[WIP/REL] Oblivion Graphics Extender

Post » Wed Mar 30, 2011 3:14 am

This thread is actually thread 29, the thread description has a typo.

Oblivion Graphics Extender

This thread is a catch-all discussion for anything related to the Oblivion Graphics Extender (OBGE or OBGEv2).
Previous Threads: http://www.gamesas.com/index.php?showtopic=1045352, http://www.gamesas.com/index.php?showtopic=1047648, http://www.gamesas.com/index.php?showtopic=1050580, http://www.gamesas.com/index.php?showtopic=1056861, http://www.gamesas.com/index.php?showtopic=1057645, http://www.gamesas.com/index.php?showtopic=1060479, http://www.gamesas.com/index.php?showtopic=1067368, http://www.gamesas.com/index.php?showtopic=1072753, http://www.gamesas.com/index.php?showtopic=1074452, http://www.gamesas.com/index.php?showtopic=1076282, http://www.gamesas.com/index.php?showtopic=1078966, http://www.gamesas.com/index.php?showtopic=1080264, http://www.gamesas.com/index.php?showtopic=1082970, http://www.gamesas.com/index.php?showtopic=1086305, http://www.gamesas.com/index.php?showtopic=1092614, http://www.gamesas.com/index.php?showtopic=1102453, http://www.gamesas.com/index.php?showtopic=1110112, http://www.gamesas.com/index.php?showtopic=1120859, http://www.gamesas.com/index.php?showtopic=1137696, http://www.gamesas.com/index.php?showtopic=1143824, http://www.gamesas.com/index.php?showtopic=1149596, http://www.gamesas.com/index.php?showtopic=1156288, http://www.gamesas.com/index.php?showtopic=1159993, http://www.gamesas.com/index.php?showtopic=1164320, http://www.gamesas.com/index.php?showtopic=1166939, http://www.gamesas.com/index.php?showtopic=1169114, http://www.gamesas.com/index.php?showtopic=1171490, http://www.gamesas.com/index.php?showtopic=1174351

See the http://www.gamesas.com/index.php?/topic/1177225-obgev2-water-package/ for the new water information and download links.



History & Introduction

Timeslip's Oblivion Graphics Extender

The Oblivion Graphics Extender is an OBSE plugin created by Timeslip that adds extra functionality to Oblivion's scripting language, focussed on the implementation and manipulation of graphics effects. It adds support for fullscreen shaders and extra HUD elements, provides information about graphics memory and screen resolution and allows you to clear some of oblivions textures from graphics memory.

Without Timeslip's original version Scanti probably wouldn't of known where to start in writing this project, so kudos to him. You can find Timeslip's Oblivion Graphics Extender http://timeslip.users.sourceforge.net/obge.html.

A number of mods take advantage of OBGE for their effects. These include:

http://www.tesnexus.com/downloads/file.php?id=16323
http://www.tesnexus.com/downloads/file.php?id=21424
http://www.tesnexus.com/downloads/file.php?id=30973



The Oblivion Visual Effects Project

This was a project started by IlmrynAkios that was dedicated to making Oblivion look better using various filters and low-level DirectX tricks, utilising OBGE for its effects. It spurred the discussion on the improvement of various areas of Oblivion's graphics, leading to a few released mods and some affiliated mods, proposed as part of the project but developed separately, being released. These are:

http://www.tesnexus.com/downloads/file.php?id=14339
http://www.tesnexus.com/downloads/file.php?id=15245
http://www.tesnexus.com/downloads/file.php?id=15566

The project is currently on haitus as various difficulties in its progression occurred, and IlmrynAkios found that his time available for work on it was becoming very limited.



Oblivion Graphics Extender v2

A continuation of both Timeslip's work on expanding the functionality to Oblivion's scripting language regarding the implementation and manipulation of graphics effects and OVEP's work in making Oblivion looking better using a variety of graphical effects, OBGEv2 is both the name of Scanti's rewrite of the OBGE OBSE plugin and the accompanying project that is focussed on the creation of various post-processing effects to improve Oblivion's graphics.

Scanti's rewrite of OBGE is centered around the exposure of more information about Oblivion's graphical processes and the fixing of bugs present in the original. The original OBGE should not be used alongside OBGEv2, which should be backwards-compatible with OBGE mods.

The modders that make up this project work hard to bring you the effects they create, so please respect them for taking the time to do so. If you would like to contribute, please feel free to participate in the sharing of knowledge and ideas to help us strive to complete our goal. If you are able to find useful resources that can benefit the project, please feel free to share them as well. This project is in a Beta Phase and will probably be in that state forever as add new things are added to it. Expect bugs when using newly created shaders, or when using/tweaking the shaders on your own.

Due to the Work In Progress nature of OBGEv2, few mods have been made to use it, but these include:

http://www.tesnexus.com/downloads/file.php?id=18385
http://www.tesnexus.com/downloads/file.php?id=27972

In addition, all OBGE mods may be used with OBGEv2 instead of OBGE.

*Attention*
If you are having any problems, please read the OP and the FAQ very carefully before posting. If your question is not answered, then report the bug as detailed in the 'How To Report Bugs Helpfully' section below.




Downloads

Pre-requisites:
http://obse.silverlock.org/ - v0019 is required.
http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3

http://www.tesnexus.com/downloads/file.php?id=30054
http://github.com/scanti/Oblivion-Graphics-Extender-v2



Screenshots/Videos

See the Nexus page for screenshots and videos of the effects currently available. The effects seen in some of these screenshots/videos may have been obtained by tweaking the variables in the shaders involved.



OBGEv2 Shaders

Below is a list of all the shaders available from the OBGEv2 project on TES Nexus. The list does not include any shaders that may have been added since this readme was updated, or any shaders that are only available for download from the project's forum thread. Version numbers are taken from the version numbers within each shader file, and are not indicative of relative quality.

Depth of Field Shaders:
These shaders optionally give a Depth of Field effect, progressively blurring objects with increasing distance from the focus point (what the crosshairs point at), or a Distance Blur effect, progressively blurring objects with increasing distance from the player.

Circular Bokeh Depth of Field - Bokeh_Circle_DoF.fx
By tomerk. A bokeh effect with a hexagonal blur shape and no distance blurring option. Vey high quality, but the largest performance hit. This is a SM3 shader.

Crysis Depth Of Field (v1) - CrysisDoF.fx
Conversion by WrinklyNinja. An adaptation for Oblivion of the Depth Of Field effect found in Crysis: Warhead. This is a SM3 shader.

Depth of Field (v7) - DepthOfField.fx
By WrinklyNinja. Inspired by an ATI paper on DoF, with depth-based directional blurring.

Hexagonal Bokeh Depth of Field - Bokeh_Hexagon_DoF.fx
By tomerk. A bokeh effect with a hexagonal blur shape and no distance blurring option. Vey high quality, but the largest performance hit. This is a SM3 shader.

Pseudo-Bokeh Depth of Field - Pseudo_Bokeh_DoF.fx
Conversion by tomerk. Originally a shader for MGE by Knu, ported and tweaked for OBGEv2. This is a SM3 shader.


Ambient Occlusion (AO) Shaders:
These shaders use stylised lighting to add depth and contrast to the scene, mainly by shadowing recesses. Two types of AO shader are available: Horizon-Based AO (HBAO) and Screen Space AO (SSAO). These are all SM3 shaders.

Horizon-Based Ambient Occlusion - HBAO.fx
By tomerk. Provides the highest quality AO effect, but has a very large performance hit.

Screen Space Ambient Occlusion - ssao_test.fx
By HawkleyFox. Provides a medium quality AO effect, but has a large performance hit.

Performance Screen Space Ambient Occlusion - ssao_perf.fx
By HawkleyFox. Provides a medium-low quality AO effect, with a medium performance hit.

Ring Screen Space Ambient Occlusion - Ring_SSAO.fx
By tomerk. Provides a light, medium quality AO effect with a low performance hit.

Volumetric Screen Space Ambient Occlusion - Volumetric_SSAO.fx
By tomerk. Provides a high quality, accurate AO effect with a low performance hit.


Other Shaders:

Bleach Bypass - HLSLbleachbypass.fx
By vtastek. Creates an effect with decreased saturation with increased contrast.

CelShader+EdgeAA (v0.3) - CelShader+EdgeAA.fx
By shadeMe. Adds a cartoon-like black edge to objects, as seen in Borderlands, or smooths the edges of objects. This is a SM3 shader.

Color Effects (v5) - ColorEffects.fx
By WrinklyNinja. Adds a variety of photoshop-like colour effects, including luminosity-dependent film grain, sepia, saturation/contrast/brightness alteration, gamma contrast/brightness alteration, colour inversion and blur highlighting. This is a SM3 shader.

Color Grading - HLSLColorGrading02.fx
By vtastek. Applies a subtle desaturation of average colour balance to the scene. This is a SM3 shader.

Crysis Color Mood (v0.2) - ColorMood.fx
By shadeMe. Tints the screen to alter the mood of the game, as seen in Crysis.

ENB Color Effect (v2) - ENBColorEffect.fx
Conversion by WrinklyNinja. Originally a shader supplied with ENB Series for Oblivion, and adapted and optimised for OBGEv2, this alters the colour balance of the scene.

Godrays (v4.2) - Godrays.fx
By vtastek. Adds shafts of light emanating from the sun. The effect is only seen at certain times of the day. This is a SM3 shader.

Normal Filter Anti-Aliasing - NormalFilterAA.fx
By Dracusis. Adds an AA effect to reduce 'jaggies' on the edges of objects. This is a SM3 shader.

Screen Space Indirect Illumination (SSII) - SSII.fx
By tomerk. Provides a form of Global Illumination that adds indirect lighting to the scene, simulating the reflection of light off coloured objects. This is a SM3 shader.

Sharpen - obsharpen.fx
By vtastek. Sharpens the screen.

Vignetting - HLSLvignette.fx
By vtastek. Applies a vignetting lens effect, desaturating and darkening the corners of the screen.




How To Report Bugs Helpfully

Read the OP and the readme fully, especially the FAQs. If your problem is not answered there, do the following:

Supply the following:
- Your Operating System.
- Your graphics card.
- Your OBGEv2.txt. This log is in your Oblivion directory.
- Your OBSE.txt. This log is in your Oblivion directory.
- Your shaderlist.txt.

The above documents should be posted exactly how they appear in the file, in spoiler tags.

In addition, if what you are experiencing is a graphical bug of some kind, you should supply screenshots. It has been noted that Oblivion's screenshot function may not work with OBGEv2 installed, so in that case use FRAPS or some other 3rd party screenshot tool. You can convert the image from .bmp to .jpg in Wrye Bash. Upload the screenshot and post a link to it, so we can see what your problem actually looks like.

If your bug is with a shader effect, and you have altered any variables within the shader, also post the lines on which you changed anything, exactly how they are in the shader, in codebox tags.

We can't really help all that well without the above information, as especially with graphical errors, it can hard to describe them in writing in a way that we will be able to understand what's going on.



F.A.Q.s
Spoiler

Q: Is this a RELz? Should I download this?
A: This is a Beta (and hopefully stable) release. It will always be a work in progress and could contain bugs from time to time. If the thought of this scares you then this probably isn't the mod for you.

All shaders are supplied with no documentation of any sort besides what is on the Bethesda Oblivion forum thread or in the shader file itself. Hence there is an element of DIY involved in using the products of this project, especially when it comes to tweaking the settings of the shaders. Within each shader effects file there may or may not be a section at the beginning of the file detailing any variables that you can change, and what they do. You are advised to check there before posting if you wish to tweak any shaders.

Q: Does this require OBSE? If so, any specific version?
A: Yes, it does require OBSE, and you must use at least v0019, however you are advised to use the latest version available.

Q: Does OBGEv2 require any specific hardware to run?
A: The shaders are compatible with both ATI and NVIDIA graphics cards, although some shaders (marked with "SM3" above) require a Shader Model 3 compliant graphics card to run. Any NVIDIA graphics card that is GeForce 6 Series (released 2004) or newer supports Shader Model 3.0. Any ATI graphics card that is Radeon X1000 Series (released 2005) or newer supports Shader Model 3.0.

Q: How do I get involved with this project?
A: There are a few ways that you can get involved:

If you can write shader code, then you can get stuck in making your own effects right away. The shaders can be written in either HLSL or ASM.

If you can write in C/C++, then perhaps you would be able to help me in my work on the OBSE plugin. I have a github respository so you can fairly easily create a fork and add your own changes. This site also allows you to create your own wiki pages for the project. As I don't speak wiki anyone who can is more than welcome to contribute to it.

It would also be beneficial if you know anything about low-level DirectX and the OBSE plugin system.

If you can't do either of these things, you can still contribute support, articles and papers on graphical effects that could be implemented in Oblivion, and whatever else you can bring to the project. Especially cake or ice cream. :cake: :icecream:

Q: I found a bug...
A: Good for you. If you find a bug, please report it as detailed in the 'How To Report Bugs Helpfully' section above. We can help you more when you explain the problem better.

Q: I cannot see an effect I have installed, and my OBGEv2 log has the line "Failed to load" after the line "Loading shader ()". How do I fix this?
A: This results from OBGEv2's inability to compile the shader effects you are trying to load. Make sure that you have the DirectX update linked to above installed, and if using a shaderlist, that you have spelled the names of the shaders in your shaderlist.txt exactly as they should be, with the .fx extension. In the case of some effects, you must also have a graphics card that is Shader Model 3 compliant.

Q: ScreenEffects/Realistic Health/OVEP Motion Blur/OVEP Forward Motion Blur or setting bUseLegacyCompiler to 1 causes OBGEv2 to crash. How do I fix this?
A: If your shader uses the half variable type then OBGEv2 will try to use the legacy compiler. If you are missing the d3dx9_31.dll file then OBGEv2 will crash. You will need to copy over the d3dx9_31.dll from the Extras folder into your Oblivion game folder to fix the problem.

Q: The ordering of the objects on the screen is messed up or the game menu has no buttons! Why is this happening?
Q: Once I got the effects to work, my AA disappeared? WHY?!?

A: The method used to expose the information used to read the depth buffer is incompatible with Anti-Aliasing. This is reported to be the case on both ATI and NVIDIA graphics cards, although owners of ATI graphics cards can force AA through ATI Tray Tools without problems. The only solution is to edit the OBGE.ini file in your My Documents\My Games\Oblivion folder and change this line:

[DepthBuffer]bUseDepthBuffer=1

to:

[DepthBuffer]bUseDepthBuffer=0

This will however cause any effect that uses the depth buffer to stop working properly. This currently includes all the SSAO and Depth of Field shaders and the Godrays, NormalFilterAA and CelShader+EdgeAA shaders.

Q: A shader is listed saying it has multiple effects. What does that mean?
A: If a shader has multiple effects, it means that it rolls many effects into one file, and gives you the ability to choose which of these effects, or combinations of these effects, are applied to your game. This has the advantage that you can cut down on the number of shader files you have to keep track of. You will generally be able to make these selections by changing variables in the shader.

Q: How do I change/tweak shader settings/variables?
A: Open up the shader .fx file in a text editor such as Notepad. The variables are found at the beginning of the file, and may be labelled as tweakable and/or commented with information regarding them.

Alternatively, you can alter most shaders' variables in-game using the Support Plugin, though these changes are not recorded in the shader file.

Q: My Godrays is just a searchlight in clear weather.
A: Godrays are best displayed in cloudy weather types, from 6 to 8 in the mornings and evenings. However, if you get the searchlight effect, you have to edit the shader's FOV setting to match your ingame FOV. An example would be if you play Oblivion with a FOV of 95, you have to edit your Godrays shader file to a FOV of 95. To edit the shader, change the value of "#define fov", near the beginning of the file, to the value of your FOV.

Q: Why do objects in the distant have weird black stuff on them when fog weather is active?
Q: Using the SSAO shader does weird things to stuff underwater. What gives?
A: That is from the SSAO shader, and occurs because OBGEv2 does not give any information on fog, so the effects are applied as though there is none. Hopefully this will be fixed in a future update.

Q: SSAO demolishes my FPS; any ideas?
A: The easiest way to improve your frame rate while using the SSAO shader is to reduce the sample size, and correspondingly increase the sample area. There is a performance version of the shader, that lowers quality slightly in return for a large performance boost, and an alternate version that produces a weaker effect at a fraction of the performance cost. The reason the SSAO shader has such a large performance hit is because it has to calculate information about surface normals from scratch, as this information is not available to access.

Q: How do I get the EdgeAA effect?
A: The EdgeAA effect is part of the CelShader+EdgeAA shader, to enable the effect change the following variables as shown:

flgEdgeMask = 0;flgEdgeAA = 1;

Q: Where is the src folder with the source code?
A: The source is not included in the package. Instead, it is available on the GitHub repository. That means you will always have access to the latest version of the code and people can contribute their own code to the project.



Settings recommended by users

Note that these may have been recommended for previous versions of shaders and in later versions may not give the same desired effect. If settings for variables aren't given, then they should be left at the default values.
Spoiler

Bleach Bypass

By blackspider & T.A.Z:
extern float Opacity = 0.70;


CelShader+EdgeAA

By blackspider:
extern float edgeStrength = 4.f;extern bool flgEdgeAA = 1;extern float edgeAABlurAmt = 0.06;


Circular Bokeh Depth Of Field

By Leviathan1753:
extern float base_blur_radius = 0.6;extern float R = 11.0;

By T.A.Z:
extern float base_blur_radius = 1.0;extern float R = 14.0;


Color Effects

By Dekidasu:
extern float Saturation = 0.5;extern float Brightness = 1.1;extern float FGIntensity = 0.5;extern float BHMagnitude = 1.42;extern float BHBrightness = 9;

By Smooth: (for a 'local contrast'-type effect)
extern float Saturation = 0.8;extern float Brightness = 1.1;extern float GContrast = 1.6;extern float GBrightness = 1.2;


Color Grading

By blackspider & T.A.Z:
extern float saturatex = 0.10;extern float opacity = 5.4;


Color Mood

By Omega Novious:
extern float moodR = 0.5;extern float moodG = 0.5;extern float moodB = 0.5;

By Dekidasu:
extern float moodR = 0.9;extern float moodG = 0.75;extern float moodB = 0.35;


Depth Of Field

By Psymon:
float DoFAmount = 5;

By Smooth:
extern bool DoDistanceBlur = true;extern bool DoWeaponBlur = false;extern float DoFAmount = 4.1;extern float FullFocusRange = 0.5;extern float NoFocusRange = 0.9;


ENB Color Effect

By wetibroman:
extern float BrightnessMult = 1.05;extern float BrightnessPow = 0.75;extern float tempF0 = 0.06;


Godrays

By Smooth:
extern float noonshaftex = 0.93f;extern float noondecay = 0.89;extern float endevening = 22.0f;extern float Density=0.65;extern float Weight=0.65;extern float noonsaturate = 0.015f;

By blackspider:
extern float goldensaturate = 0.640f;extern float noonsaturate = 0.024f;

By T.A.Z:
extern float eveningshaftex = 1.5f;extern float goldensaturate = 0.640f;extern float noonsaturate = 0.024f;


Normal Filter AA

By Smooth & T.A.Z:
extern float filterStrength = 1.1;


ScreenControls (from ScreenEffects)

By blackspider:
brightness = 1.2gfmagnitude = 0.399999959362961


Sharpen

By blackspider:
extern float sharpval = 1.8;


Screen Space Indirect Illumination (SSII)

By T.A.Z:
extern float IIStrengthMultiplier = 1.4;


Volumetric SSAO

By blackspider & T.A.Z:
extern float aoRadiusMultiplier = 2.1;extern float aoStrengthMultiplier = 1.4;extern float aoClamp = 0.6;extern float ThicknessModel = 101;extern float FOV = 90;extern float luminosity_threshold = 0.90;

User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Wed Mar 30, 2011 7:39 am

I mean the actual mesh of the terrain, not the textures.


Are you referring to using tessellation, or something else? Because the terrain mesh is simply a model.
User avatar
SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

Post » Wed Mar 30, 2011 2:01 am

I understand the new water package bundles a fix for SSAO behavior underwater and in fog. Is there any chance that fix can be bundled into the core OBGE for those not using the water package? (I use HBAO)
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Wed Mar 30, 2011 12:22 am

I got a suggestion - Could we please hide some of the stuff in the introduction post using spoiler tags so it's not so long upon viewing? Such as putting the optimal settings and FAQ in them for example?

Spoiler
pretty please?

User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Wed Mar 30, 2011 8:28 am

I got a suggestion - Could we please hide some of the stuff in the introduction post using spoiler tags so it's not so long upon viewing? Such as putting the optimal settings and FAQ in them for example?

Spoiler
pretty please?



This, the OP has become a monster that will slowly devour all :batman:
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Wed Mar 30, 2011 7:02 am

This, the OP has become a monster that will slowly devour all :batman:


It used to slow me down, that is until I upgraded to my Dual core PC on Windows 7. I might even be getting a Quaddie soon if I am lucky ;)
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Wed Mar 30, 2011 1:47 am

I got a suggestion - Could we please hide some of the stuff in the introduction post using spoiler tags so it's not so long upon viewing? Such as putting the optimal settings and FAQ in them for example?

Spoiler
pretty please?


But then how can it slowly engulf the forums?

Good idea, I'll do that now.
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Wed Mar 30, 2011 6:47 am

Are you referring to using tessellation, or something else? Because the terrain mesh is simply a model.


Yeah I didn't know what tessellation was so I just read about it. And it's pretty much what I'm talking about.
So would it be possible to have A high resolution heightmap for each cell. Then use these heightmaps as displacement maps on the terrain, so you can get a more detailed terrain mesh?
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Wed Mar 30, 2011 11:06 am

Thanks, although you might want to continue that with the shader listings, and if you're really industrious put every FAQ answer in a spoiler tag...

Also, soolie: Tessellation works on a whole different basis. If you've got a card that's designed for DX11 (not DX11-capable - There's a bit of a difference), I suggest getting http://www.geforce.com/#/GamesandApps/apps/endless-city-demo to see tessellation in action (Warning, it can be GPU-intensive!). Trust me, it's something Oblivion cannot do, and something Bethesda has to add to Skyrim if you want it.
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Wed Mar 30, 2011 12:08 pm

You would have to port Oblivion to DX11 and that would be near impossible. plus you have have to have Windows 7 with DX11 and a Radeon HD 5XXX/6XXX(the 6XXX series does Tesselation much better) or a GeForce GTX 4XX/5XX
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Tue Mar 29, 2011 10:56 pm

Endless city is crap example of tessellation, there water tessellation demo is far better, it uses a dynamic based Tessellation for LOD. if that was implemented in the next TES game (i doubt it) then that would be epic.
User avatar
stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Wed Mar 30, 2011 2:15 am

(Sorry---I had originally made a new thread about this)

Hi all,
I'm deciding to take another crack at Oblivion before Skyrim drops this November. I have a decent mod list I would like to install but first and foremost, I wanted to get OBGEv2 up and running. I downloaded and installed both the Core and Shader files but when I load the game, I see absolutely no graphical change. Furthermore, the plugin DOES show up in my inventory. When I click on it, the box pops up reading that the plugin will open when I close the inventory screen (also, a tiny ([looks like a graphical glitch] circle shows up above my inventory for some reason). Yet when I close the inventory screen, nothing happens.

My GPU is a Geforce GTX 570

I have updated my directed x and I have created a shaderlist.txt file and loaded a few of the basic ones into there but still nothing.

I have no other mods installed--this was the first I was trying to get running.

I'm also running a steam version of Oblivion with the newer version of OBSE (0019b) that requires you actually launch the game through Steam itself---I have since updated to v0020 but still nothing.

I'm really at a loss---I'm probably missing something really stupid since everyone else seems to have this up and running in no time. Any advice anyone could provide would be much appreciated! Thanks in advance!
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

Post » Wed Mar 30, 2011 11:07 am

I love this mod. I was wondering, though - some of the shaders I will have no use for since my system cannot handle it. If I remove those particular shaders will my load times improve? Thanks.

@betterkarma Hmm, have you tried binding the options item to a key?
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Wed Mar 30, 2011 6:18 am

Yessir I did. When I do, the same little circle appears in the upper left hand corner of the screen---its like the plugin is TRYING to open, but can't figure out how. I might just do a clean install of OB and start over again---I'm worried it has something to do with my GPU drivers though....

The following is the OBGE log---maybe it has something to do with all that "calling lost device" business at the bottom? It seems to indicate that the shaders have loaded correctly.....

Spoiler
Ingnoring message. Pre Hook RESZ not supported. Depth buffer texture (INTZ) (1920,1200) created OK. Depth buffer attached OK. 0 Ingnoring message. Received load game message. Starting a new game. Creating vertex buffers. Creating shader textures. Width = 1920, Height = 1200 Setting shader surfaces. Setting depth texture. Loading the shaders. Error opening shaderlist.txt file. Added to list OK. Ingnoring message. Alt Render target - width = 1920, height = 1200 Shader (NormalFilterAA.fx) - Script refID = b000800 Loading shader (data\shaders\NormalFilterAA.fx) Setting effects screen texture. Shader (SSII.fx) - Script refID = b000800 Loading shader (data\shaders\SSII.fx) Setting effects screen texture. Shader (HBAO.fx) - Script refID = b000800 Loading shader (data\shaders\HBAO.fx) Setting effects screen texture. Shader (ssao_perf.fx) - Script refID = b000800 Loading shader (data\shaders\ssao_perf.fx) Setting effects screen texture. Shader (ssao_test.fx) - Script refID = b000800 Loading shader (data\shaders\ssao_test.fx) Found filename : ssao\RandomNoiseB.dds Loading texture (data\textures\ssao\RandomNoiseB.dds) Setting effects screen texture. Shader (Ring_SSAO.fx) - Script refID = b000800 Loading shader (data\shaders\Ring_SSAO.fx) Setting effects screen texture. Shader (Volumetric_SSAO.fx) - Script refID = b000800 Loading shader (data\shaders\Volumetric_SSAO.fx) Setting effects screen texture. Shader (DepthOfField.fx) - Script refID = b000800 Loading shader (data\shaders\DepthOfField.fx) Setting effects screen texture. Shader (CrysisDoF.fx) - Script refID = b000800 Loading shader (data\shaders\CrysisDoF.fx) Setting effects screen texture. Shader (Bokeh_Circle_DoF.fx) - Script refID = b000800 Loading shader (data\shaders\Bokeh_Circle_DoF.fx) Setting effects screen texture. Shader (Bokeh_Hexagon_DoF.fx) - Script refID = b000800 Loading shader (data\shaders\Bokeh_Hexagon_DoF.fx) Setting effects screen texture. Shader (Pseudo_Bokeh_DoF.fx) - Script refID = b000800 Loading shader (data\shaders\Pseudo_Bokeh_DoF.fx) Setting effects screen texture. Shader (Godrays.fx) - Script refID = b000800 Loading shader (data\shaders\Godrays.fx) Setting effects screen texture. Shader (CelShader+EdgeAA.fx) - Script refID = b000800 Loading shader (data\shaders\CelShader+EdgeAA.fx) Setting effects screen texture. Shader (ColorEffects.fx) - Script refID = b000800 Loading shader (data\shaders\ColorEffects.fx) Setting effects screen texture. Shader (ColorMood.fx) - Script refID = b000800 Loading shader (data\shaders\ColorMood.fx) Setting effects screen texture. Shader (ENBColorEffect.fx) - Script refID = b000800 Loading shader (data\shaders\ENBColorEffect.fx) Setting effects screen texture. Shader (HLSLbleachbypass.fx) - Script refID = b000800 Loading shader (data\shaders\HLSLbleachbypass.fx) Setting effects screen texture. Shader (HLSLColorGrading02.fx) - Script refID = b000800 Loading shader (data\shaders\HLSLColorGrading02.fx) Setting effects screen texture. Shader (HLSLvignette.fx) - Script refID = b000800 Loading shader (data\shaders\HLSLvignette.fx) Setting effects screen texture. Shader (obsharpen.fx) - Script refID = b000800 Loading shader (data\shaders\obsharpen.fx) Setting effects screen texture. Depth buffer : Lost device callback. Releasing the depth buffer surface. Releasing the depth buffer texture. Lost device handler: Calling Lost Device Releasing thisframe surface. Releasing thisframe texture. Releasing lastpass surface. Releasing lastpass texture. Releasing lastframe surface. Releasing lastframe texture. Releasing shader vertex buffer. Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device Depth buffer : Lost device callback. Lost device handler: Calling Lost Device


The fact that I've searched high and low for anyone else with this issue makes it seems like its a GPU driver issue...OR I'm missing something incredibly obvious. I really hope its the latter. Any other advice from the gurus?
User avatar
Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Wed Mar 30, 2011 10:10 am

I love this mod. I was wondering, though - some of the shaders I will have no use for since my system cannot handle it. If I remove those particular shaders will my load times improve? Thanks.

Yep. Since it goes through all the shaders when loading your game, getting rid of shaders you don't use can greatly improve load times.
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Wed Mar 30, 2011 3:27 am

I understand the new water package bundles a fix for SSAO behavior underwater and in fog. Is there any chance that fix can be bundled into the core OBGE for those not using the water package? (I use HBAO)


I second this guys post since it seems to have been overlooked.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Wed Mar 30, 2011 8:33 am

Yep. Since it goes through all the shaders when loading your game, getting rid of shaders you don't use can greatly improve load times.

In particular, the oldest two SSAO shaders (ssao_test and ssa_perf), if I'm not mistaken. But personally, I delete all those I'm not using (so, most of them). Hardly pauses at all now.
User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Wed Mar 30, 2011 6:11 am

Sigh. Shadows. Sigh. Must. Be. Fair. To. Shademe. Shadows. Sigh. Sigh. Shadows. Sigh.
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Wed Mar 30, 2011 2:07 am

Do what I did, blackspider. You need to let go. Stop typing "shadows" into the address bar every day to bring up shadeMe's screenshot gallery. Stop imagining what things might look like casting shadows while playing. Just let go. Breathe. Let the burden of shadow-desire escape your soul. Only then will you truly be free. And should the day come when Oblivion is blessed with shadeMe's shadows, you will be able to receive them humbly and without judgment. Let go. Breathe.

Besides, the new OBGE Liquid Water is f##########king awesome!
User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Wed Mar 30, 2011 10:22 am

Hey guys is there any fix for the odd fog effects ingame.
Maybe there's something wrong with my settings but it looks like this for me, the outline of the trees is clearly visible so it makes an unreal effect while it should blend-in seemlesly

http://img607.imageshack.us/i/newbitmapimagenh.png
http://img703.imageshack.us/i/newbitmapimage2j.png

What's wrong??
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Wed Mar 30, 2011 3:22 am

Hey guys is there any fix for the odd fog effects ingame.
Maybe there's something wrong with my settings but it looks like this for me, the outline of the trees is clearly visible so it makes an unreal effect while it should blend-in seemlesly

http://img607.imageshack.us/i/newbitmapimagenh.png
http://img703.imageshack.us/i/newbitmapimage2j.png

What's wrong??


Are you playing with SSAO/HBAO? maybe you should try Tomerk's Liquid Water as it has a SSAO/Fog fix. that might fix that. and DoF might help with that too. I think that might just be an engine limitation though. we would have to totally replace the fog engine or something which I don't see any time soon.
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Wed Mar 30, 2011 11:49 am

That looks like you're using obsharpen.fx. Disabling that, or weakening it, should reduce the outline.
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Wed Mar 30, 2011 8:08 am

In terms of replacing Oblivion's HDR shader... would a new one have to be made, or could a pre-existing one be used?
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Wed Mar 30, 2011 6:21 am

I'm not sure if this is OBGE's fault, but since it was one of the new variables I figured I'd report it just in case.

I installed OBGE for the first time today, though unsuccessfully (everything was weirdly blown out, terrain textures missing, other graphical weirdness). After a couple tries I decided to put it aside. Then, as I was working on my mod with CSE, my computer blue screened. There was no particular message associated with it, so I just restarted my computer and went back to modding. I crashed again 2 hours after the first one (about an hour or so of active computer time). I then crashed 5 minutes after recovering from that one, while running nothing but Chrome. This time, the crash completely corrupted Oblivion, the CS, and the CS extender. Oblivion crashed when trying to load, the CSs had all sorts of http://tesalliance.org/forums/uploads/1302306935/med_gallery_416_194_13904.jpg and crashed when trying to load exteriors. I then crashed again 2 hours after that while attempting to remove all traces of Oblivion, the CSs, and CSE/OBGE from my system. After some time in safemode and scrubbing the whole thing, my install and computer seem to be holding (for now).

Other variables -
The Construction Set Extender. It worked fine on earlier days, though I used it for a longer time today than I did previously. Since its also an OBSE plugin, and I know nothing about OBSE, could some fatal conflict have arisen?
My RAM - I had taken a stick out on friday and promptly replaced it. This created a small issue starting the computer back up for some reason, but it worked fine afterwards.
OBGE is the only completely new variable for today.

Again, I don't know if OBGE/OBSE/CSE is to blame or if its just my incompetance somewhere along the way or my computer's hardware. However, since this is a rather serious issue, I feel that it deserves a mention.
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Wed Mar 30, 2011 12:14 pm

Hi all

For some reason I can't get OBGE.ini to create in my My Games\Oblivion Folder
Is there a trick to this? Very odd.

Thanks

EDIT - The shader effects work fine as well as the shaderlist.txt and/or the support plugin, but no OBGE.ini file gets created after I save and exit the game.

EDIT - The issue seemed to have fixed itself. Not sure how exactly though. Maybe a reboot? You know Windows... hehe
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Next

Return to IV - Oblivion