundreds of times, but my OBEv2.txt is blank, I don't have a shaderlist, OBSE.txt says the OBGEv2.dll was "reported as incompatible during query", and none of the shader effects are visible. Moreover, the OBGE menu doesn't appear when activated (esp is activated and organized with BOSS). I've heard people having issues with FastExit2.dll, so I removed it. I also updated obse to version19b. Not quite sure what else I'm missing or messing up...
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victoria gillis
 
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