Oblivion Graphics Extender, Thread 10

Post » Tue Dec 29, 2009 1:11 pm

Didn't MGE allow Morrowind's engine to use DX9 functions? Why can't we do something similar, and let Oblivion use DX10 stuff? For the record, if I seem ignorant of immense potential/impossible work involved with that, it's because I am... in no way to I mean to include myself in the collective "we."


The differences between DX8 and DX9 are less than between DX9 and DX10. However in theory as direct x uses the COM interface you could create a DX10 interface then QueryInterface a DX9 interface from the DX10 interface. You should then in theory be able to use DX9 commands from within a DX10 set-up. (COM interfaces are supposed to be backward compatible). I've said in theory a lot because after googling it I haven't found any examples of anyone actually trying it. So I'm guessing it should work but it doesn't. :( Maybe I'll play around with it sometime in the future.

A few threads ago someone was asking about whether I could create a version of OBGE for Fallout 3. I've had a look at the Fallout code and it looks like it uses a different data structures for it's full screen shaders so at the moment, as it won't be an easy job to convert, the answer is no.

Someone was also asking about getting the eye position (I think it was wrinkyninja). You can work it out from m44world. Positions [3,0] [3,1] [3,2] contain the x,y and z positions of the camera and therefore the eye position.
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Peetay
 
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Post » Tue Dec 29, 2009 2:00 am

Someone was also asking about getting the eye position (I think it was wrinkyninja). You can work it out from m44world. Positions [3,0] [3,1] [3,2] contain the x,y and z positions of the camera and therefore the eye position.


Would it be too forward of me to say I love you? :P

Thanks though, that should remove a major headache. :D
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Rob
 
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Post » Tue Dec 29, 2009 8:14 am

I was interested in using some of the older OBGE mods such as Ambient Dungeons/Realistic Health and from what i've read OBGE v1 is buggy and causes CTD's and visual anomalies even with the debugged version, and having played around with these awesome shaders here I have enjoyed them but I find anti-aliasing to be crucial to the way my game looks so I had to discontinue. I believe when using OBGEv2 for the shaders, even without shaders installed, anti-aliasing was still disabled/not compatible whilst using OBGEv2. So... i'll make it simple :)

If you use OBGEv2 (just OBGEv2, not any of the extra shaders) can you still force AA through your respective graphics cards' control panel, or will OBGEv2 not allow them to work in conjunction?

Thank ya!

-J
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Margarita Diaz
 
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Post » Tue Dec 29, 2009 2:12 am

OBGEv2 is the thing that stops AA from working, so no, you can't. You can try using the EdgeAA shader to help reduce some jaggies though.
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BaNK.RoLL
 
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Post » Tue Dec 29, 2009 12:32 pm

Hello Everyone,
First, I just want to say thanks to everyone involved for all that you do! It is all much appreciated on my part and I wish I could help out, but alas, no technomage am I.

Secondly, if anyone who reads this thread is interested, I put up a little video on youtube of some game bits walking around tied in with a few photos, of how the obgev2 and the shaders looks through my pc. I haven't tweaked or modified anything, just downloaded, dropped 'em in, wrote the shaderlist.txt and revved her up. Hope everything is working okay.

The video is http://www.youtube.com/watch?v=Df32wB14D5E.

Though I've done many vids for my medieval martial arts school, this is the first video I've done of a game; that said, once it's done processing, it shouldn't be too bad.

Just thought I'd drop a line here in case anyone was casually interested.

Thanks again, everybody!
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Karine laverre
 
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Post » Tue Dec 29, 2009 9:33 am

A good video, I'll add it to the OP. It is, however, a bit hard to see the effects of anything but the CelShader. SSAO and Godrays were noticeably present, but only just. It could be because SSAO and ColorMood are the sorts of effect that do best in a before/after comparison.

Despite that, it still makes good viewing, so I'll link to it.

In other news, while RL is keeping me from doing any Oblivion-related work, I'm hoping that I'll be able to get back to work on this pretty soon. (after finishing up my part in the next version of All Natural) Currently planned is getting the Cloud Shadow shader working, thanks to Scanti's info on the eyepos, though I don't see my releasing anything until I can get an effect that actually matches the weather somehow. Also planned is some work on my ColorEffects shader, working out average luminance and using it to simplify the Non-Linear Contrast, making that a bit easier to use. I also plan on adding a Non-Linear Brightness effect, to prevent saturation of lights and darks when messing around with the brightness of a scene, since this was recently requested.

Anyway, plenty to keep me busy when RL eventually slows down. :P
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Georgia Fullalove
 
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Post » Tue Dec 29, 2009 5:14 am

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1074452&view=findpost&p=15639789 ...
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Alexandra walker
 
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Post » Tue Dec 29, 2009 3:14 am

When the final version of OBGEv2 is released, will mods coded with OBGE (original) work? Or will there have to be some recompiling and what-not?
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Jason King
 
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Post » Tue Dec 29, 2009 3:31 pm

@ xaxxiron777: That's because you're essentially breaking the shader. You won't get the same effect, the random noise texture is needed.

Nah. Its technically not needed, at least not from what I've noticed in my tests during development, it still shades fairly well without the texture. However, you should not just delete the texture. You should also modify the shader so it no longer makes any attempts to read the texture.

Oh and as to the ssao shaders fps being increased by deleting the randomnoise texture file. the only thing the texture does is put a film grain over the screen. And it doesnt even move. So there is no noticeable change to the ssao effect but it greatly increases the fps.

Its not a film grain, its a jitter. It "randomly" affects the sampling points of the depth buffer to decrease uniformity in the effect. This jitter helps bring out details that might be missed by a more uniform method.

Imagine if you had a small vertical depression in the wall that you wanted to shade with an SSAO shader. The camera is pointing straight at it, so the depression is completely vertical in the rendered frame. With a uniform method, you would always take perfect symmetrical samples, and in some cases, those samples might completely miss the depression, sampling at either side of the depression and assume the wall was completely flat as a result. It would not darken the pixel like it probably should have. But if you throw some randomness into it, you increase the likelihood that that depression will be observed by the shader. It is a feature that boosts quality.

The resulted jitter is also blurred afterward, so it makes the SSAO appear softer and smooth, more like real life, and less "staticy". I wish I could have eliminated the jitter artifacts completely, but, eh, I did my best after numerous trials with different blur algorithms and weights... I think the result is pretty good, anyways.

Now, there won't USUALLY be a noticeable change, but you might periodically notice things like the shader missing fine details. If you do decide to disable the jitter, you can also disable the blur passes for a slight, further boost to the shader's speed. The blur is pretty much only to remove the jitter artifacts, so you can do away with that as well.

EDIT: Actually, the blur is still necessary. Don't disable it like I suggested. You'll see sort of shadow images around the geometry if you do. Next, the jitter also helps by reducing the visibility of those shadow images. But, like I said, its all still all to increase quality, and the blur does a good job of killing the shadow images on it's own.
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A Lo RIkIton'ton
 
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Post » Tue Dec 29, 2009 12:24 pm

Nah. Its technically not needed, at least not from what I've noticed in my tests during development, it still shades fairly well without the texture. However, you should not just delete the texture. You should also modify the shader so it no longer makes any attempts to read the texture.


Great news! Any major FPS gain for minimal visual quality loss is always a plus!
Any advice on what we need to change within the shader file? I would check, but I'm not home.
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Roberto Gaeta
 
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Post » Tue Dec 29, 2009 5:52 am

Thank you for the insight, Wrinklyninja. As for the visibility of the effects, my uninitiated eyes couldn't tell much beyond the Celshader and Godrays. There is the overall feeling that there is "more", but I don't well know the meal from the menu on this, besides those first two which are in-your-face enough...though from walking around, I think I have to tweak the Godrays because I have seen that spotlight effect when it was cloudless like it was mentioned above.

Thanks!
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Darlene Delk
 
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Post » Tue Dec 29, 2009 4:14 pm

@ shadeMe: I can't spot anything, sorry. What's the full code though?

@ Malonn: Well, if Scanti sets that backwards compatibility flag that lets the half variable be used, then yes, otherwise if a shader contains them, they'll have to be replaced by floats. I have no idea why halfs were used anyway, it's not like they go phased out since the shaders were written, it happened ages ago.
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Silencio
 
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Post » Tue Dec 29, 2009 5:29 am

@ Malonn: Well, if Scanti sets that backwards compatibility flag that lets the half variable be used, then yes, otherwise if a shader contains them, they'll have to be replaced by floats. I have no idea why halfs were used anyway, it's not like they go phased out since the shaders were written, it happened ages ago.


Well lets hope he sets the backward compatibility flag then.
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Emilie Joseph
 
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Post » Tue Dec 29, 2009 10:34 am

@ shadeMe: I can't spot anything, sorry. What's the full code though?

@ Malonn: Well, if Scanti sets that backwards compatibility flag that lets the half variable be used, then yes, otherwise if a shader contains them, they'll have to be replaced by floats. I have no idea why halfs were used anyway, it's not like they go phased out since the shaders were written, it happened ages ago.
texture lastpass;texture thisframe;texture Depth;sampler smpThisFrame = sampler_state{texture = ;    AddressU = CLAMP;    AddressV = CLAMP;    MINFILTER = LINEAR;    MAGFILTER = LINEAR;};sampler smpLastPass = sampler_state{texture = ;    AddressU = CLAMP;    AddressV = CLAMP;    MINFILTER = LINEAR;    MAGFILTER = LINEAR;};sampler smpDepth = sampler_state{texture = ;    AddressU = CLAMP;    AddressV = CLAMP;    MINFILTER = LINEAR;    MAGFILTER = LINEAR;};float rcpres[2];const static float edgeStrength = 15.f;                            // increase for stronger edgesconst static bool flgEdgeMask = 0;                                // show depth mask. Must be set to 0 before enabling edgeAAconst static bool flgEdgeAA = 0;                                // enable edgeAAconst static float edgeAABlurAmt = 0.04;                        // edge blur magnitudeconst static bool flgUseWillowGameData = http://forums.bethsoft.com/index.php?/topic/1076282-oblivion-graphics-extender-thread-10/0;                        // set to 1 to make the edges more Borderlands-ish.const static float2 gBlurKernel[8] ={    { -4, 0 },    { -3, 0 },    { -2, 0 },    { -1, 0 },    {  1, 0 },    {  2, 0 },    {  3, 0 },    {  4, 0 },};const static float gBlurWeights[8] = {    0.002216,    0.008764,    0.026995,    0.064759,    0.064759,    0.026995,    0.008764,    0.002216,};const static int sizeKernelWG = 8;const float2 blurCoordWG[sizeKernelWG] = {    { -2.0, 0.0},    { 2.0, 0.0},        { -2.0, 2.0},    {-2.0, -2.0},        { 2.0, 2.0},    { 2.0, -2.0},        { 0.0, 2.0},    {-0.0, -2.0},};const float blurMagnitudeWG[sizeKernelWG] = {    {1.0},    {1.0},        {1.0},    {1.0},        {0.9},    {0.9},            {0.8},    {0.8},}; const static int sizeKernel = 12;const float2 blurCoord[sizeKernel] = {    { 1.0,-1.0},    { 1.0, 1.0},    { -1.0, -1.0},    {-1.0, 1.0},        { 0.0,-2.0},    { 2.0, 0.0},    { 0.0, 2.0},    {-2.0, 0.0},        { 2.0,-2.0},    { 2.0, 2.0},    { -2.0, -2.0},    {-2.0, 2.0},};const float blurMagnitude[sizeKernel] = {    {1.0},    {1.0},    {0.95},    {0.95},        {0.85},    {0.85},        {0.8},    {0.8},        {0.70},    {0.70},    {0.65},    {0.65},};struct VSOUT{    float4 vertPos : POSITION;    float2 UVCoord : TEXCOORD0;};struct VSIN{    float4 vertPos : POSITION0;    float2 UVCoord : TEXCOORD0;};VSOUT FrameVS(VSIN IN){    VSOUT OUT = (VSOUT)0.0f;    OUT.vertPos = IN.vertPos;    OUT.UVCoord = IN.UVCoord;    return OUT;}float4 getDepth(float2 UVCoord){    float4 colDepth = tex2D(smpDepth, UVCoord);    colDepth = pow(colDepth,17);    return colDepth;}half4 gBlurify(float2 UVCoord, half blurAmt, int4 blurDir){    half4 colOutput = 0.f;    half2 dirMod1 = 0.f;    half2 dirMod2 = 0.f;            for (int i = 0; i < 8; i++) {               dirMod1 = gBlurKernel[i].yx;        if (dirMod1.y> 0)    dirMod1.y *= blurDir[2];        if (dirMod1.y < 0)    dirMod1.y *= blurDir[3];                colOutput += tex2D(smpThisFrame, UVCoord + (gBlurKernel[i].yx * blurAmt) * gBlurWeights[i]);                dirMod2 = gBlurKernel[i].xy;                if (dirMod2.x > 0)    dirMod2.x *= blurDir[0];        if (dirMod2.x < 0)    dirMod2.x *= blurDir[1];        colOutput += tex2D(smpThisFrame, UVCoord + (gBlurKernel[i].xy * blurAmt) * gBlurWeights[i]);    }    return colOutput / 16;}half4 edgeFilter(VSOUT IN) : COLOR0{    half4 colEdge = 0.f, colOutput = 0.f, colInput = getDepth(IN.UVCoord);        for (int i = 0; i < (flgUseWillowGameData ? sizeKernelWG : sizeKernel); i++)    {        colOutput = getDepth(IN.UVCoord + (flgUseWillowGameData ? blurCoordWG[i] : blurCoord[i]) * float2(rcpres[0], rcpres[1]));        colEdge += saturate(colOutput.r * (flgUseWillowGameData ? blurMagnitudeWG[i] : blurMagnitude[i]) - colInput.r) * edgeStrength;        colEdge += saturate(colOutput.g * (flgUseWillowGameData ? blurMagnitudeWG[i] : blurMagnitude[i]) - colInput.g) * edgeStrength;        colEdge += saturate(colOutput.b * (flgUseWillowGameData ? blurMagnitudeWG[i] : blurMagnitude[i]) - colInput.B) * edgeStrength;    }        colOutput = 1 - colEdge;    if (flgEdgeMask)    colOutput = 1 - colOutput;    return colOutput;}half4 edgeAA(VSOUT IN) : COLOR0{    half4 colEdge = tex2D(smpLastPass, IN.UVCoord);    half4 colOutput = tex2D(smpThisFrame, IN.UVCoord);    half depCenter = getDepth(IN.UVCoord).x;        if (flgEdgeAA) {        if (dot(colEdge.xyz, 1) == 0) {            half4 dirDepth;            dirDepth.x = getDepth(IN.UVCoord + half2(-1,0) * half2(rcpres[0], rcpres[1])).x;            dirDepth.y = getDepth(IN.UVCoord + half2(1,0) * half2(rcpres[0], rcpres[1])).x;                    dirDepth.z = getDepth(IN.UVCoord + half2(0,-1) * half2(rcpres[0], rcpres[1])).x;                        dirDepth.w = getDepth(IN.UVCoord + half2(0,1) * half2(rcpres[0], rcpres[1])).x;                        half4 depSamp = half4(depCenter - dirDepth.x, depCenter - dirDepth.y, depCenter - dirDepth.z, depCenter - dirDepth.w);            half threshold = 0.016 * depCenter;            depSamp.xyzw = (depSamp.xyzw > threshold);            depSamp = dot(depSamp, 1);                    // no apparent difference b'ween selective sampling and full sampling            colOutput = gBlurify(IN.UVCoord, edgeAABlurAmt, depSamp);        }    }    else colOutput *= colEdge;    return colOutput;}technique t0{    pass p0    {        VertexShader = compile vs_1_1 FrameVS();        PixelShader = compile ps_3_0 edgeFilter();    }        pass p1    {        VertexShader = compile vs_1_1 FrameVS();        PixelShader = compile ps_3_0 edgeAA();    }}
I've been getting such cryptic compile errors lately and they are driving me nuts.
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victoria gillis
 
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Post » Tue Dec 29, 2009 10:10 am

Great news! Any major FPS gain for minimal visual quality loss is always a plus!
Any advice on what we need to change within the shader file? I would check, but I'm not home.

How about I just quickly whip together a performance version of the SSAO shader. Seems like its all anyone is wanting right now anyways. :P Get rid of the complaints when new users try and use the one with the default 4 sample levels, and such.
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lauraa
 
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Post » Tue Dec 29, 2009 7:54 am

That would be awesome, yes.
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Neliel Kudoh
 
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Post » Tue Dec 29, 2009 3:45 pm

How about I just quickly whip together a performance version of the SSAO shader. Seems like its all anyone is wanting right now anyways. :P Get rid of the complaints when new users try and use the one with the default 4 sample levels, and such.


Yeah man. That would be good juju.
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Rob
 
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Post » Tue Dec 29, 2009 4:03 am

@ shadeMe: I can get it to compile properly if I make the following changes:

line 166:
colEdge += saturate(colOutput.b * (flgUseWillowGameData ? blurMagnitudeWG[i] : blurMagnitude[i]) - colInput.b) * edgeStrength;


line 161:
for (int i = 0; i < sizeKernelWG; i++)


The second one didn't work before because the for statement was exceeding the bounds of the array used in it. I have no idea what the previous condition statement meant, obviously my change cuts out some functionality in 'fixing' it. My guess is that:

(flgUseWillowGameData ? sizeKernelWG : sizeKernel)


is equivalent to saying:
if flgUseWillowGameData =http://forums.bethsoft.com/index.php?/topic/1076282-oblivion-graphics-extender-thread-10/= 1
//use sizeKernelWG as the upper limit for i
else
//use sizeKernel as the upper limit for i

and a similar thing occurs within the for statement itself. Perhaps you've gotten the two states the wrong way round? The problem is that the array chosen (at least when flg is set to 0) as the WG array, and the limit is sizeKernel, which has a higher value than the highest index in WG array, and so the block fails. So if you can work that out, that should be problem sorted.

Hopefully that helped. Sorry if it's just repeating what you already know...
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Trey Johnson
 
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Post » Tue Dec 29, 2009 1:26 am

My guess is that:

(flgUseWillowGameData ? sizeKernelWG : sizeKernel)


is equivalent to saying:
if flgUseWillowGameData =http://forums.bethsoft.com/index.php?/topic/1076282-oblivion-graphics-extender-thread-10/= 1
//use sizeKernelWG as the upper limit for i
else
//use sizeKernel as the upper limit for i

and a similar thing occurs within the for statement itself. Perhaps you've gotten the two states the wrong way round? The problem is that the array chosen (at least when flg is set to 0) as the WG array, and the limit is sizeKernel, which has a higher value than the highest index in WG array, and so the block fails. So if you can work that out, that should be problem sorted.

Hopefully that helped. Sorry if it's just repeating what you already know...
That is correct. But switching the states doesn't help either - It just causes the exception to be raised when the flag is inverted (as that would cause the *WG arrays to use the 12 as the upperlimit, given that the current condition is set correctly).
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Adrian Powers
 
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Post » Tue Dec 29, 2009 11:32 am

How about I just quickly whip together a performance version of the SSAO shader. Seems like its all anyone is wanting right now anyways. :P Get rid of the complaints when new users try and use the one with the default 4 sample levels, and such.



That would be awesome, yes.



Yeah man. That would be good juju.


I will give it third vote has well, yes, please..
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Chloe Mayo
 
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Post » Tue Dec 29, 2009 1:01 pm

Anyways, here is the http://www.4shared.com/file/224902826/1439a4b4/ssao_perf.html of the SSAO shader. Should be one that anyone can just plop into their shaders folder; no textures and such. The SSAO effect doesn't seem quite as strong as before though, but that's probably the trade-off from only having one sample level (at 9.2 ssao_sampling_area).

You can still tweak it as you please, of course. I'd personally not ever use anything less than 2 sample levels, if I used it. Might surprise people to know I don't actually like this SSAO shader. xD Yet, anyways.
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Allison C
 
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Post » Tue Dec 29, 2009 9:31 am

Here are all the details on the problem I'm having:

OS: Vista 32bit
GPU: nVidia 8800
OBSE: v18
AA is off in graphics settings for Oblivion

ShaderList.fx
CODE
ssao_test.fx
timelygodraysv3.fx
CelShader+EdgeAA.fx
Dummy.fx


OBSE Log
OBSE: initialize (version = 18.5 010201A0)oblivion root = C:\Program Files\Bethesda Softworks\Oblivion\plugin directory = C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dllplugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctlychecking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\obge.dllSetOpcodeBase 00002100RegisterCommand 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)plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\obge.dll (00000001 obge 00000001) loaded correctlychecking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dllSetOpcodeBase 00002100RegisterCommand 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)SetOpcodeBase 0000259ERegisterCommand ShowShaderDebugInfo (259E)RegisterCommand ShowTestShader (259F)plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000001) loaded correctlychecking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dllplugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 0000005E) loaded correctlychecking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dllplugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctlypatchedDoLoadGameHook: C:\Users\Anthony\Documents\My Games\Oblivion\Saves\quicksave.essloading from C:\Users\Anthony\Documents\My Games\Oblivion\Saves\quicksave.obseLoading stringsLoading array variables



OBGEv2 Log
Ingnoring message.RESZ not supported.Depth buffer texture (INTZ) (1024,768) created OK.Depth buffer attached OK.Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1024, Height = 768Setting screen surface.Setting depth texture.Loading the shaders.Loading shader (data\shaders\ssao_test.fx)Shader compilation errors occuredssao_test.fxC:\Program Files\Bethesda Softworks\Oblivion\data\shaders\ssao_test.fx(17,42): error X3000: syntax error: unexpected token 'f'Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Loading shader (data\shaders\AmbientDungeons.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Added to list OK.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\AmbientDungeons.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Loading shader (data\shaders\radialblur.fx)Setting effects screen texture.Received save game message.Ingnoring message.Saving a game.Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing lastpass surface.Releasing lastframe surface.Releasing thisframe texture.Releasing lastpass texture.Releasing lastframe texture.Releasing shader vertex buffer.


Currently I see no visual indication that the shaders are active, every now and then I'll get something that looks like:
http://i314.photobucket.com/albums/ll406/A...ScreenShot0.jpg
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Tue Dec 29, 2009 1:01 pm

I've just finished testing and updating OBGE. I've uploaded the latest version to TesNexus:

http://www.tesnexus.com/downloads/file.php?id=30054

I'll do a stealth release on this thread first and wait a few days. If their are no major bugs I'll create a proper RELz thread.

I've included all the shaders from this thread in the release. If anyone wants me to remove their code then let me know and I'll re-upload without their shader in the package.

Edit: I made a slight mistake packaging the mod for release. I put OBGEv2.dll in data\plugins instead of data\obse\plugins. I've fixed the problem and re-uploaded the fixed version. Sorry about that.
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Tue Dec 29, 2009 10:29 am

Thanks for the release, but since this is the first time I've used this since Timeslip's departure do I download v2, then any shaders I want to use?
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Tue Dec 29, 2009 1:55 pm

Thanks for the release, but since this is the first time I've used this since Timeslip's departure do I download v2, then any shaders I want to use?


Yes. I've have included all the shaders listed on the first post of this thread. So you'll only need to download any new or modified shaders.

If you have Timeslip's original installed then delete it as my version and his are not compatible (as mine is an update of his).

Once installed modify the shaderlist.txt file with the names of the shaders you wish to enable.
User avatar
Emilie M
 
Posts: 3419
Joined: Fri Mar 16, 2007 9:08 am

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