Oblivion Graphics Extender, Thread 13

Post » Fri May 13, 2011 3:03 pm

though I thought I had dx9 (when I installed the drivers for my graphics card it required me to add it) I went ahead and reinstalled it via the link you gave me.
Aside from that everything is normal...well...except the name of the OGE .dll file...for Realistic Health to work I had to rename the OGEv2.dll file to OGE.dll so it would recognize it...but in the long run, it is the same file in the same directory, and everything is there.

The one thing I am unsure about is the RAWRzFix.fx file...should that be in the OGE LO? (edit coming soon to say if dx9 fixed or not)


EDIT: LAWL!!!! Game crashing has never been more satisfying!
It worked!!! IT WORKED!!!! (but see what happens when you set values too high?)
User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Fri May 13, 2011 1:01 pm

Well I give up.

From my http://www.gamesas.com/index.php?/topic/1082970-oblivion-graphics-extender-thread-13/page__view__findpost__p__15829812:
Namely the d3dx9_31.dll & d3dx9_41.dll files.

... not the obgev2.dll or the old obge.dll


The way I understood those two, if it's Not crashing when you load a saved game, you Probably don't need them, But I'm pretty much guessing...
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Fri May 13, 2011 4:25 pm

Well I give up.

From my http://www.gamesas.com/index.php?/topic/1082970-oblivion-graphics-extender-thread-13/page__view__findpost__p__15829812:
Namely the d3dx9_31.dll & d3dx9_41.dll files.

... not the obgev2.dll or the old obge.dll

I'm using motion blur with half4 variables and they are working correctly. Copying dll files is not a good idea in my view. If you get the latest directx, any directx dll file will be included and will be stored in system folder. And any application that may need it, will access them from there. Which is the proper way of things.

http://filehippo.com/download_directx/
(run DXSETUP.exe after extracting the package(to a temp folder))


Inside Oblivion folder beside oblivion.exe, if you have dx9_???.dll files, delete them too.
Instead just install directx:
http://filehippo.com/download_directx/
(run DXSETUP.EXE after extracting)


though I thought I had dx9 (when I installed the drivers for my graphics card it required me to add it) I went ahead and reinstalled it via the link you gave me.
Aside from that everything is normal...well...except the name of the OGE .dll file...for Realistic Health to work I had to rename the OGEv2.dll file to OGE.dll so it would recognize it...but in the long run, it is the same file in the same directory, and everything is there.

The one thing I am unsure about is the RAWRzFix.fx file...should that be in the OGE LO? (edit coming soon to say if dx9 fixed or not)

If new OGE is not covering all previous mods, that is temporary. And if you're changing file names, something's gonna be broken somewhere. If not you're very lucky:) I would choose between Realistic Health or new OGE, or edit Realistic health.

And RAWZfix.fx is part of new OGE, goes to data/shaders folder. It is a video card specific fix, maybe you don't need it, but just to be sure...

Edit: I'm glad it worked. You know my entire post above is a copy of first post and OGE's readme. :P
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Fri May 13, 2011 8:34 pm

If new OGE is not covering all previous mods, that is temporary. And if you're changing file names, something's gonna be broken somewhere. If not you're very lucky:) I would choose between Realistic Health or new OGE, or edit Realistic health.

And RAWZfix.fx is part of new OGE, goes to data/shaders folder. It is a video card specific fix, maybe you don't need it, but just to be sure...

Edit: I'm glad it worked. You know my entire post above is a copy of first post and OGE's readme. :P


I know it is, but remember, I said that I thought I had dx9 - which apparently I didn't.

With it working (and I have variables at a more...stable value) I found it is hitting my fps pretty hard, and I only have the line detection on. Is there a way I can speed this up? I wouldn't imagine it hitting my computer too hard considering I can run most any game at higher quality than the 360 can, so maybe I am doing something wrong? (again...)
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Fri May 13, 2011 12:27 pm

I think all of this could have been avoided with better documentation.

If simply in the installation section it stated to use these only if there is an issue AND to state where they go and 20 posts would not have been eaten up and be annoying to scroll through (apologies to anyone find this to be so).

Also in answering ... it is a bit of a leap to expect people to automatically read your mind and conclude that "oh these are direct X related workarounds." Like using the name of the files in question (since there are more than one .dll to possibly reference).

Further, a explanation in the packaging explaining what they are again would have prevented this back and forth.

I understand that this is a continual work in progress headed by people 'In the know', but these kinds of questions will arise as it does have a nexus page, the thread is read by anyone, and all that. Really I understand it is important to RTFM but is it also important to read every thread to grasp basic install procedure?

Sorry if I seem aggravated - I just wrote a whole thread on mod packaging, so maybe I'm a bit sensitive to the issue of mods being packaged in methods unfriendly to mod-users.
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Fri May 13, 2011 8:42 pm

A very quick post: http://dl.dropbox.com/u/2584752/Oblivion%20Graphics%20Extender%20Support.esp [Supports Godrays v4]

Sorry for the delay - I hope this will keep you folks happy until I make another appearance. Haven't had anytime to mod Oblivion, much less work on OBGE. This should change in the coming weeks, with luck. Perhaps then I can see about writing a front-end for the plugin (after I do something about the getCrosshairRef request and the six other mods that need a release).

PS : The new changes haven't been tested. At all.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Fri May 13, 2011 3:38 pm

I have a question about SSAO and DoF in oblivion, aren't they possible only with dx10 and dx11? oblivion run only under dx9, right?
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Fri May 13, 2011 9:14 am

I have a question about SSAO and DoF in oblivion, aren't they possible only with dx10 and dx11? oblivion run only under dx9, right?


No, they're perfectly possible in dx9, as shown. :P Yes, Oblivion is dx9 only.
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Fri May 13, 2011 5:09 am

No, they're perfectly possible in dx9, as shown. :P Yes, Oblivion is dx9 only.


:D
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Fri May 13, 2011 3:21 pm

I have a question that was in the previous page, I think people missed it, and I am rather curious to know, because Oblivion running so slow is just annoying. Often when I attack it thinks I held down the attack button and uses a power attack. (about 3/4 times it does that)

With it working (and I have variables at a more...stable value) I found it is hitting my fps pretty hard, and I only have the line detection on. Is there a way I can speed this up? I wouldn't imagine it hitting my computer too hard considering I can run most any game at higher quality than the 360 can, so maybe I am doing something wrong? (again...)

User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Fri May 13, 2011 10:09 am

I have a question that was in the previous page, I think people missed it, and I am rather curious to know, because Oblivion running so slow is just annoying. Often when I attack it thinks I held down the attack button and uses a power attack. (about 3/4 times it does that)


The only thing I've noticed a performance hit with is the SSAO shaders, everything else may have given me a couple of frames hit at most, but nothing I've noticed. I can't say that I've had slowdown in specific instances either, it tends to be generally the same everywhere. :shrug:

If you're using SSAO, try the performance shader (ssao_perf.fx) as that does have much less of a hit. Otherwise, I can't think of anything. What's your graphics card?
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Fri May 13, 2011 6:12 pm

I don't honestly know what changed, but today when I loaded Oblivion up, things were performing normally again (with the effects ofcourse) so I have no idea.

My graphics card is a nVidia GeForce 9500 (Galaxy)
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Fri May 13, 2011 9:49 am

I've got myself a problem here. I've just installed the mod, I installed all the packages. But when I try to activate the shaders in my game, nothing happens. I'm going into the Cobl options menu, and I hold down shift, and click on one of the shaders. Nothing changes. I don't know if there's supposed to be a plus symbol instead of a minus symbol, because it doesn't do that. And nothing in my graphics changes either. So what can I do about this?
User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Post » Fri May 13, 2011 1:39 pm

I have a small problem, all the items work, the problem I have is that now with everything loaded everything looks cartoonish which is not something I enjoy looking at. here is the shaderlist that I have. and the obgev2 txt file in the main. I run windows xphome and have a nvidia geforce 9800gtx(512mb memory) It's basically meant for gaming.

CelShader+EdgeAA.fx
DepthOfField.fx
ColorEffects.fx
ColorMood.fx
obsharpen.fx
ssao_test.fx
ssao_perf.fx
Godrays.fx


Spoiler
Ingnoring message.
Pre Hook
RESZ not supported.
Depth buffer texture (INTZ) (1680,1050) created OK.
Depth buffer attached OK. 0
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1680, Height = 1050
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Loading shader (data\shaders\ssao_perf.fx)
Setting effects screen texture.
Loading shader (data\shaders\DepthOfField.fx)
Setting effects screen texture.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\)
Failed to load.
Loading shader (data\shaders\ColorEffects.fx)
Setting effects screen texture.
Loading shader (data\shaders\ColorMood.fx)
Setting effects screen texture.
Loading shader (data\shaders\obsharpen.fx)
Setting effects screen texture.
Added to list OK.
Loading the shaders.
Loading shader (data\shaders\ssao_perf.fx)
Setting effects screen texture.
Loading shader (data\shaders\DepthOfField.fx)
Setting effects screen texture.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\)
Failed to load.
Loading shader (data\shaders\ColorEffects.fx)
Setting effects screen texture.
Loading shader (data\shaders\ColorMood.fx)
Setting effects screen texture.
Loading shader (data\shaders\obsharpen.fx)
Setting effects screen texture.
Save file links 0 textures.
Shader Index = 8
Shader num = 0
Filename = ssao_perf.fx
Enabled = 0
RefID = 10000800
Is in use = 1
Loading shader (data\shaders\ssao_perf.fx)
Float rcpres = 0.000595(1)
Float m44proj = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 1
Filename = ssao_test.fx
Enabled = 1
RefID = 10000800
Is in use = 1
Loading shader (data\shaders\ssao_test.fx)
Found filename : ssao\RandomNoiseB.dds
Loading texture (data\textures\ssao\RandomNoiseB.dds)
Float rcpres = 0.000595(1)
Float m44proj = 1.086021(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 2
Filename = DepthOfField.fx
Enabled = 1
RefID = 10000800
Is in use = 1
Loading shader (data\shaders\DepthOfField.fx)
Float DoFAmount = 0.050000(1)
Float FullFocusRange = 0.100000(1)
Float NoFocusRange = 0.600000(1)
Int DepthPower = 0(1)
Float FocusPoint = 0.500000(1)
Float rcpres = 0.000595(1)
Float f4Time = 29613.070313(1)
Float m44proj = 1.086021(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 3
Filename = Godrays.fx
Enabled = 1
RefID = 10000800
Is in use = 1
Loading shader (data\shaders\Godrays.fx)
Float morningshaftex = 2.300000(1)
Float eveningshaftex = 3.500000(1)
Float goldendecay = 0.990000(1)
Float noonshaftex = 1.000000(1)
Float noondecay = 0.990000(1)
Float moonshaftex = 0.090000(1)
Float moondecay = 0.880000(1)
Float startsunrise = 4.000000(1)
Float endsunrise = 10.000000(1)
Float startevening = 17.000000(1)
Float endevening = 21.000000(1)
Float Density = 0.000000(1)
Float Weight = 3.000000(1)
Float m44view = 0.387297(1)
Float f3EyeForward = 0.920611(1)
Float f4SunDir = 0.884728(1)
Float rcpres = 0.000595(1)
Float f4Time = 29613.070313(1)
Float t = 0.767327(1)
Float gScaleFactor = 1.500000(1)
Float gWeights3x3 = 0.062500(9)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 4
Filename = CelShader+EdgeAA.fx
Enabled = 1
RefID = 10000800
Is in use = 1
Loading shader (data\shaders\CelShader+EdgeAA.fx)
Float rcpres = 0.000595(2)
Float edgeStrength = 0.000000(1)
Float edgeAABlurAmt = 1.000000(1)
Float blurCoordWG = -2.000000(8)
Float blurMagnitudeWG = 1.000000(8)
Float blurCoord = 1.000000(12)
Float blurMagnitude = 1.000000(12)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 5
Filename = ColorEffects.fx
Enabled = 1
RefID = 10000800
Is in use = 1
Loading shader (data\shaders\ColorEffects.fx)
Float Saturation = 1.000000(1)
Float Brightness = 1.000000(1)
Float Contrast = 1.000000(1)
Float GContrast = 1.000000(1)
Float GBrightness = 1.000000(1)
Float FGIntensity = 0.000000(1)
Float BHMagnitude = 10.000000(1)
Float BHBrightness = 4.000000(1)
Float f4Time = 29613.070313(1)
Float greyscale = 0.299000(1)
Float rcpres = 0.000595(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 6
Filename = ColorMood.fx
Enabled = 1
RefID = 10000800
Is in use = 1
Loading shader (data\shaders\ColorMood.fx)
Float fRatio = 0.800000(1)
Float moodR = 0.400000(1)
Float moodG = 0.270000(1)
Float moodB = 0.330000(1)
Setting effects screen texture.
Inserting the shader into the list.
Shader num = 7
Filename = obsharpen.fx
Enabled = 1
RefID = 10000800
Is in use = 1
Loading shader (data\shaders\obsharpen.fx)
Float sharpval = 2.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Alt Render target - width = 1680, height = 1050
Alt Render target - width = 1680, height = 1050
Shader (ssao_perf.fx) - Script refID = 10000800
Loading shader that already exists. Returning index of existing shader.
Shader (ssao_test.fx) - Script refID = 10000800
Loading shader that already exists. Returning index of existing shader.
Shader (DepthOfField.fx) - Script refID = 10000800
Loading shader that already exists. Returning index of existing shader.
Shader (Godrays.fx) - Script refID = 10000800
Loading shader that already exists. Returning index of existing shader.
Shader (CelShader+EdgeAA.fx) - Script refID = 10000800
Loading shader that already exists. Returning index of existing shader.
Shader (ColorEffects.fx) - Script refID = 10000800
Loading shader that already exists. Returning index of existing shader.
Shader (ColorMood.fx) - Script refID = 10000800
Loading shader that already exists. Returning index of existing shader.
Shader (obsharpen.fx) - Script refID = 10000800
Loading shader that already exists. Returning index of existing shader.

User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Fri May 13, 2011 4:39 pm

I have a small problem, all the items work, the problem I have is that now with everything loaded everything looks cartoonish which is not something I enjoy looking at. here is the shaderlist that I have. and the obgev2 txt file in the main. I run windows xphome and have a nvidia geforce 9800gtx(512mb memory) It's basically meant for gaming.

CelShader+EdgeAA.fx
DepthOfField.fx
ColorEffects.fx
ColorMood.fx
obsharpen.fx
ssao_test.fx
ssao_perf.fx
Godrays.fx


Did you even read what any of the shaders did in the readme, or just throw them all in for kicks and giggles?

Disable obsharpen.fx(looks terrible anyway), and CelShader+EdgeAA.fx(make oblivion looks like borderlands cartoonish), also only use one ssao.

Any on my to my problem, I can't get Godrays(v4.04) or Celshader+edgeAA to work in the latest OBGEv2.dll(version 3) enabling either of those results in a black screen, but ColorEffects, and SSAO do work. I had to roll back to the previous OBGEv2.dll.
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Fri May 13, 2011 2:10 pm

Disable you mean by deleting from the list and through the ingame menu?
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Fri May 13, 2011 9:49 am

Are you running both? I believe using shaderlist.txt they will be enabled by default, if using the support plug in, you have to turn them on yourself, i'd use one or the other.
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Fri May 13, 2011 3:36 pm

Had forgotten I had the support plugin turned on in bash. just went by the shaderlist file and it works perfectly fine. Now, to tinker with the settings to get the really impressive sunsets. Thanks
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Fri May 13, 2011 6:28 pm

I wonder if it is possible to do anything about the SSAO filter. I mean, come on, guys, it's terrible when it comes to bushes, grass, etc. They should produce shadows below them, not behind them. I see that it is not really possible ATM with the bare SSAO logic. But, seeing advanced stuff like Godrays working, I cannot but wonder whether it is possible to make a "next-gen" smart SSAO filter that could take into account distance from an object to its background, so that things would not produce SSAO "shadows" around them when their background is in fact some feet away from them (currently a tree trunk "SSAO-overshadows" the ground far behind it, if you get what I mean). Or, dreaming further on, that could, in effect, produce fake shadows by applying the SSAO effect only to those parts of objects opposite the sun.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Fri May 13, 2011 1:46 pm

It sounds like you're talking about directional occlusion, which requires the surface normals or some nonsense like that, which they can't access yet :shrug:
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Fri May 13, 2011 5:07 am

well, just a bit of nit-picking here, but I have the edge shader effect active (a bit of a nostalgic feeling of borderlands when I play...I even replaced the original battle music with Boarderlands's) but I noticed it does not exactly detect the edge of the visible mesh, but rather the mesh as a whole.

WTF am I talking about? Well, for example, I was doing the main quest and entered Sancre Tor, and every spider web, rather then seeing a thick black outline around the web itself, it had a square black outline around the entire web. I know in the CS, that is EXACTLY how the webs look.
The same thing happens for the effect that happens around Sigil Stones, 2 black boxes rotate in circles around the Sigil Stone.
I wouldn't say it is a priority to look into fixing, but, I am just putting that out there for future reference - in the event you begin work with the next version.
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Fri May 13, 2011 4:31 am

well, just a bit of nit-picking here, but I have the edge shader effect active (a bit of a nostalgic feeling of borderlands when I play...I even replaced the original battle music with Boarderlands's) but I noticed it does not exactly detect the edge of the visible mesh, but rather the mesh as a whole.
Can't be done as the scene depth is based on rendered geometry. To my knowledge.
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Fri May 13, 2011 3:36 pm

I wouldn't say CAN"T be done, just not probable.
but I just thought I would make a note of that. It doesn't bother me really, so I don't want to make a big deal out of it.
User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Post » Fri May 13, 2011 5:01 pm

I wouldn't say CAN"T be done, just not probable.
but I just thought I would make a note of that. It doesn't bother me really, so I don't want to make a big deal out of it.
Corrected. If you've got an idea of how this can be achieved, do tell - The issue could definitely use a fix.
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Fri May 13, 2011 12:24 pm

It sounds like you're talking about directional occlusion, which requires the surface normals or some nonsense like that, which they can't access yet :shrug:

Is this required for both directional shadows and my other suggestion (dunno how it is called, perhaps, "depth" occlusion, so that tree trunks would not occlude the light if there's no surface directly behind them)?
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

PreviousNext

Return to IV - Oblivion