Oblivion Graphics Extender, Thread 12

Post » Sat Dec 11, 2010 4:37 pm

Great work on the volumetric clouds, they are looking really cool. :goodjob:

As I was on the bus home this afternoon, I was astounded by the real live "godrays" that I saw. I took some crappy photos on my mobile, that completely fail to do the scene justice:
http://i168.photobucket.com/albums/u187/K4tana/Photo0115.jpg?t=1268679370
http://i168.photobucket.com/albums/u187/K4tana/Photo0116.jpg?t=1268679529

the yellows have really been bleached out of these photos, but nevertheless, you can see the rays are not so much "coming towards you" but are in the distance. And it is not so much that it is brighter in the sun, but more that it is more shadowy, and you can see further under the clouds. If godrays could be integrated with volumetric clouds then that would be absolutely splendiferous. Also, if/when the fog processing is found, then god rays could be implemented by decreasing the viewable distance through the fog where the sun is shining through onto it. :)
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Tom
 
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Post » Sat Dec 11, 2010 11:40 pm

Those pics don't look bad. In fact they're a very good example on how sunrays through clouds actually look like. [img]http://static.zenimax.com/forums/images/public/style_emoticons/default/smile.gif[/img] [img]http://static.zenimax.com/forums/images/public/style_emoticons/default/cool.gif[/img]
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Yvonne
 
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Post » Sat Dec 11, 2010 10:05 pm

Hi all,

first, a big thx to those who helpfully replied to my DirectX query. Well, I have other problems:

- on start up screen, there are no actions to choose visible(like Continue, New and so on),

- the game screen is in shades of grey, some details are discernible, like horses mane and tail),

- there is no config item in the inventory.

I have installed only the OGE2 base install, no extra shaders. In the Data/Shaders folder there is no shaderlist.txt file, but there are 5 shaders I think.

When deactivating the .esp, the problem persists.

Please help me to solve this. BTW, I`m a total dummy so KIS for me.

Regards, Haldir
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Isaiah Burdeau
 
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Post » Sun Dec 12, 2010 8:11 am

Hi all,

first, a big thx to those who helpfully replied to my DirectX query. Well, I have other problems:

- on start up screen, there are no actions to choose visible(like Continue, New and so on),

- the game screen is in shades of grey, some details are discernible, like horses mane and tail),

- there is no config item in the inventory.

I have installed only the OGE2 base install, no extra shaders. In the Data/Shaders folder there is no shaderlist.txt file, but there are 5 shaders I think.

When deactivating the .esp, the problem persists.

Please help me to solve this. BTW, I`m a total dummy so KIS for me.

Regards, Haldir



Please post bugreport, makes it easier for people to help you, see OP for "How to"
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Jeneene Hunte
 
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Post » Sun Dec 12, 2010 8:38 am

Hello all. I've been monitoring this topic for a very long time, never posted or tried it, untill just a couple of min ago. I must say that this is absolutely a great job. I don't have any real technical data to add to the discussion as of yet, but after testing it out (with very good detailed instructions from WN on the front page), I can tell you all but the SSAO has actually increased the performance of my game. I am using about 100 differant mods atm, not too many graphical ones, but still all in all I got an overall increase from loading screens, and actually my ingame invt menu has dramatically spead up too. I did however also add an SLi bridge yesterday that I had been missing for the last week (SLi was turned off while I didn't have it), but I don't think thats responcible for this drastic a change in performance. I will test further and post back results and such, but i wanted to say i completely support this mod/group of mods. Ohh I do have one "bug" not sure, but after going through the install and updates, ingame (without having gone to the ini's first) none of the values were populated, so I had to go through almost all of them and add a value the I "thought" might work so i could see the responses.

Again, Thanks all hard work coders.

I highly doubt that the SSAO shader sped up your performance; it was undoubtedly enabling two video cards simultaneously. That's pretty much a no brainer. In my experience, running SLI or xFire doesn't necessarily grant a GAIN in fps, but more often a more consistent FPS. (less stuttering, faster load times, etc, which is what you have been experiencing)
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Sophie Morrell
 
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Post » Sun Dec 12, 2010 3:03 am

Bump. :bolt:
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Sakura Haruno
 
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Post » Sun Dec 12, 2010 3:27 am

hi,
first of, the mod is just great.i love the new effects, especially the godrays and the ssao (i've allways been a fan of ssao^^).
but there is a little thing on wich i could use some help.in the past when i used the obge.dll everything worked fine and i had no serius bugs.on the other hand with the obgev2.dll i am unable to save.when i try to save my game crashes imediatly,i am sure that it's caused by the obgev2.dll because i tried it on a fresh install, so is this a know problem?and if thats the case, is there a solution for it?
thx in advance T.A.Z
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leigh stewart
 
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Post » Sat Dec 11, 2010 8:46 pm

Hey just dropped by to know if there are any updates on the godray shaders...still haven't managed to get ones that work for me lol
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El Goose
 
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Post » Sat Dec 11, 2010 7:02 pm

edit: never mind.

Just so I'm not saying absolutely nothing... thanks for all the hard work guys. Very much appreciated. I'll be posting some screenshots sooner or later (though not in this thread, of course), and your excellent mod (and fx for it) will certainly feature. Wish I could do more to help or contribute, but well, I probably can't, so...)

Cheers. :)
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Neko Jenny
 
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Post » Sun Dec 12, 2010 1:50 am

I love playing with the results of y'all's work. Thanks so much.

http://i827.photobucket.com/albums/zz198/gothemasticator/Oblivion%20Screenshot%20examples/EdgeDetectionandCelShading4.jpg, http://i827.photobucket.com/albums/zz198/gothemasticator/Oblivion%20Screenshot%20examples/EdgeDetectionandCelShading3.jpg.

With edge detection and cel shading plus Corepc's vibrant textures, I now have the colorful cartoony comic booky feel that I enjoy.

gothemasticator
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Kellymarie Heppell
 
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Post » Sat Dec 11, 2010 7:50 pm

Hey all, nice work on this, I have one problem though, 4share hates my guts and won't let me download jack squat, so could we have an alternate download for the godrays 3.4?
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GLOW...
 
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Post » Sat Dec 11, 2010 9:22 pm

Hey all, nice work on this, I have one problem though, 4share hates my guts and won't let me download jack squat, so could we have an alternate download for the godrays 3.4?

Tell me a good alternative works for you, and I will upload there.

Hey just dropped by to know if there are any updates on the godray shaders...still haven't managed to get ones that work for me lol

No. And I doubt the next version will do any good for your problems. But I will still try to make a unique version for you. ;)
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Stephy Beck
 
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Post » Sun Dec 12, 2010 1:46 am

Vtastek, there hasn't been a post from one of our lovely modders in quite some time... do you have any information on the blurring that's occurring with some of the shaders? I had to stop using OBGE because it started giving me headaches to look at with the blur :(
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Jenna Fields
 
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Post » Sat Dec 11, 2010 7:57 pm

Vtastek, there hasn't been a post from one of our lovely modders in quite some time... do you have any information on the blurring that's occurring with some of the shaders? I had to stop using OBGE because it started giving me headaches to look at with the blur :(


I've fixed the blurring problem. It is possible to fix it in a shader but when I release the fix then the shader's fix would unfix my fix. :wacko:

I think I might release the current version as it is sometime this weekend. I wanted to fix a couple of other bugs before the release but I simply haven't had enough time to do any work on OBGEv2 recently. :(
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Mistress trades Melissa
 
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Post » Sun Dec 12, 2010 8:35 am

Is the in-shader fix something simple that I could edit in myself until the new plugin is released?
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Brandi Norton
 
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Post » Sun Dec 12, 2010 9:58 am

Is the in-shader fix something simple that I could edit in myself until the new plugin is released?


You have to edit the vertex shader (or add one) and add half the reciprocal of the screen size to the texture co-ords.

Something like this:

float2 rcpres;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;	// initialize to zero, avoid complaints.	OUT.vertPos = IN.vertPos;	OUT.UVCoord[0] = IN.UVCoord[0]+(rcpres[0]*0.5);	OUT.UVCoord[1] = IN.UVCoord[1]+(rcpres[1]*0.5);	return (OUT);}

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Sarah Kim
 
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Post » Sat Dec 11, 2010 7:28 pm

That's good to know. That I can edit the shader to fix it, and that I don't *have to* edit my shader.

Although, weekends arrive early in here. :P
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chinadoll
 
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Post » Sun Dec 12, 2010 2:02 am

I've fixed the blurring problem. It is possible to fix it in a shader but when I release the fix then the shader's fix would unfix my fix. :wacko:

I think I might release the current version as it is sometime this weekend. I wanted to fix a couple of other bugs before the release but I simply haven't had enough time to do any work on OBGEv2 recently. :(


I've not implemented the shader fix, I'm going to wait for the 'proper' plugin fix, so you don't need to worry about my shaders breaking it.

I haven't posted or uploaded anything in a while for the same reason as Scanti - just too busy.
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Riky Carrasco
 
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Post » Sun Dec 12, 2010 8:18 am

I haven't posted or uploaded anything in a while for the same reason as Scanti - just too busy.
Same here too - RL has been quite unforgiving lately. Besides, http://www.gamesas.com/index.php?/topic/1082282-discussion-cs-script-editor-wish-list/page__view__findpost__p__15766768__fromsearch__1 is eating away any free time I get.
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Talitha Kukk
 
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Post » Sun Dec 12, 2010 1:16 am

I have created two shaders for Morrowind. Vignetting&Bleachbypass
I am working on a simple chromatic aberration shader. Almost finished.
Have to fix 3 old shaders, two toon shaders and a logo shader(my second shader).
Experimenting on a heat haze and a raindrops splatter shaders.
One project for making a custom UI with shaders.
And godrays shader. I fixed the blinding brightness. I am working on presets now.

Playing some Morrowind, my HDD died with my saves last November. So I haven't played the game since, un[censored]believable. My char is broke, killing rats for soul gems. I sold the [censored] gem back to the guy for half the price. Is it your reward, grrr. I will be OK, I guess.

So I am busy. :D

My game looks epic, btw. ;)
http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/sc03/
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Dewayne Quattlebaum
 
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Post » Sun Dec 12, 2010 9:33 am

...
My game looks epic, btw. ;)
http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/sc03/


Gee willikers... makes me want to reinstall Morrowind... :drool:
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Kat Stewart
 
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Post » Sun Dec 12, 2010 3:28 am

Any luck with the volumetric clouds?
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James Shaw
 
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Post » Sat Dec 11, 2010 7:00 pm

Any luck with the volumetric clouds?

No progress getting them in game. This house sitting job has kept me busy. All but 6 hours of my day is spent away from my own computer. I have been making small tweaks to the shader here and there when I find the time. I've fixed a few problems, enhanced a few things, optimized others, tiny little tweaks I can do in the short amount of time I've had this week...

I have implemented 2-hit light processing, so things look slightly more realistic now that you can see the cloud lightly obscured behind another cloud, which is quite important in sunset circumstances. It does obviously add a bit of overhead though, and I've got other versions that don't do this, for performance sake. In some very specific circumstances, it can add some barely noticable, but unrealistic, artifacts to the cloud. But, if you don't know what to look for, you probably won't ever see it.

I found a super cheap way of making jitter almost pointless... Don't filter the cloud texture! You might think it wouldn't do anything, but it produces almost the same amount of perceived volume as the jittering did, while also providing a performance boost (no filtering, no jitter sampling). I'll have to double check that it is indeed better, though (I only finished messing with it before I left home an hour ago).

I'm now trying to get overcast cloud textures to look better, and I think I will have to work in some basic light scattering to get it to look right. Right now, overcast textures are pretty much only lit by ambient light, looking flat and dull, because they have absolutely no transparent parts what so ever. No light ever seems to get through. I'm hoping light scattering will allow more light to permeate the cloud and give it more definition and detail.

So, there you go... Quite a bit of luck making the clouds look and perform better, but no luck getting them in game. I haven't even installed Oblivion since I had to wipe my RC1 of Windows 7...
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Nany Smith
 
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Post » Sun Dec 12, 2010 4:29 am

snip

It sounds pretty awesome. I'm hoping it can be accomplished in-game.
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Charlotte X
 
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Post » Sun Dec 12, 2010 10:34 am

Hi guys first got to say this is a great mod and adds alot of nice effects but i have some questions.
1.I get a wierd ( i think) effect with godrays it looks like the sun light is beaming on just my charecter. For example when i walk to the shadows of a tree it lights up where im walking. dont know if that is normal or not. Still get the rays though which looks awesome although i cant get them like this http://www.youtube.com/watch?v=N3IQeeFYLkY. If anybody knows please tell me.
2. One more question will certain effects work better on bloom or is HDR fine. Using HDR now.
edit: Almost forget to ask. Is there a way to get rid of the black outlines in the cellshade shader.It looks great but with certain effects the black outline stands out too much, Thx
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Alyna
 
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