Oblivion Graphics Extender, Thread 14

Post » Sat Feb 19, 2011 4:04 am

You shouldn't use shaderlist.txt, as that'll mean you can't tweak the shader in game. Unless you don't anyway, in which case it's OK.

I would have thought that the ScreenEffects shader would be able to work like OGE shaders without adaptation - although perhaps the plugin scripts would need re-compiling with OBGEv2 loaded. Another option is to make another plugin that loads it. It's been a while since I last used ScreenEffects though. :shrug:


I do tweak the shaders, so that would be a last resort only.

Those don't sound like huge obstacles, if they work.:)
I had a though though, is it possible to remove the shaders I don't intend on using from my folder, so that, when my save game starts with all shaders enabled, I only effectively use the ones that are present in the Shaders folder?
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TWITTER.COM
 
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Post » Sat Feb 19, 2011 8:09 am

...
(sometimes colorgrading flickers in color when in dialogue with an npc, I figured this was due to something changing the average color of the screen quickly, but i never said anything because i also figured that you already knew about it, but then i posted, so i decided to say something anyway)a

I like the sound of the idea of color grading based on average color. But average color is not GPU friendly. For average color you should add every pixel color, but GPUs does pixels parallel. And 1x1 mipmap trick is not working correctly for different aspect ratios. Even if I get the correct color at the end, I couldn't disable flickering. I searched through Internet and tried every trick I can think of but getting a true average seems to be impossible. It is possible in fact, but that would require me doing all the work manually.

Here is the new version:
http://www.4shared.com/file/9ZSrxrXr/HLSLColorGrading02.html

I decided not to go all the way down to 1x1, but 16x16 or bigger something. :) Mixed the results with previous frame and add a timer for clean up. It should look nice.
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BaNK.RoLL
 
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Post » Fri Feb 18, 2011 8:58 pm

http://i39.tinypic.com/2whijia.jpg

thanks for all the hard work. It's looking good, I've seen no flickering so far.
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David John Hunter
 
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Post » Sat Feb 19, 2011 1:16 am

I am still getting dialogue slowdowns with ssao_test.fx, the way I go about fixing it was by decreasing the ssao_sample_size and increasing the sampling_area... but if thats the case I might as well just use ssao_perf.fx, but that brings about artifact glitches on the water and landscapes.

Does anyone else have this dialogue framerate loss issue?


Also can anymore people confirm this, or know a way to fix this:

I don't know if this problem is known or not... but when I have OBGE, and my character's halfway underwater, if the camera's above the water everything below the water is invisible, and when the camera's underwater everything above the water is invisible.

http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot115.jpg
http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot114.jpg

The odd thing is that it only happens with the player character.

http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot114-1.jpg

Any idea as to why this is happening? As soon as I remove the dll it works fine.


It seems quite a few people have been having this problem with the OBGEv2.dll.
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Nichola Haynes
 
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Post » Sat Feb 19, 2011 10:04 am

Does anyone else have this dialogue framerate loss issue?

Also can anymore people confirm this, or know a way to fix this:

It seems quite a few people have been having this problem with the OBGEv2.dll.


I've never talked to anyone while using SSAO, so I don't know. I also don't know about the water transparency issue, I haven't played the game in a while. shadeMe or Scanti may be able to shed some light on where things are going wrong in OBGEv2 and fix it, but they're very busy people. :)

Plus, I don't know how it works in other countries, but I'm just starting my finals at uni, so I'd imagine there'd be an overall decrease in activity due to people studying. Those with real jobs are just generally busy all the time anyway. :P Hence, don't expect there to be much response to any bugs posted - we may get to read them, but it's much less likely that we can get the time to do anything about them for now.
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Horse gal smithe
 
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Post » Sat Feb 19, 2011 4:08 am

Are you using OBSE v18? That's the only requirement the support plugin has aside from OBGEv2, and problems are usually because people don't have it.

I am, everything works out perfectly except for the support plugin, here's the console error message I mentioned earlier:
http://upload.snelhest.org/images/100423ScreenShot5.png

I'm using Cobl by the way, so the Support Plugin item appears inside the [+]Options inventory item.
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koumba
 
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Post » Sat Feb 19, 2011 5:51 am

It appears we will drop SM 2.0 support(which I have no objection at all) and maybe even go for the DX 10 direction. :hubbahubba: So this is time to decide where to go with MGE next, and a great time to shape that direction.

It's possible to utilize DX10 all of the sudden? I've learned that getting DX10 in either Morrowind and Oblivion isn't possible.
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Kaley X
 
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Post » Fri Feb 18, 2011 7:57 pm

It's possible to utilize DX10 all of the sudden? I've learned that getting DX10 in either Morrowind and Oblivion isn't possible.


I was under the impression that it was possible, but just wasn't worth the amount of work required just to get a few enhancements over DX9, or something like that. :shrug:
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CYCO JO-NATE
 
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Post » Fri Feb 18, 2011 8:49 pm

It's possible to utilize DX10 all of the sudden? I've learned that getting DX10 in either Morrowind and Oblivion isn't possible.

You're right, as one is a DX8 and the other is DX9 games. But I was talking about MGE. MGE's distant land is an engine by itself. It is not restricted by Morrowind's engine. Lately it started to cross the border to Morrowind's rendering area with grass mods. Soon trees and underwater flora will be MGE's render.

Statics can be rendered by MGE but that would be a lot of work, and it will break the blending for old graphic NPCs vs cone-relief mapping statics. :P That won't happen, regardless of how much I want it. :(

My expectation is soon we will have shadows. The distant land has the data we want to project as shadows and creating a light perspective camera within MGE(distant land should be possible) and projecting shadows can be possible.

The plans are toward dropping SM 2.0 support. A game can be a DX9-DX10 mixture, like Crysis, Bioshock, GoW... I assume if it happens, it will be like that.

DX10 is just a rearrangement of traditional engine inner works and introduces geometry shaders. It would be unrealistic to want DX10 goodies from modders, when even professional game developers don't know what to do with it. But now there are plenty of papers and I for myself, am very interested in geometry shaders and GPU physics. Special magic fx with 1000000 particles via GPU. Why not? :)

MGE's rendering is completely unique, the need for creating distant land data and it's own engine to render it, lets perfect reflections, and I think it can let shadows too in unique way for MGE.

PS. DX10 for MGE is pure speculation of a fan, me! :P
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Sammie LM
 
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Post » Sat Feb 19, 2011 5:51 am

PS. DX10 for MGE is pure speculation of a fan, me! :P


Hypothetically if it does happen, would XP users be able to see the DX10 features?
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Nicholas C
 
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Post » Fri Feb 18, 2011 7:28 pm

Hypothetically if it does happen, would XP users be able to see the DX10 features?

As far as I'm aware, it's practically impossible. For all intents and purposes that don't end with a padded cell, perhaps. ;)

DX9 <-- XP
DX10 <-- Vista
DX11 <-- Win7
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James Baldwin
 
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Post » Fri Feb 18, 2011 8:22 pm

Hey, quick question on OBGE's Motion Blur being compatible with OBGEv2.
Now, I have OBGEv2.dll in my obse/plugins folder, but I do not have any other plugins in there for the OBGE shaders. I was/am under the assumption that that is all that's needed.
I got the Motion Blur to work perfectly and was very content with it; However, whenever I would go to save my game, I would get a persistent CTD and the save game file would become corrupt.
I then removed the PostEffects.fx from my Shaderlist, which was followed by Motion Blur still working, but still corrupting the save files. So I removed it from the Shader folder, and I could save without a CTD or a corruption, but I have no Motion Blur.
Is this a known issue for the Motion Blur, and is it likely to be fixed any time soon (Or am I just doing something wrong haha?)? And in the mean time, are there any other Motion Blur mods that are compatible with OBGEv2?
Much thanks in advance!
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Stay-C
 
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Post » Fri Feb 18, 2011 9:37 pm

Hey, quick question on OBGE's Motion Blur being compatible with OBGEv2.
Now, I have OBGEv2.dll in my obse/plugins folder, but I do not have any other plugins in there for the OBGE shaders. I was/am under the assumption that that is all that's needed.
I got the Motion Blur to work perfectly and was very content with it; However, whenever I would go to save my game, I would get a persistent CTD and the save game file would become corrupt.
I then removed the PostEffects.fx from my Shaderlist, which was followed by Motion Blur still working, but still corrupting the save files. So I removed it from the Shader folder, and I could save without a CTD or a corruption, but I have no Motion Blur.
Is this a known issue for the Motion Blur, and is it likely to be fixed any time soon (Or am I just doing something wrong haha?)? And in the mean time, are there any other Motion Blur mods that are compatible with OBGEv2?
Much thanks in advance!


PostEffects.fx should not be in your shaderlist.txt. Besides that, some people have been reporting save game corruption with OBGEv2. I'm not sure why this happens, but I think my suggestion of setting bSaveData=http://forums.bethsoft.com/index.php?/topic/1086305-oblivion-graphics-extender-thread-14/0 in the OBGE.ini worked for at least one person. :shrug:
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Neil
 
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Post » Fri Feb 18, 2011 8:38 pm

PostEffects.fx should not be in your shaderlist.txt. Besides that, some people have been reporting save game corruption with OBGEv2. I'm not sure why this happens, but I think my suggestion of setting bSaveData=http://forums.bethsoft.com/index.php?/topic/1086305-oblivion-graphics-extender-thread-14/0 in the OBGE.ini worked for at least one person. :shrug:


Trying that now; I didn't see that suggestion in the comments on TESNexus and browsing every page is tough with the new forums. >.<
I'll get back to you on that in about ten minutes. But before I do, what exactly does that change do? Am I going to have to re-input the Shader data on every load?
Thanks for the quick replies!

Edit: Sorry, I got carried away. It definitely works haha. I would suggest updating the OP/Readme with that information, as well as the information on the Godrays shader (Changing it to godrays43.fx worked like a charm for me while being updated to OBGEv2 Version 3!).
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Tyrone Haywood
 
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Post » Fri Feb 18, 2011 11:08 pm

I had a though though, is it possible to remove the shaders I don't intend on using from my folder, so that, when my save game starts with all shaders enabled, I only effectively use the ones that are present in the Shaders folder?


This was probably pretty expectable for you guys.
But removing the unused shaders from my folder, so that only the ones I want to be enabled are automatically enabled by Screen Effects(instead of all), did the trick.:)
Jolly!
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Naughty not Nice
 
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Post » Sat Feb 19, 2011 2:30 am

so, no opinions on good oblivion hdr shader .ini tweaks?
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Heather Kush
 
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Post » Fri Feb 18, 2011 7:49 pm

so, no opinions on good oblivion hdr shader .ini tweaks?


Gekko posted a link to some a page or so back, I think.
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Lisha Boo
 
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Post » Sat Feb 19, 2011 9:49 am

All I've seen is a page of the tweaks and what they do. Some things don't seem very clear, like the values for tree, sky, and sun brightness. When i change those, I get results that just don't seem all correct given what they are supposed to modify.

Right now, the shaders in OBGE run after Oblivion's HDR shader runs, so changing sky brightness can have a big effect on how the godrays work. I'm just trying to fish for (or i guess create, eventually) a set of settings that complement the shaders in here. My first priority would be moving away from the fantasy style everything-glows blurriness to a more selective glowing, possibly with longer eye adaptation times and smaller but smoother blur halos. I understand some of the variables, like the number of blur passes, and i have made some improvements, but I figure people have been playing and messing with this game for years, and that things that i would have to try to discover have been discovered already.
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Bellismydesi
 
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Post » Sat Feb 19, 2011 12:12 am

Eventually, will it be possible to replace certain things in Oblivion such as grass, and have a huge performance boost while still having good-looking grass, for example?
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Josephine Gowing
 
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Post » Fri Feb 18, 2011 9:43 pm

Eventually, will it be possible to replace certain things in Oblivion such as grass, and have a huge performance boost while still having good-looking grass, for example?


there is a mod out doing exactly that.just tipe "low poly grass" into the search eingine of tesnexus.com
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Nauty
 
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Post » Sat Feb 19, 2011 8:05 am

there is a mod out doing exactly that.just tipe "low poly grass" into the search eingine of tesnexus.com

Well, I mean using shaders for grass.
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Kit Marsden
 
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Post » Fri Feb 18, 2011 7:23 pm

Well, I mean using shaders for grass.


I'd imagine so. I don't know how you apply shaders to only bits of a scene (like objects), but presumably if we can get that, then we can get grass. :shrug:
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carley moss
 
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Post » Fri Feb 18, 2011 10:40 pm

ive got a bit of a problem it seams that installing Screen Effects was a bad idea becouse now when ever i load up my game all shaders switch on and all so when i die to and have to reload :ahhh: i wood just uninstall it only its need for Fearsome Magicka oh and i love the new godrays
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Markie Mark
 
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Post » Fri Feb 18, 2011 10:39 pm

ive got a bit of a problem it seams that installing Screen Effects was a bad idea becouse now when ever i load up my game all shaders switch on and all so when i die to and have to reload :ahhh: i wood just uninstall it only its need for Fearsome Magicka oh and i love the new godrays


Yes,
as I've said. This is easily remedied by simply removing the shaders from your folder you do not use, so that only the ones you intend to use in your save are activated at the start.:)

Edit:Clarification
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Mizz.Jayy
 
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Post » Sat Feb 19, 2011 1:05 am

Yes,
as I've said. This is easily remedied by simply removing the shaders from your folder you do not use, so that only the ones you intend to use in your save are activated at the start.:)

Edit:Clarification


oh thx for the heads up and the quick reply time for a :celebration: EDIT is it ok to remove the 1, 2 , 3 , 4 test shaders as well or do i need them ?
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ANaIs GRelot
 
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