Oblivion Graphics Extender, Thread 10

Post » Tue Dec 29, 2009 10:17 am

Nice work, scanti.

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.


I'm at work at the moment or I'd try it out myself, but does anyone have a shot of this new shader?
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Lance Vannortwick
 
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Post » Tue Dec 29, 2009 11:34 am

Nice work, scanti.



I'm at work at the moment or I'd try it out myself, but does anyone have a shot of this new shader?


Yep http://dl.dropbox.com/u/519253/ssao_perf.jpg. I modified the shader to give a split screen between the finished effect and the raw ssao data that's blended in as the finished effect is pretty subtle.
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WTW
 
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Post » Tue Dec 29, 2009 4:45 am

Sorry if this has been answered, I tried to find it but couldn't.


Using the celshader/edgeAA shader: is it possible to enable edgeAA without the celshading? i looked in the .fx file and saw the toggle for edgeAA but not for the shading. are they dependant on each other?



thanks!
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victoria gillis
 
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Post » Tue Dec 29, 2009 1:48 am

@HawkleyFox - Thanks so much for taking our comments into consideration! Looking forward to testing this out.

@Scanti - Thanks for all your hard work to get SSAOv2 out! Again, looking forward to testing.

You guys pretty much made my weekend!

EDIT - OBGEv2... Ooops, meant to say that... :biglaugh:
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Emma Parkinson
 
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Post » Tue Dec 29, 2009 6:22 am

@HawkleyFox - Thanks so much for taking our comments into consideration! Looking forward to testing this out.

@Scanti - Thanks for all your hard work to get SSAOv2 out! Again, looking forward to testing.

You guys pretty much made my weekend!


Actually it was HawkleyFox that wrote the SSAO shader. I wrote OBGEv2. There's too many acronyms in this thread. :D
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Flutterby
 
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Post » Tue Dec 29, 2009 1:47 pm

Ah, wonderful to see that this is still going :).

I just tried the new SSAO shader myself with God Rays, however the performance drop is still too much for me to go over to SSAO completely. Blast this student budget! :banghead:
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Kit Marsden
 
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Post » Tue Dec 29, 2009 10:59 am

Ah, wonderful to see that this is still going :).

I just tried the new SSAO shader myself with God Rays, however the performance drop is still too much for me to go over to SSAO completely. Blast this student budget! :banghead:


Try the performance version below as I didn't included in the OBGEv2 upload. It's a lot faster but the effect isn't as strong.

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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Kat Lehmann
 
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Post » Tue Dec 29, 2009 10:00 am

Actually, I've used both. The problem here is really my 9500GT 512mb paired with a low-end Core 2 Duo (please don't ask which one. I honestly don't remember at the moment). There simply isn't enough power to go around. Still, the latest version of the God Rays shader seems to be a rousing success :).

Try the performance version below as I didn't included in the OBGEv2 upload. It's a lot faster but the effect isn't as strong.

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Marta Wolko
 
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Post » Tue Dec 29, 2009 2:26 pm

Did you people know that OBGE(yes the old obse plugin) causes numerous issues if you run Windows 7?
I had text issues in the menus(text being squeezed and squary) and some issues with textures getting pixelated and transition weird color effects(screen getting red and screen flickering).

Which means that OGE has become a must-have for me, I need my shiny gfx fix! :P
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jason worrell
 
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Post » Tue Dec 29, 2009 2:58 am

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.
Brilliant ! I take that the the GitHub repository has the code dump. Fixed the sprite routine-render state collision ?

Sorry if this has been answered, I tried to find it but couldn't.


Using the celshader/edgeAA shader: is it possible to enable edgeAA without the celshading? i looked in the .fx file and saw the toggle for edgeAA but not for the shading. are they dependant on each other?



thanks!
When using edgeAA, the celShader is automatically disabled.
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Susan Elizabeth
 
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Post » Tue Dec 29, 2009 12:33 pm

Whew, so much happened while I was asleep.

Kudos to Scanti and HawkleyFox. :D

I'll update the OP with all changes when I get back from lectures, etc.
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Jamie Lee
 
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Post » Tue Dec 29, 2009 5:10 am

Kudos to Scanti and HawkleyFox. :D



I second that, and adds kudos to all the other OGE creators :foodndrink:
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Jason White
 
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Post » Tue Dec 29, 2009 1:09 am

Kudos indeed! Superb work! I have a couple of questions though:

Can shaders be changed on the fly now? I mean, could you enable the film grain in one room and disable it in the next, without taking all the other shaders off? And can the variables of the shaders be changed on the fly as well? Ie, could you change the values of that contrast shader on the fly, so the contrast in one room is greater than another?

Also, I had an idea: How hard would it be to make godrays come not only from the sun, but from other light sources too? That'd be really cool, to have volumetric lighting on most bright sources! Also, could you make the godrays work even when you are not in the line of sight of the sun, so that you'd be able to see them behind buildings etc?
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Averielle Garcia
 
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Post » Tue Dec 29, 2009 12:28 pm

For on-the-fly changes to shaders, a framework will need to be created to allow them to be customised from within the game, and loaded without needing a shaderlist.txt. It's on my to-do list, once I get more time. :) Once that's in place, OGE will begin it gather some real momentum, I think.

With eyepos, it should be possible to do the vector geometry to get godrays working from any camera position, so you don't have to be facing the sun to see the effects. It's up to vtastek to implement that if he wants to though.
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Georgia Fullalove
 
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Post » Tue Dec 29, 2009 9:25 am

Can shaders be changed on the fly now? I mean, could you enable the film grain in one room and disable it in the next, without taking all the other shaders off? And can the variables of the shaders be changed on the fly as well? Ie, could you change the values of that contrast shader on the fly, so the contrast in one room is greater than another?

Also, I had an idea: How hard would it be to make godrays come not only from the sun, but from other light sources too? That'd be really cool, to have volumetric lighting on most bright sources! Also, could you make the godrays work even when you are not in the line of sight of the sun, so that you'd be able to see them behind buildings etc?


Also noticed in dungeons the effects coming from some magic spells, which isnt very preferable for small magic effects, but would be nice
for eg a type of the flame atronach, or certain massive fire spells, really bad npcs with glowing eyes etc.

btw, the godraysv3 really improves saturation, though i have probs with the settings, but the colors are much more vibrant. also noticed s somewhat small ssao-like effect.
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Georgine Lee
 
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Post » Tue Dec 29, 2009 3:59 am

ERROR:
When I play Oblivion, a message box asks for a file: "d3dx9_41.dll"
Oblivion start, but without OBGEv2, so I dont' see any changes.

I think that it search a file of DirectX 9, but I'm running Windows 7 with DirectX 11.
Is there any solution?
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Rob Davidson
 
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Post » Tue Dec 29, 2009 4:30 pm

For on-the-fly changes to shaders, a framework will need to be created to allow them to be customised from within the game, and loaded without needing a shaderlist.txt. It's on my to-do list, once I get more time. :) Once that's in place, OGE will begin it gather some real momentum, I think.

With eyepos, it should be possible to do the vector geometry to get godrays working from any camera position, so you don't have to be facing the sun to see the effects. It's up to vtastek to implement that if he wants to though.


I am looking forward for that too :hubbahubba:

I tried to tweak some of the settings of your depthofField 4 shader:

-detail next to your cam view is noticably better, but in the far distance just the same.

/* Depth Of Field Effect by WrinklyNinja. Release Version 4.To Do:- Time based blur changes.- get example values for focus points in different senarios.*///TWEAKABLE VARIABLES.bool DoDistanceBlur = true; //If true, reduces DoF to a distance blurring effect, ie. things far away are blurred more than things close up.bool DoWeaponBlur = true; //If false, anything really close to you, like your weapon, will not be blurred no matter where your focus is.float DoFAmount = 7;//The maximum level of blur. A higher value will give you more blur. default 7float FullFocusRange = 0.10; //If a point's depth is within +/- this value of the depth of the focus point, then it is not blurred. default 0.10, best 0.05float NoFocusRange = 0.40; //If a point's depth is outwith +/- this value of the depth of the focus point, then it has the maximum level of blur applied to it. default 0.40 best 0.45int DepthPower = 19; /*Controls the linearity of depth. Higher values will stretch it out more, so you can get the range spread further into the distance that you see in game.Suggested Values:Normal DoF: 19 best 50Distance Blur: 5001 */

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Soku Nyorah
 
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Post » Tue Dec 29, 2009 8:56 am

For on-the-fly changes to shaders, a framework will need to be created to allow them to be customised from within the game, and loaded without needing a shaderlist.txt. It's on my to-do list, once I get more time. :) Once that's in place, OGE will begin it gather some real momentum, I think.

With eyepos, it should be possible to do the vector geometry to get godrays working from any camera position, so you don't have to be facing the sun to see the effects. It's up to vtastek to implement that if he wants to though.


Sweet! That framework would be incredibly useful for integrating OGE with other mods, being able to make shaders for 'insanity' or whatever coming on. Fade to black on death, the list goes on! I'm looking forward to it Wrinklyninja! :goodjob:

Cool, hopefully vtastek will notice these comments and implement it! Maybe you'd be able to instead of getting the sun's position, get a reference's position (like a light source) and add godrays coming from that! Nice!

Also noticed in dungeons the effects coming from some magic spells, which isnt very preferable for small magic effects, but would be nice
for eg a type of the flame atronach, or certain massive fire spells, really bad npcs with glowing eyes etc.


Sorry for the shameless self promotion, but have you seen the "Shining Creatures" mod? It adds a light effect to flame atronachs (and other creatures too optionally), which whilst not being godrays, does do a similar thing. The link is in my sig. :P
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MR.BIGG
 
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Post » Tue Dec 29, 2009 1:36 am

ERROR:
When I play Oblivion, a message box asks for a file: "d3dx9_41.dll"
Oblivion start, but without OBGEv2, so I dont' see any changes.

I think that it search a file of DirectX 9, but I'm running Windows 7 with DirectX 11.
Is there any solution?


Install the DirectX update linked in the OP.

EDIT: OP updated. If anyone's got any suggestions, just let me know. I think I've gotten everything though.
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Daramis McGee
 
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Post » Tue Dec 29, 2009 6:27 am

Problems. Realistic Health and Motion Blur don't work. The OBGEv2 log says there were compilation errors. Also, OBGEv2 didn't create an ini file when the game was first loaded.

EDIT

Although shaders do work. New shaders that is. RH and MB don't work. Uh oh.
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Flesh Tunnel
 
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Post » Tue Dec 29, 2009 10:30 am

Scanti: Maybe you can make the "backwards compatibility" flag configurable via the ini file. I don't know jack about what it takes, just a suggestion. As soon as the ini file works correctly, that is.

EDIT
double post. Sorry.

EDIT2

Also, the save game picture from within the game is all messed up. It's pixelated real bad. Plus is you hit escape, the screen goes blurry kinda.
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Sunny Under
 
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Post » Tue Dec 29, 2009 9:03 am

When using edgeAA, the celShader is automatically disabled.



Is it? I've turned on the toggle for edgeAA but I'm still getting black outlines for everything. I would prefer just edges to be blurred, without the black outlines. Have I done something wrong in the .fx file?

Thanks!
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ezra
 
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Post » Tue Dec 29, 2009 5:45 am

Now I tired to revert back to the original OBGE and my save game won't load with OBGE in my plugins folder. I deleted the quick save games that had OBGEv2 installed.

EDIT

Alright, got my save game to load. I had to keep the mods that require OBGE active, clean save without OBGE, then load up the game with OBGE. If I can, I'll post a pic of the save game screen that is all pixellated.

http://yfrog.com/3mscreenshot1hwp the screen. It happens when you have a shader loaded. An .fx file. If you don't, the picture just zooms in on your FoV. Also, the effect is different depending on where you save it.
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abi
 
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Post » Tue Dec 29, 2009 12:34 pm

That's a known bug. See second post.
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chinadoll
 
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Post » Tue Dec 29, 2009 4:29 pm

Oh, ok. Oops. The second time I loaded OBGEv2 it did create an ini file. So I don't know. Still, how can I get plugins written for old OBGE to work with the new OBGE?

EDIT

Oh, haha. Read the second post. I'm a reading machine.
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james reed
 
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