[WIP/REL] Oblivion Graphics Extender

Post » Tue Mar 29, 2011 11:13 pm

My FPS dropped from just over 40 down to 30-35 outside the Imperial Prison Sewer looking at the Oblivion gate accross the water with basically only Liquid Water active, so it was about 20% but by no means to much for what it does. Just wanted to mention the performance impact I had as a comparasion for others.

It would be one of my priotities to have when I get to the point of deciding between what I need to drop for performance.
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April
 
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Post » Wed Mar 30, 2011 3:17 am

The thing is, for me, I'd guess using MSAA from the ATI control panel would cause the same performance impact. So it would be kind of pointless to use the inferior (though definitely excellent) MLAA when I can get better visual quality with the same performance impact from MSAA. But I'll have to do my own tests to figure out how the MLAA impacts my framerate before I can say anything for sure.

Also, just to mention, the NFAA shader was so great to me because I was able to stop using MSAA and get a bit of my framerate back, and while there was the blur factor and some remaining aliasing to deal with, NFAA was definitely good enough for me considering the performance boost I got switching from MSAA. And I'm someone who didn't use OBGE(v2) for the longest time because I thought I had to sacrifice MSAA in order to use it (which was wrong, and of course I was missing out on NFAA the whole time also); quality AA is a necessity for me, and NFAA did a pretty damn good job. It's just that now, having seen the crisp quality of MLAA, it will be kind of disappointing if I have to go back to NFAA because the performance hit is too much. Crossing my fingers...
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Horse gal smithe
 
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Post » Tue Mar 29, 2011 11:53 pm

I'm on a GTX560Ti so the impact is negligible to me.
Also because forcing AA with OBGE doesn't work I was stuck with NormalAA too. (And I just can't give up the purty water)

I just pyffied and repacked my Oblivion BSA too which too the chug out of the cities (with better cities mods). Smooth as a baby's bottom now! (Pretty much :P)

Also, rofls @ palidoo's sig. :laugh:
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Nathan Hunter
 
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Post » Wed Mar 30, 2011 11:26 am

Ha, I get some of my worst framerates in my [vanilla] cities. And I think nearly everything has been pyffi'd and repacked as well. It's fine though since it's not a nuisance and my game is so so pretty.

I thought that nVidia cards could force AA in Oblivion now...? After trying OBGEv2 once and having issues, I fell under the impression that my ATI card couldn't do AA + OBGEv2 for the longest time, all the while it actually could, except when I discovered this and got OBGEv2 again I almost immediately switched to NFAA, which I didn't know existed until that point. It was all pretty dumb! Just a huge chunk of time I was missing out on OBGEv2. I kind of did the same thing in a minor way with AWLS, having avoided using it and its sweet versatility for the longest time because I liked IW's light sources, only to discover I could run both at the same time and have the benefits of both. Always double check!! lololol

Anyway I hope there's a negligible impact in my case too, once I get around to actually playing the game tonight. Though wouldn't it be more fun if instead I finally organized the 250 screenshots of SI I've accumulated? Plus the 150 from before entering SI, I guess? Way more fun, probably. Oh mannn so many screenshots, and this is what happens when I don't regularly sort and upload to Picasa...
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Andrea Pratt
 
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Post » Wed Mar 30, 2011 1:59 am

From my experience Forcing Nvidia AA with OBGEv2 doesn't work. :(

Hmm, I should figure out a screenshot app so I can take shots too. :)
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Peter lopez
 
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Post » Wed Mar 30, 2011 10:36 am

I use http://www.fraps.com/, and I have space bar set to be my screenshot taking key because I'm insane.

Anyway, I could have sworn a couple months ago there was some development or discovery that made it possible for people with nvidia cards to do AA with OBGEv2. Hopefully someone can confirm; I'm hoping for your sake that you're wrong lolololol
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R.I.p MOmmy
 
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Post » Wed Mar 30, 2011 1:21 am

What exactly is wrong with the print screen key on the keyboard? That's what I always use
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Sasha Brown
 
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Post » Wed Mar 30, 2011 1:17 pm

For me-- with space bar there is absolutely zero delay between the impulse to take a screenshot and the action! My thumb is already right there! Too bad 99% of the time when this would be most useful, during battles, I completely forget to take screenshots. But when I do I take them very quickly!!!!

Using printscreen if I'm trying to take a shot instantly and without looking at the keyboard the chance I'll end up hitting an incorrect key next to printscreen is pretty high, so space bar presents a pretty large target; and actually I'd be error-prone with most other keys, not just printscreen, if I was trying to take a shot quickly while maintaining focus on the screen. Space bar is just the ideal screenshot button if you want to be prepared to take a screenshot at any moment. But like I said, I always forget to take shots in the middle of intense action, so 99% of my screenshots might as well have been taken with any other key anyway lolololol.

This totally makes sense and answers your question perfectly.
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Rinceoir
 
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Post » Wed Mar 30, 2011 10:28 am

so any idea when we get OBGEv3 :P ?
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Lily
 
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Post » Tue Mar 29, 2011 10:39 pm

I guess technically we'll get some of it with an upcoming Liquid Water release? I'm figuring OBGEv3 is going to be a number of different ongoing projects, both new features and overhauls of existing ones, all utilizing the BRILLIANT advances VALIANTLY PIONEERED by Ethatron, aka "Captain Hook." But maybe I'm misunderstanding, I dunno. There will soon be some wiki-education available on this, though!!
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DarkGypsy
 
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Post » Wed Mar 30, 2011 8:32 am

I encountered a major issue somehow related to OBGEv2. I loaded up the game and the graphics went absolutely apeshizz. Check http://www.gamesas.com/index.php?/topic/1185940-omg-what-the/. After I removed OBGEv2.dll from the plugins directory, the weirdness was gone.

The only things graphics-related that I changed before that happened was to go into Streamline and disable Streamsmooth, and also tweak a couple settings in the vanilla Video Options. However, I didn't mess with any OBGE shaders or change my shaderlist.txt right before this happened.

I swear OBGEv2 and Streamline (at least my version of Streamline) somehow have dysfunction with each other. I hadn't had Streamsmooth active in at least a year. Then with OBGEv2 installed, I noticed that my shadow settings were automatically getting set to none, just like Streamsmooth would do. So then I entered the Streamline menu, and blammo, Streamsmooth was activated. How? That's when I deactivated it in the game menu, then tweaked some Video Option settings with the Vanilla menu, reloaded, and then got the screenies you can see in that other thread.

I'll try re-installing OBGEv2 later to see if the problem comes back, and also to see if it somehow causes Streamsmooth to activate without my input.
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Adrian Powers
 
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Post » Wed Mar 30, 2011 12:31 pm

I'm experiencing some problems. I downloaded the OBGEv2 and the shader support. When I first downloaded the core files and extracted them to the correct file, I wouldn't see any difference in my game. As soon as i extracted the shader support files and ticked off the esp that came with it, that's when my game freezes within 2 seconds of starting.

Here it is:
Windows 7 64bit
ATI Mobility HD 5870
OBGEv2.txt:

Ingnoring message.
Ingnoring message.
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
Ingnoring message.
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1920, Height = 1080
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Error opening shaderlist.txt file.
Added to list OK.
Loading the shaders.
Error opening shaderlist.txt file.
No texture data found in save file.
No shader data in save file.
Ingnoring message.
Alt Render target - width = 1920, height = 1080
Shader (NormalFilterAA.fx) - Script refID = 27000800
Loading shader (data\shaders\NormalFilterAA.fx)
Setting effects screen texture.
Shader (SSII.fx) - Script refID = 27000800
Loading shader (data\shaders\SSII.fx)
Setting effects screen texture.
Shader (HBAO.fx) - Script refID = 27000800
Loading shader (data\shaders\HBAO.fx)
Setting effects screen texture.
Shader (ssao_perf.fx) - Script refID = 27000800
Loading shader (data\shaders\ssao_perf.fx)

OBSE.txt

OBSE: initialize (version = 20.6 010201A0)
oblivion root = E:\Oblivion Game Of The Year Edition\
plugin directory = E:\Oblivion Game Of The Year Edition\Data\OBSE\Plugins\
checking plugin E:\Oblivion Game Of The Year Edition\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin E:\Oblivion Game Of The Year Edition\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctly
patched
loading from C:\Users\Michael Olek\Documents\My Games\Oblivion\Saves\Save 41 - Rathious Galent - Waterfront, Level 1, Playing Time 02.42.52.obse
Reading mod list from co-save
Loading strings
Loading array variables
DoLoadGameHook: C:\Users\Michael Olek\Documents\My Games\Oblivion\Saves\Save 41 - Rathious Galent - Waterfront, Level 1, Playing Time 02.42.52.ess
loading from C:\Users\Michael Olek\Documents\My Games\Oblivion\Saves\Save 41 - Rathious Galent - Waterfront, Level 1, Playing Time 02.42.52.obse

I even moved that d3dx9_31.dll to my oblivion main file and it did nothing!
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*Chloe*
 
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Post » Wed Mar 30, 2011 8:01 am

Rathious Galent: The screen freeze is a known side-effect as the game loads all those shader goodies for the first time. Wait it out (it could take around and up to 2-3 minutes depending on your hardware).

Have you selected which particular shaders you wanted to use. Not all of them are compatible with each other. Adding HBAO, SSAO etc. is going to significantly reduce FPS as well.
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chinadoll
 
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Post » Wed Mar 30, 2011 12:45 am

im not worried about FPS, my computer is a beast atm. I did what you said and the freezing stopped after 30 seconds. How do I activate these shaders?
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Cesar Gomez
 
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Post » Wed Mar 30, 2011 4:47 am

im not worried about FPS, my computer is a beast atm. I did what you said and the freezing stopped after 30 seconds. How do I activate these shaders?

Through the inventory item called "+Options", if you use COBL. Check for something called OBSE, Ctrl+left click and Shift+left click activate and deactivate certain shaders. It's in the readme.
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Franko AlVarado
 
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Post » Wed Mar 30, 2011 9:10 am

I guess technically we'll get some of it with an upcoming Liquid Water release? I'm figuring OBGEv3 is going to be a number of different ongoing projects, both new features and overhauls of existing ones, all utilizing the BRILLIANT advances VALIANTLY PIONEERED by Ethatron, aka "Captain Hook." But maybe I'm misunderstanding, I dunno. There will soon be some wiki-education available on this, though!!


:mohawk:

Well I'm just doing some structural work on the OBGE currently, like no more bad effect stacking. I thought I do something solid before returning to those other endeavours which are, well, without guarantee of success (like digging in Oblivion's belly).
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Laura Richards
 
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Post » Wed Mar 30, 2011 11:18 am

2Ethatron
Does your Oblivion shaders decoding mean that we could create separate shader for landscape which doesn't affect another objects or not?
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Ronald
 
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Post » Wed Mar 30, 2011 12:15 am

If you remove the shaders you don't use from the shader directory (I just drop them in a new folder called "UNUSED") then it loads a bit faster. :)
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Roisan Sweeney
 
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Post » Wed Mar 30, 2011 6:45 am

:mohawk:

Well I'm just doing some structural work on the OBGE currently, like no more bad effect stacking. I thought I do something solid before returning to those other endeavours which are, well, without guarantee of success (like digging in Oblivion's belly).

if you could add culling, or something to improve performance that would be great.

so can you give hints at that the over endeavours are?
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Emilie Joseph
 
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Post » Wed Mar 30, 2011 3:12 am

Hey, guys; I can't believe what I just did ...
.. but I also love teasing, so what did I do actually?:

http://paradice-insight.us/stuff/oblivion/OBGEv2-shader-fun.jpg (200k)
http://paradice-insight.us/stuff/oblivion/OBGEv2-shader-fun.png (>1MB)

Spoiler

I don't mean the GUI obviously. :tongue:
Spoiler

Which pass is displayed in the GUI? :laugh:
Spoiler

Which effect is active? :turned:
Spoiler

Was that effect done already, in that specific pass, in previous OBGEs? :D





So much about endeavours and luck, maybe a bit of ability.
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Alina loves Alexandra
 
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Post » Wed Mar 30, 2011 3:39 am

Totally going over my head. Effect? I see SSAO and godrays, but I am so ignorant here I can't quite understand what's going on lool
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Eduardo Rosas
 
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Post » Wed Mar 30, 2011 1:49 pm

Hey, guys; I can't believe what I just did ...
.. but I also love teasing, so what did I do actually?:

http://paradice-insight.us/stuff/oblivion/OBGEv2-shader-fun.jpg (200k)
http://paradice-insight.us/stuff/oblivion/OBGEv2-shader-fun.png (>1MB)

Spoiler

I don't mean the GUI obviously. :tongue:
Spoiler

Which pass is displayed in the GUI? :laugh:
Spoiler

Which effect is active? :turned:
Spoiler

Was that effect done already, in that specific pass, in previous OBGEs? :D





So much about endeavours and luck, maybe a bit of ability.
I'm feeling a bit dungheaded at the moment, so my response would be - Eh?

EDIT: Feeling slightly better, so I'll play - You've moved OBGE's shader to the top of the queue, or more precisely, before the HDR shader. If I'm right, how are you doing it ? Are you registering the spoof shader before the other image space shaders? That had issues, IIRC - It messed around with the alternate RT the plugin was looking at (for menus).
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Jamie Lee
 
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Post » Tue Mar 29, 2011 9:48 pm

my guess

is the HDR pass, cuz thats what it says.

so you can make your own HDR now, disable the renderers HDR?

edit: come on ethatron am i even close?
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Peetay
 
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Post » Wed Mar 30, 2011 11:18 am

my guess

is the HDR pass, cuz thats what it says.

so you can make your own HDR now, disable the renderers HDR?

edit: come on ethatron am i even close?


Aren′t the godrays cast although the sun is hidden behind the rock?
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jaideep singh
 
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Post » Wed Mar 30, 2011 1:43 am

Aren′t the godrays cast although the sun is hidden behind the rock?

im sure it does that currently? i know it does it behind trees for sure?
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Damien Mulvenna
 
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