Oblivion Graphics Extender, Thread 15

Post » Mon Oct 11, 2010 8:56 am

Oblivion Graphics Extender

This thread is a catch-all discussion for anything related to the Oblivion Graphics Extender (OBGE).
Previous Threads: http://www.gamesas.com/index.php?showtopic=1072753, http://www.gamesas.com/index.php?showtopic=1074452, http://www.gamesas.com/index.php?showtopic=1076282, http://www.gamesas.com/index.php?showtopic=1078966, http://www.gamesas.com/index.php?showtopic=1080264, http://www.gamesas.com/index.php?showtopic=1082970, http://www.gamesas.com/index.php?showtopic=1086305


What is it?

The Oblivion Graphics Extender is an OBSE plugin created by Timeslip that adds extra functionality to Oblivion's scripting language, focussed on the implementation and manipulation of graphics effects. It adds support for fullscreen shaders and extra HUD elements, provides information about graphics memory and screen resolution and allows you to clear some of oblivions textures from graphics memory.

You can get OBGE http://timeslip.users.sourceforge.net/obge.html. The original was found to sometimes cause a crash on transition, and an attempt to fix this was made, in the form of a debugged version, found http://www.tesnexus.com/downloads/file.php?id=25912.


What uses it?

A number of mods take advantage of OBGE for their effects. These include:

http://www.tesnexus.com/downloads/file.php?id=16323
http://www.tesnexus.com/downloads/file.php?id=21424
http://www.tesnexus.com/downloads/file.php?id=30973


Oblivion Visual Effects Project (OVEP)

This was a project started by IlmrynAkios that was dedicated to making Oblivion look better using various filters and low-level DirectX tricks, utilising OBGE for its effects. It spurred the discussion on the improvement of various areas of Oblivion's graphics, leading to a few released mods and some affiliated mods, proposed as part of the project but developed separately, being released. These are:

http://www.tesnexus.com/downloads/file.php?id=14339
http://www.tesnexus.com/downloads/file.php?id=15245
http://www.tesnexus.com/downloads/file.php?id=15566

The project is currently on haitus as various difficulties in its progression occurred, and IlmrynAkios found that his time available for work on it was becoming very limited.


Oblivion Graphics Extender (The Reboot)


What is it?

Sharing the same name as the plugin that first let modders change the game's graphical effects, OGE is a continuation of the effort started by OVEP to improve Oblivion's graphics. It is centred around Scanti's work on exposing more information about Oblivion's graphical processes, and the use of this information to create post-processing effects.

Scanti has recently begun work on rewriting OBGE to incorporate the new information exposed, and fixing bugs in the original. This rewrite is entitled OBGEv2, and that is what this project is based on, and what is available for download below. The original OBGE should not be used alongside OBGEv2, which is backwards-compatible with OBGE mods.

While it is still in its EARLY stages, the dedicated modders that make up this project are working hard to bring a new age to Oblivion. If you would like to contribute, please feel free to participate in the sharing of knowledge and ideas to help us strive to complete our goal. If you are able to find useful resources that can benefit the project, please feel free to share them as well.

Please respect the hard working people that take their time to bring this project together. This project is in a Beta Phase, and will probably remain in that state as Scanti continues to add new things to his plugin. Expect bugs when using newly created shaders, or when using/tweaking the shaders on your own.

*Attention*
If you are having any problems, please read the OP and the FAQ very carefully before posting. If your question is not answered, then report the bug as detailed in the 'How To Report Bugs Helpfully' section below.



Due to the WIP nature of OBGEv2, few mods have been made using it, but those that have are:

http://www.tesnexus.com/downloads/file.php?id=18385
http://www.tesnexus.com/downloads/file.php?id=27972 (Not currently available)

In addition, all OBGE mods may be used with OBGEv2 instead of OBGE.

Downloads

Pre-requisites:
http://obse.silverlock.org/ - v0018 is required.
http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3

http://www.tesnexus.com/downloads/file.php?id=30054
http://github.com/scanti/Oblivion-Graphics-Extender-v2

Also available are a few heavily-WIP shaders that are not ready for general distribution:

http://www.4shared.com/file/EIaA67n6/ENBColorEffect.html
http://www.4shared.com/file/9ZSrxrXr/HLSLColorGrading02.html
http://www.4shared.com/file/QexsI9lu/CrysisDoF.html


Screenshots/Videos

See the Nexus page for screenshots and videos of the effects currently available. The effects seen in some of these screenshots/videos may have been obtained by tweaking the variables in the shaders involved.


Shaders

Most of the project's shaders are now included in Scanti's OBGEv2 package at the Nexus page. Any newer or updated shaders are also available as separate downloads from the same location. The currently available shaders are:

CelShader+EdgeAA Shader (v0.3) - (CelShader+EdgeAA.fx)
- By shadeMe. Adds a cartoon-like black edge to objects, as seen in Borderlands, or smooths the edges of objects.

Color Effects Shader (v5) - (ColorEffects.fx)
- By WrinklyNinja. Adds a variety of photoshop-like colour effects, including luminosity-dependent film grain, sepia, saturation/contrast/brightness alteration, gamma contrast/brightness alteration, colour inversion and blur highlighting.

Color Grading Shader - (HLSLColorGrading.fx)
- By vtastek. Tints the screen with the most common colour, and decreases saturation of that colour.

Crysis Color Mood Shader (v0.2) - (ColorMood.fx)
- By shadeMe. Tints the screen to alter the mood of the game, as seen in Crysis.

Depth of Field Shader (v6) - (DepthOfField.fx)
- By WrinklyNinja. Progressively blurs objects with increasing distance from the focus point (default at screen centre), or with increasing distance from the player.

ENB Color Effect Shader - (ENBColorEffect.fx)
- By WrinklyNinja. A port of ENBSeries' colour shader to OBGEv2.

Godrays Shader (v4) - (rename .fx file to Godrays.fx)
- By vtastek. Adds shafts of light emanating from the sun. The effect is only seen at certain times of the day.

Screen Space Ambient Occlusion (SSAO) Shader - (ssao_test.fx)
- By HawkleyFox. Uses stylised lighting to add depth and contrast to the scene. Has a large performance hit.

Screen Space Ambient Occlusion (SSAO) Performance Shader - (ssao_perf.fx)
- By HawkleyFox. A less accurate but much better performance version of the above shader.

Sharpening Shader - (obsharpen.fx)
- By vtastek. Sharpens the screen.

Version numbers are taken from the version numbers within each shader file, and may not be indicative of relative quality.


Installation/Usage

From the Nexus page, download the OBGEv2 package, the Support Plugin, and any updated shaders there.

To install everything, use the following procedure:

1. If you have obge.dll or DepthTest.dll in your Data/OBSE/plugins folder, remove them.
2. Decompress the downloaded packages using 7-zip or any compatible alternative.
3. Move the data directory in the OBGEv2 package to your Oblivion directory. Answer yes to any merge or overwrite prompts.
4. Move the data directory in the Shader Pack to your Oblivion directory. Answer yes to any merge or overwrite prompts.
5. Move the contents of the Support Plugin package to your Oblivion/Data directory. Answer yes to any merge or overwrite prompts.
6. Copy any additional shaders' .fx files to your Oblivion/Data/Shaders directory, answering yes to any overwrite prompts.
7. Activate the Oblivion Graphics Extender Support.esp in the mod loader of your choice.

Using the Support plugin:

The support plugin allows you to toggle individual shaders on and off, and tweak their variables, in-game. To use it, activate the misc. item in your Inventory screen, and exit the inventory to see the configuration menu.

. Clicking a shader with the control key held down will deactivate it, while clicking a shader with the shift key held down will activate it.
. Clicking on a shader will bring you to another menu from which you can select a variable to alter.
. Once you have selected a variable, you will be brought to an input box which shall specify the type of variable, give some information on usage of the variable, and allow you to enter in a new value for that variable.

The support plugin will currently allow you to toggle the following shaders:
CelShader+EdgeAA*
Depth of Field*
Color Effects*
Crysis Color Mood*
Sharpening
Screen Space Ambient Occlusion (SSAO)
Screen Space Ambient Occlusion (SSAO) Performance
Godrays*

* - These shaders also support variable alteration. The others do not yet support it.

*Note*
If a shader is not listed in the above list, it will be nescessary to load it via the shaderlist.txt. To do so, open the shaderlist.txt file in your Data/Shaders folder, and add to it the name of the shader file that is not included in the support plugin's menu. Make sure to spell it exactly, and include the .fx extension. The shaders need a specific load order when they are entered into your shaderlist.txt, and it is as follows:

-SSAO
-Depth Of Field
-Godrays
-CelShader+EdgeAA
-Any other shaders available

DO NOT list non-OGE shaders (that is, any shaders that are not listed in the above 'Shaders' section) in your shaderlist.txt. Doing so may break the mod using that shader's effects.



How To Report Bugs Helpfully

Read the OP, especially the FAQs. If your problem is not answered there, do the following:

Supply the following:
- Your Operating System.
- Your graphics card.
- Your OBGEv2.txt. This log is in your Oblivion directory.
- Your OBSE.txt. This log is in your Oblivion directory.
- Your shaderlist.txt.

The above documents should be posted exactly how they appear in the file, in spoiler tags.

In addition, if what you are experiencing is a graphical bug of some kind, you should supply screenshots. It has been noted that Oblivion's screenshot function may not work with OBGEv2 installed, so in that case use FRAPS or some other 3rd party screenshot tool. You can convert the image from .bmp to .jpg in Wrye Bash. Upload the screenshot and post a link to it, so we can see what your problem actually looks like.

If your bug is with a shader effect, and you have altered any variables within the shader, also post the lines on which you changed anything, exactly how they are in the shader, in codebox tags.

We can't really help all that well without the above information, as especially with graphical errors, it can hard to describe them in writing in a way that we will be able to understand what's going on.


F.A.Q.

Q: Is this a RELz? Should I download this?
A: The project has recently experienced its first Beta (and hopefully stable) release. It will always be a work in progress and could contain bugs
from time to time. If the thought of this scares you then this probably isn't the mod for you.

Most shaders are supplied with no documentation of any sort besides what is on this thread. Hence there is an element of DIY involved in using the products of this project, especially when it comes to tweaking the settings of the shaders. Within each shader effects file there may or may not be a section at the beginning of the file detailing any variables that you can change, and what they do. You are advised to check there before posting if you wish to tweak any shaders.

Q: Does OGE require any specific hardware to run?
A: The shaders are compatible with both ATI and NVIDIA graphics cards, although the Godrays, Depth Of Field and Color Effects shaders require a Shader Model 3 compliant graphics card to run. Any NVIDIA graphics card that is GeForce 6 Series (released 2004) or newer supports Shader Model 3.0. Any ATI graphics card that is Radeon X1000 Series (released 2005) or newer supports Shader Model 3.0.

Q: How do I get involved with this project?
A: There are a few ways that you can get involved:

If you can write shader code, then you can get stuck in making your own effects right away. The shaders can be written in either HLSL or ASM.

If you can write in C/C++, then perhaps you would be able to help Scanti in his work on the OBSE plugin. There is a github respositary so you can fairly easily create a fork and add your own changes. It would also be beneficial if you know anything about low-level DirectX and the OBSE plugin system. The respositary also allows you to create your own wiki pages for the project, which anyone who can is more than welcome to do.

If you can't do either of these things, you can still contribute support, articles and papers on graphical effects that could be implemented in Oblivion, and whatever else you can bring to the project. Especially cake or ice cream. :cake: :icecream:

Q: I found a bug...
A: Good for you. If you find a bug, please reported as detailed in the 'How To Report Bugs Helpfully' section above. We can help you more when you explain the problem better.

Q: I cannot see an effect I have installed, and my OBGEv2 log has the line "Failed to load" after the line "Loading shader ()". How do I fix this?
A: This results from OBGEv2's inability to compile the shader effects you are trying to load. Make sure that you spell the names of the shaders in your shaderlist.txt EXACTLY as they should be, with the .fx extension, and you have the DirectX update linked to above installed. In the case of some effects, you must also have a graphics card that is Shader Model 3 compliant.

Q: The ordering of the objects on the screen is messed up! Why is this happening?
Q: Once I got the effects to work, my AA disappeared? WHY?!?

A: The method used to expose the information used to read the depth buffer is incompatible with Anti-Aliasing. This is
reported to be the case on both ATI and NVIDIA graphics cards. The only solution is to edit the obge.ini file in your
My Documents\My Games\Oblivion folder and change this line:

[DepthBuffer]
bUseDepthBuffer=1

to:

[DepthBuffer]
bUseDepthBuffer=0

This will however cause any effect that uses the depth buffer to stop working properly. This currently includes the SSAO (both versions), Depth of Field, Godrays and CelShader+EdgeAA shaders.

Q: A shader is listed saying it has multiple effects. What does that mean?
A: If a shader has multiple effects, it means that it rolls many effects into one file, and gives you the ability to choose which of these effects, or combinations of these effects, are applied to your game. This has the advantage that you can cut down on the number of shader files you have to keep track of. You will generally be able to make these selections by changing variables in the shader.

Q: How do I change/tweak shader settings/variables?

A: Open up the shader .fx file in a text editor such as Notepad. The variables are found at the beginning of the file, and may be labelled as tweakable and/or commented with information regarding them.

Alternatively, you can alter most shaders' variables in-game using the Support Plugin, though these changes are not recorded in the shader file.

Q: My Godrays is just a searchlight in clear weather.
A: Godrays are best displayed in cloudy weather types, from 6 to 8 in the mornings and evenings. However, if you get the searchlight effect, you have to edit the shader's FOV setting to match your ingame FOV. Example would be if your playing Oblivion on a 95 FOV, you have to edit your Godrays to a 95 FOV. To edit the shader, change the value of "#define fov", near the beginning of the file, to the value of your FOV.

Q: Why do objects in the distant have weird black stuff on them when fog weather is active?
Q: Using the SSAO shader does weird things to stuff underwater. What gives?
A: This is an unintended side effect of the SSAO effect. It occurs because the SSAO shader applies its effect regardless of the presence of fog, which would otherwise hide it. This can only be fixed when information about fog distances becomes available to the shader, until which time the bug is remain.

Q: SSAO demolishes my FPS; any ideas?
A: First, try the SSAO Performance shader, which has a slightly lower quality effect, but a great reduction in performance hit over the full SSAO shader. The easiest way to improve your frame rate while using the full SSAO shader is to reduce the sample size, and correspondingly increase the sample area. BDBB recommended values of:
ssao_sample_size = 1
ssao_sampling_area = 9.2

Q: Can the SSAO shader be optimised any more?
A: It is not possible to optimise the shader any further without access to information about the surface normals from the graphics renderer. As it is, the shader has to work these out from scratch, and this is what reduces performance the most.

Q: How do I get the EdgeAA effect?
A: The EdgeAA effect is part of the Edge Detection shader, to enable the effect change the following variables as shown:
flgEdgeMask = 0;
flgEdgeAA = 1;

Q: Where is the src folder with the source code?
A: Scanti has set up a GitHub repositary. That means you will always have access to the latest version of his code and people can contribute their own code to the project. The site is linked to above in the 'Downloads' section.
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Mon Oct 11, 2010 10:01 am

might want to add fearsome magicka to the list of mods that uses it.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Mon Oct 11, 2010 6:41 am

I get a bug with v3 of this mod. When I go into water, I can't see any part of the main character that is underwater. In other words, I can't see my legs. I went back and checked, and v2 did not have this problem.

http://imgur.com/LkTuL.jpg

I'm using an ATI HD 4870.

OBGEv2.log
Spoiler

Ingnoring message.
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
Ingnoring message.
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1920, Height = 1080
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Added to list OK.
Loading the shaders.
No texture data found in save file.
No shader data in save file.
Alt Render target - width = 1920, height = 1080
Shader (RealisticHealth.fx) - Script refID = ad000ce7
Loading shader (data\shaders\RealisticHealth.fx)
Setting effects screen texture.


OBSE.log
Spoiler

OBSE: initialize (version = 18.6 010201A0)
oblivion root = C:\games\Oblivion\
plugin directory = C:\games\Oblivion\Data\OBSE\Plugins\
checking plugin C:\games\Oblivion\Data\OBSE\Plugins\\DisableVampRace.dll
plugin C:\games\Oblivion\Data\OBSE\Plugins\\DisableVampRace.dll (00000001 DisableVampRace 00000001) loaded correctly
checking plugin C:\games\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin C:\games\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin C:\games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin C:\games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin C:\games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand 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)
RegisterCommand IsShaderEnabled (2114)
plugin C:\games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) loaded correctly
checking plugin C:\games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy_HUD.dll
SetOpcodeBase 00002330
RegisterCommand GetEsp (2330)
RegisterCommand CreateArray (2331)
RegisterCommand DestroyArray (2332)
RegisterCommand ArraySize (2333)
RegisterCommand ArrayCount (2334)
RegisterCommand SetInArray (2335)
RegisterCommand SetFloatInArray (2336)
RegisterCommand GetInArray (2337)
RegisterCommand GetTypeInArray (2338)
RegisterCommand RemInArray (2339)
RegisterCommand FindInArray (233A)
RegisterCommand FindFloatInArray (233B)
RegisterCommand SetRefInArray (233C)
RegisterCommand FindRefInArray (233D)
RegisterCommand CopyArray (233E)
RegisterCommand ArrayEsp (233F)
RegisterCommand ArrayProtect (2340)
RegisterCommand FirstInArray (2341)
RegisterCommand DestroyAllArrays (2342)
RegisterCommand PackArray (2343)
RegisterCommand CreateString (2344)
RegisterCommand DestroyString (2345)
RegisterCommand SetString (2346)
RegisterCommand StringEsp (2347)
RegisterCommand StringProtect (2348)
RegisterCommand StringLen (2349)
RegisterCommand DestroyAllStrings (234A)
RegisterCommand StringSetName (234B)
RegisterCommand StringGetName (234C)
RegisterCommand StringMsg (234D)
RegisterCommand StringCat (234E)
RegisterCommand UserFileExists (234F)
SetOpcodeBase 00002378
RegisterCommand RenFile (2378)
RegisterCommand DelFile (2379)
RegisterCommand StringToTxtFile (237A)
RegisterCommand CopyString (237B)
RegisterCommand IntToString (237C)
RegisterCommand FloatToString (237D)
RegisterCommand RefToString (237E)
RegisterCommand IniReadInt (237F)
RegisterCommand IniReadFloat (2380)
RegisterCommand IniReadRef (2381)
RegisterCommand IniWriteInt (2382)
RegisterCommand IniWriteFloat (2383)
RegisterCommand IniWriteRef (2384)
RegisterCommand IniKeyExists (2385)
RegisterCommand IniDelKey (2386)
RegisterCommand EspToString (2387)
RegisterCommand IniReadString (2388)
RegisterCommand IniWriteString (2389)
RegisterCommand ModRefEsp (238A)
RegisterCommand GetRefEsp (238B)
RegisterCommand StringToRef (238C)
RegisterCommand StringCmp (238D)
RegisterCommand FileToString (238E)
RegisterCommand StringPos (238F)
RegisterCommand StringToInt (2390)
RegisterCommand StringToFloat (2391)
RegisterCommand ArrayCmp (2392)
RegisterCommand StringMsgBox (2393)
RegisterCommand StringIns (2394)
RegisterCommand StringRep (2395)
RegisterCommand IntToHex (2396)
RegisterCommand LC (2397)
SetOpcodeBase 000023B0
RegisterCommand FromTSFC (23B0)
RegisterCommand ToTSFC (23B1)
RegisterCommand StrLC (23B2)
RegisterCommand CreateEspBook (23B3)
RegisterCommand FmtString (23B4)
RegisterCommand FixName (23B5)
RegisterCommand ResetName (23B6)
RegisterCommand HasFixedName (23B7)
RegisterCommand csc (23B8)
RegisterCommand StringSetNameEx (23B9)
RegisterCommand StringGetNameEx (23BA)
RegisterCommand FixNameEx (23BB)
RegisterCommand IniGetNthSection (23BC)
RegisterCommand IniSectionsCount (23BD)
RegisterCommand RunBatString (23BE)
RegisterCommand Halt (23BF)
RegisterCommand RefToLong (23C0)
RegisterCommand LongToRef (23C1)
RegisterCommand FindFirstFile (23C2)
RegisterCommand FindNextFile (23C3)
RegisterCommand GetFileSize (23C4)
RegisterCommand NewHudS (23C5)
RegisterCommand DelHudS (23C6)
RegisterCommand ScreenInfo (23C7)
RegisterCommand HudS_X (23C8)
RegisterCommand HudS_SclX (23C9)
RegisterCommand HudS_Show (23CA)
RegisterCommand HudS_Opac (23CB)
RegisterCommand HudS_Align (23CC)
RegisterCommand AutoSclHudS (23CD)
RegisterCommand HudS_Y (23CE)
RegisterCommand HudSEsp (23CF)
RegisterCommand HudSProtect (23D0)
RegisterCommand HudsInfo (23D1)
RegisterCommand DelAllHudSs (23D2)
RegisterCommand HudS_L (23D3)
RegisterCommand rcsc (23D4)
RegisterCommand HudS_SclY (23D5)
RegisterCommand NewHudT (23D6)
RegisterCommand DelHudT (23D7)
RegisterCommand HudT_X (23D8)
RegisterCommand HudT_SclX (23D9)
RegisterCommand HudT_Show (23DA)
RegisterCommand HudT_Opac (23DB)
RegisterCommand HudT_Align (23DC)
RegisterCommand AutoSclHudT (23DD)
RegisterCommand HudT_Y (23DE)
RegisterCommand HudTEsp (23DF)
RegisterCommand HudTProtect (23E0)
RegisterCommand HudTInfo (23E1)
RegisterCommand DelAllHudTs (23E2)
RegisterCommand HudT_L (23E3)
RegisterCommand HudT_SclY (23E4)
RegisterCommand PauseBox (23E5)
RegisterCommand KillMenu (23E6)
RegisterCommand SetHudT (23E7)
RegisterCommand HudT_Text (23E8)
RegisterCommand HudS_Tex (23E9)
RegisterCommand SanString (23EA)
RegisterCommand IsHUDEnabled (23EB)
RegisterCommand IsPluggyDataReset (23EC)
RegisterCommand FromOBSEString (23ED)
RegisterCommand ToOBSEString (23EE)
RegisterCommand HudT_Font (23EF)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin C:\games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy_HUD.dll (00000001 OBSE_Elys_Pluggy 00000084) loaded correctly
checking plugin C:\games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll
plugin C:\games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 00000062) loaded correctly
checking plugin C:\games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin C:\games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly
patched
DoLoadGameHook: C:\Users\manymoose\Documents\My Games\Oblivion\Saves\AutoSave1.ess
loading from C:\Users\manymoose\Documents\My Games\Oblivion\Saves\AutoSave1.obse
Loading strings
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Loading array variables
Mod owning array was removed from load order; will attempt to assign ownership to a referring mod.
Array ID 72 is referred to by no loaded mods. Discarding
plugin didn't finish reading chunk
Mod owning array was removed from load order; will attempt to assign ownership to a referring mod.
Array ID 73 is referred to by no loaded mods. Discarding
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Mod owning array was removed from load order; will attempt to assign ownership to a referring mod.
Array ID 74 is referred to by no loaded mods. Discarding
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Mod owning array was removed from load order; will attempt to assign ownership to a referring mod.
Array ID 75 is referred to by no loaded mods. Discarding
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Mod owning array was removed from load order; will attempt to assign ownership to a referring mod.
Array ID 76 is referred to by no loaded mods. Discarding
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Mod owning array was removed from load order; will attempt to assign ownership to a referring mod.
Array ID 77 is referred to by no loaded mods. Discarding
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Mod owning array was removed from load order; will attempt to assign ownership to a referring mod.
Array ID 78 is referred to by no loaded mods. Discarding
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User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Mon Oct 11, 2010 7:11 pm

Hello !

I have a problem with this mod aswell, but only with the godrays.

During the Morning and afternoon they work well, but in the later evening they disappear, long before the sun goes down. This is odd because in the old version of OBGE and godrays, i remember everything worked well except ocassional flickering. Also, it seems that my rays only show if i set the decay to 0.99. :/

So as a summary:

1. My rays stop too eary in the evening, they disappear before a proper sunset happens. It seems like they ignore the evening settings.
2. My rays don't show at all when decay is less than 0.99
3. The morning rays work perfectly

Here's the OS and documents:

OS: Windows 7 Professional 64bit
Graphics card: ATI Radeon EAH5870

Godrays.fx (Only the first part because i changed nothing beyond it)
Spoiler
//Godrays(timely) v4 for Scanti's OGE(04.04.2010)
//by vtastek

/*TWEAKABLES START*/

//Number of passes for sunshafts
#define NUM_SAMPLES 64

//decrease to gain performance
//but keep in mind effect will start to break
//revealing the squarish nature of the lightshafts
//so increasing would be a better idea
//but at the exchange of performance

//FOV
#define fov 75
//setting this correctly is very important
//or lights will move around as you look around
//creating a searchlight effect

//Exposure(intensity) values for sunshafts
extern float globalmul = 1.0f;
extern float morningshaftex = 6.0f; //morning ray intensity
extern float eveningshaftex = 6.0f; //evening ray intensity
extern float goldendecay = 0.99; //ray length for golden hours ie. sunrises and sunsets
extern float noonshaftex = 3.0f; //afternoon ray intensity
extern float noondecay = 0.99; //afternoon ray length
extern float moonshaftex = 0.1f; //night ray intensity experimental
extern float moondecay = 0.99; //night ray length experimental

//for advancing tweaking shows the rays
extern float showraypass = 0;

//Mornings are more powerful already
//so I decreased it
//noon is for noon and moon is for nights
//you may get shafts for lightnings and moon maybe
//goldendecay is for sunrise and sunset rays lengths
//noondecay is noon rays length

//Morning start-end hours
extern float startsunrise = 4.0f;
extern float endsunrise = 10.0f;
//start early for sunrise

//Evening start-end hours
extern float startevening = 17.0f;
extern float endevening = 21.0f;
//end late for sunset


OBGEv2.log
Spoiler
Ingnoring message.
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1280,1024) created OK.
Depth buffer attached OK. 0
Ingnoring message.
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1280, Height = 1024
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\CelShader+EdgeAA.fx)
Setting effects screen texture.
Added to list OK.
Loading the shaders.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\CelShader+EdgeAA.fx)
Setting effects screen texture.
Save file links 0 textures.
Shader Index = 1
Shader num = 0
Filename = ScreenEffects.fx
Enabled = 1
RefID = 5000ED4
Is in use = 1
Loading shader (data\shaders\ScreenEffects.fx)
Float brightness = 1.000000(1)
Float shadows = 1.000000(1)
Float highlights = 1.000000(1)
Float contrast = 1.000000(1)
Float saturation = 1.000000(1)
Int p_steps = 0(1)
Float blurdist = 0.000000(1)
Float gfoffset = 0.329831(1)
Float gfmagnitude = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Alt Render target - width = 1280, height = 1024
Shader (ScreenEffects.fx) - Script refID = 5000ed4
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 1280, height = 1024
Received ExitGame message.
Calling Release Device
Releasing thisframe surface.
Releasing thisframe texture.
Releasing lastpass surface.
Releasing lastpass texture.
Releasing lastframe surface.
Releasing lastframe texture.
Releasing shader vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.


OBSE.log
Spoiler
OBSE: initialize (version = 18.6 010201A0)
oblivion root = D:\TES4 Oblivion\
plugin directory = D:\TES4 Oblivion\Data\OBSE\Plugins\
checking plugin D:\TES4 Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand 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)
RegisterCommand IsShaderEnabled (2114)
plugin D:\TES4 Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) loaded correctly
checking plugin D:\TES4 Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll
plugin D:\TES4 Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 0000005E) loaded correctly
patched
DoLoadGameHook: C:\Users\Foar\Documents\My Games\Oblivion\Saves\quicksave.ess
loading from C:\Users\Foar\Documents\My Games\Oblivion\Saves\quicksave.obse
Loading strings
Loading array variables
plugin didn't finish reading chunk
plugin did not read all of its data (at 0000000000000733 expected 0000000000000734)
OBSE: deinitialize


shaderlist.txt
Spoiler
Godrays.fx
CelShader+EdgeAA.fx


Maybe someone knows what's wrong :)
Even if there's nothing to solve this, i still love the OBGE mod and think official producers could barely have done it better !
User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Mon Oct 11, 2010 9:31 am

Hello !

I have a problem with this mod aswell, but only with the godrays.

During the Morning and afternoon they work well, but in the later evening they disappear, long before the sun goes down. This is odd because in the old version of OBGE and godrays, i remember everything worked well except ocassional flickering. Also, it seems that my rays only show if i set the decay to 0.99. :/

So as a summary:

1. My rays stop too eary in the evening, they disappear before a proper sunset happens. It seems like they ignore the evening settings.
2. My rays don't show at all when decay is less than 0.99
3. The morning rays work perfectly

Here's the OS and documents:

OS: Windows 7 Professional 64bit
Graphics card: ATI Radeon EAH5870

Godrays.fx (Only the first part because i changed nothing beyond it)
Spoiler
//Godrays(timely) v4 for Scanti's OGE(04.04.2010)
//by vtastek

/*TWEAKABLES START*/

//Number of passes for sunshafts
#define NUM_SAMPLES 64

//decrease to gain performance
//but keep in mind effect will start to break
//revealing the squarish nature of the lightshafts
//so increasing would be a better idea
//but at the exchange of performance

//FOV
#define fov 75
//setting this correctly is very important
//or lights will move around as you look around
//creating a searchlight effect

//Exposure(intensity) values for sunshafts
extern float globalmul = 1.0f;
extern float morningshaftex = 6.0f; //morning ray intensity
extern float eveningshaftex = 6.0f; //evening ray intensity
extern float goldendecay = 0.99; //ray length for golden hours ie. sunrises and sunsets
extern float noonshaftex = 3.0f; //afternoon ray intensity
extern float noondecay = 0.99; //afternoon ray length
extern float moonshaftex = 0.1f; //night ray intensity experimental
extern float moondecay = 0.99; //night ray length experimental

//for advancing tweaking shows the rays
extern float showraypass = 0;

//Mornings are more powerful already
//so I decreased it
//noon is for noon and moon is for nights
//you may get shafts for lightnings and moon maybe
//goldendecay is for sunrise and sunset rays lengths
//noondecay is noon rays length

//Morning start-end hours
extern float startsunrise = 4.0f;
extern float endsunrise = 10.0f;
//start early for sunrise

//Evening start-end hours
extern float startevening = 17.0f;
extern float endevening = 21.0f;
//end late for sunset


OBGEv2.log
Spoiler
Ingnoring message.
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1280,1024) created OK.
Depth buffer attached OK. 0
Ingnoring message.
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1280, Height = 1024
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\CelShader+EdgeAA.fx)
Setting effects screen texture.
Added to list OK.
Loading the shaders.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\CelShader+EdgeAA.fx)
Setting effects screen texture.
Save file links 0 textures.
Shader Index = 1
Shader num = 0
Filename = ScreenEffects.fx
Enabled = 1
RefID = 5000ED4
Is in use = 1
Loading shader (data\shaders\ScreenEffects.fx)
Float brightness = 1.000000(1)
Float shadows = 1.000000(1)
Float highlights = 1.000000(1)
Float contrast = 1.000000(1)
Float saturation = 1.000000(1)
Int p_steps = 0(1)
Float blurdist = 0.000000(1)
Float gfoffset = 0.329831(1)
Float gfmagnitude = 0.000000(1)
Setting effects screen texture.
Inserting the shader into the list.
Alt Render target - width = 1280, height = 1024
Shader (ScreenEffects.fx) - Script refID = 5000ed4
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 1280, height = 1024
Received ExitGame message.
Calling Release Device
Releasing thisframe surface.
Releasing thisframe texture.
Releasing lastpass surface.
Releasing lastpass texture.
Releasing lastframe surface.
Releasing lastframe texture.
Releasing shader vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.


OBSE.log
Spoiler
OBSE: initialize (version = 18.6 010201A0)
oblivion root = D:\TES4 Oblivion\
plugin directory = D:\TES4 Oblivion\Data\OBSE\Plugins\
checking plugin D:\TES4 Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand 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)
RegisterCommand IsShaderEnabled (2114)
plugin D:\TES4 Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) loaded correctly
checking plugin D:\TES4 Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll
plugin D:\TES4 Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 0000005E) loaded correctly
patched
DoLoadGameHook: C:\Users\Foar\Documents\My Games\Oblivion\Saves\quicksave.ess
loading from C:\Users\Foar\Documents\My Games\Oblivion\Saves\quicksave.obse
Loading strings
Loading array variables
plugin didn't finish reading chunk
plugin did not read all of its data (at 0000000000000733 expected 0000000000000734)
OBSE: deinitialize


shaderlist.txt
Spoiler
Godrays.fx
CelShader+EdgeAA.fx


Maybe someone knows what's wrong :)
Even if there's nothing to solve this, i still love the OBGE mod and think official producers could barely have done it better !

Your sunsets must be happening real late.

//Evening start-end hoursextern float startevening = 17.0f;extern float endevening = 21.0f;//end late for sunset


Change endevening to "22.0f". It should solve the issue. If you think it is power related you can increase "extern float eveningshaftex = 6.0f"; to 8-9.
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Mon Oct 11, 2010 2:42 pm

I get a bug with v3 of this mod. When I go into water, I can't see any part of the main character that is underwater. In other words, I can't see my legs. I went back and checked, and v2 did not have this problem.

http://imgur.com/LkTuL.jpg


Exact same problem here; running Windows 7 (Professional, 64-bit) and ATI 4870x2.

Also...I've gotten SSAO to work like I want it to, but I seem to be having some trouble with Godrays and Depth of Field. Both are enabled, but Depth of Field doesn't seem to be working--I don't get any distance blur at all. I assume it's something in the individual settings, though I'm not sure what...any advice on settings would be helpful. I've tried increasing the blur amount/power from their defaults, but it doesn't seem to change anything. Godrays at least I can tell is working, but the effect (with default settings) is not so much "shafts of light" as it is "distant nuclear explosion." Not sure what in the settings I'd need to change to fix that one.

Relevant documents hiding in the spoiler box:

Spoiler
OBSE.log:
OBSE: initialize (version = 18.6 010201A0)oblivion root = c:\games\steam\steamapps\common\oblivion\plugin directory = c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\checking plugin c:\games\steam\steamapps\common\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)RegisterCommand IsShaderEnabled (2114)plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) loaded correctlypatchedDoLoadGameHook: C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.10.essloading from C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.10.obseLoading stringsLoading array variablesplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin did not read all of its data (at 0000000000004C69 expected 0000000000004C6A)DeleteGameHook: C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.10.essdeleting C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.10.obseDoSaveGameHook: C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.44.esssaving to C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.44.obse


OBGEv2.log:
Ingnoring message.Pre HookRESZ format supported.Depth buffer texture (INTZ) (1360,768) created OK.Depth buffer attached OK. 0Ingnoring message.Received load game message.Loading a game.Creating vertex buffers.Creating shader textures.Width = 1360, Height = 768Setting shader surfaces.Setting depth texture.Loading the shaders.Error opening shaderlist.txt file.Added to list OK.Loading the shaders.Error opening shaderlist.txt file.Save file links 0 textures.Shader Index = 3Shader num = 0Filename = ssao_perf.fxEnabled = 1RefID = B000800Is in use = 1Loading shader (data\shaders\ssao_perf.fx)Float rcpres = 0.000735(1)Float m44proj = 0.981252(1)Setting effects screen texture.Inserting the shader into the list.Shader num = 1Filename = DepthOfField.fxEnabled = 1RefID = B000800Is in use = 1Loading shader (data\shaders\DepthOfField.fx)Float DoFAmount = 0.000000(1)Float FullFocusRange = 0.100000(1)Float NoFocusRange = 0.600000(1)Int DepthPower = 0(1)Float FocusPoint = 0.500000(1)Float rcpres = 0.000735(1)Float f4Time = 28043.101563(1)Float m44proj = 0.981252(1)Setting effects screen texture.Inserting the shader into the list.Shader num = 2Filename = Godrays.fxEnabled = 1RefID = B000800Is in use = 1Loading shader (data\shaders\Godrays.fx)Float morningshaftex = 0.040000(1)Float eveningshaftex = 0.200000(1)Float goldendecay = 0.990000(1)Float noonshaftex = 0.490000(1)Float noondecay = 0.630000(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 = 0.900000(1)Float Weight = 0.440000(1)Float m44view = 0.785423(1)Float f3EyeForward = -0.618643(1)Float f4SunDir = 0.928146(1)Float rcpres = 0.000735(1)Float f4Time = 28043.101563(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.Alt Render target - width = 1360, height = 768Shader (ssao_perf.fx) - Script refID = b000800  Loading shader that already exists. Returning index of existing shader.Shader (DepthOfField.fx) - Script refID = b000800  Loading shader that already exists. Returning index of existing shader.Shader (Godrays.fx) - Script refID = b000800  Loading shader that already exists. Returning index of existing shader.Alt Render target - width = 1360, height = 768Alt Render target - width = 256, height = 256Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 3Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000735Found float: name - m44proj, size - 1, data[0] - 0.981252Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.000000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000735Found float: name - f4Time, size - 1, data[0] - 28759.509766Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 0.981252Shader Godrays.fx has 29 parameters.Found float: name - morningshaftex, size - 1, data[0] - 0.040000Found float: name - eveningshaftex, size - 1, data[0] - 0.200000Found float: name - goldendecay, size - 1, data[0] - 0.990000Found float: name - noonshaftex, size - 1, data[0] - 0.490000Found float: name - noondecay, size - 1, data[0] - 0.630000Found float: name - moonshaftex, size - 1, data[0] - 0.090000Found float: name - moondecay, size - 1, data[0] - 0.880000Found float: name - startsunrise, size - 1, data[0] - 4.000000Found float: name - endsunrise, size - 1, data[0] - 10.000000Found float: name - startevening, size - 1, data[0] - 17.000000Found float: name - endevening, size - 1, data[0] - 21.000000Found float: name - Density, size - 1, data[0] - 0.900000Found float: name - Weight, size - 1, data[0] - 0.440000Found float: name - m44view, size - 1, data[0] - 0.080128Found float: name - f3EyeForward, size - 1, data[0] - 0.983410Found float: name - f4SunDir, size - 1, data[0] - 0.909934Found float: name - rcpres, size - 1, data[0] - 0.000735Found float: name - f4Time, size - 1, data[0] - 28759.509766Found float: name - t, size - 1, data[0] - 0.767327Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing thisframe texture.Releasing lastpass surface.Releasing lastpass texture.Releasing lastframe surface.Releasing lastframe texture.Releasing shader vertex buffer.


shaderlist.txt:
DepthofField.fxGodrays.fxssao_perf.fx


Edit: after further nitpicking and tweaking, I got Depth of Field to work more or less the way I want it to. Still having trouble with Godrays, however.
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Mon Oct 11, 2010 1:18 pm

Exact same problem here; running Windows 7 (Professional, 64-bit) and ATI 4870x2.

Also...I've gotten SSAO to work like I want it to, but I seem to be having some trouble with Godrays and Depth of Field. Both are enabled, but Depth of Field doesn't seem to be working--I don't get any distance blur at all. I assume it's something in the individual settings, though I'm not sure what...any advice on settings would be helpful. I've tried increasing the blur amount/power from their defaults, but it doesn't seem to change anything. Godrays at least I can tell is working, but the effect (with default settings) is not so much "shafts of light" as it is "distant nuclear explosion." Not sure what in the settings I'd need to change to fix that one.

Relevant documents hiding in the spoiler box:

Spoiler
OBSE.log:
OBSE: initialize (version = 18.6 010201A0)oblivion root = c:\games\steam\steamapps\common\oblivion\plugin directory = c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\checking plugin c:\games\steam\steamapps\common\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)RegisterCommand IsShaderEnabled (2114)plugin c:\games\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) loaded correctlypatchedDoLoadGameHook: C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.10.essloading from C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.10.obseLoading stringsLoading array variablesplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin did not read all of its data (at 0000000000004C69 expected 0000000000004C6A)DeleteGameHook: C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.10.essdeleting C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.10.obseDoSaveGameHook: C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.44.esssaving to C:\Users\Kate\Documents\My Games\Oblivion\Saves\Save 1 - Freyr Winterborn - City Isle, Level 1, Playing Time 01.04.44.obse


OBGEv2.log:
Ingnoring message.Pre HookRESZ format supported.Depth buffer texture (INTZ) (1360,768) created OK.Depth buffer attached OK. 0Ingnoring message.Received load game message.Loading a game.Creating vertex buffers.Creating shader textures.Width = 1360, Height = 768Setting shader surfaces.Setting depth texture.Loading the shaders.Error opening shaderlist.txt file.Added to list OK.Loading the shaders.Error opening shaderlist.txt file.Save file links 0 textures.Shader Index = 3Shader num = 0Filename = ssao_perf.fxEnabled = 1RefID = B000800Is in use = 1Loading shader (data\shaders\ssao_perf.fx)Float rcpres = 0.000735(1)Float m44proj = 0.981252(1)Setting effects screen texture.Inserting the shader into the list.Shader num = 1Filename = DepthOfField.fxEnabled = 1RefID = B000800Is in use = 1Loading shader (data\shaders\DepthOfField.fx)Float DoFAmount = 0.000000(1)Float FullFocusRange = 0.100000(1)Float NoFocusRange = 0.600000(1)Int DepthPower = 0(1)Float FocusPoint = 0.500000(1)Float rcpres = 0.000735(1)Float f4Time = 28043.101563(1)Float m44proj = 0.981252(1)Setting effects screen texture.Inserting the shader into the list.Shader num = 2Filename = Godrays.fxEnabled = 1RefID = B000800Is in use = 1Loading shader (data\shaders\Godrays.fx)Float morningshaftex = 0.040000(1)Float eveningshaftex = 0.200000(1)Float goldendecay = 0.990000(1)Float noonshaftex = 0.490000(1)Float noondecay = 0.630000(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 = 0.900000(1)Float Weight = 0.440000(1)Float m44view = 0.785423(1)Float f3EyeForward = -0.618643(1)Float f4SunDir = 0.928146(1)Float rcpres = 0.000735(1)Float f4Time = 28043.101563(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.Alt Render target - width = 1360, height = 768Shader (ssao_perf.fx) - Script refID = b000800  Loading shader that already exists. Returning index of existing shader.Shader (DepthOfField.fx) - Script refID = b000800  Loading shader that already exists. Returning index of existing shader.Shader (Godrays.fx) - Script refID = b000800  Loading shader that already exists. Returning index of existing shader.Alt Render target - width = 1360, height = 768Alt Render target - width = 256, height = 256Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 3Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000735Found float: name - m44proj, size - 1, data[0] - 0.981252Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.000000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000735Found float: name - f4Time, size - 1, data[0] - 28759.509766Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 0.981252Shader Godrays.fx has 29 parameters.Found float: name - morningshaftex, size - 1, data[0] - 0.040000Found float: name - eveningshaftex, size - 1, data[0] - 0.200000Found float: name - goldendecay, size - 1, data[0] - 0.990000Found float: name - noonshaftex, size - 1, data[0] - 0.490000Found float: name - noondecay, size - 1, data[0] - 0.630000Found float: name - moonshaftex, size - 1, data[0] - 0.090000Found float: name - moondecay, size - 1, data[0] - 0.880000Found float: name - startsunrise, size - 1, data[0] - 4.000000Found float: name - endsunrise, size - 1, data[0] - 10.000000Found float: name - startevening, size - 1, data[0] - 17.000000Found float: name - endevening, size - 1, data[0] - 21.000000Found float: name - Density, size - 1, data[0] - 0.900000Found float: name - Weight, size - 1, data[0] - 0.440000Found float: name - m44view, size - 1, data[0] - 0.080128Found float: name - f3EyeForward, size - 1, data[0] - 0.983410Found float: name - f4SunDir, size - 1, data[0] - 0.909934Found float: name - rcpres, size - 1, data[0] - 0.000735Found float: name - f4Time, size - 1, data[0] - 28759.509766Found float: name - t, size - 1, data[0] - 0.767327Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing thisframe texture.Releasing lastpass surface.Releasing lastpass texture.Releasing lastframe surface.Releasing lastframe texture.Releasing shader vertex buffer.


shaderlist.txt:
DepthofField.fxGodrays.fxssao_perf.fx


Edit: after further nitpicking and tweaking, I got Depth of Field to work more or less the way I want it to. Still having trouble with Godrays, however.

I remember posting a response. Well here again:

Make sure to get the v4 of godrays. I worked hard to make it subtle in all lighting conditions. :sleep: :user:
If you have plugin support you might have activated it a second time through it. I don't know what would be the result in that case.
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Mon Oct 11, 2010 9:01 am

I remember posting a response. Well here again:

Make sure to get the v4 of godrays. I worked hard to make it subtle in all lighting conditions. :sleep: :user:
If you have plugin support you might have activated it a second time through it. I don't know what would be the result in that case.


I thought I'd had the latest version of Godrays (the one in the shader pack), but apparently I missed the individual downloads on Nexus. Downloading and installing that, then creating a shaderlist.txt file with just Godrays.fx in it and disabling the Godrays option in the support plugin seems to have gotten things working like they should. The effect still feels a little nuclear dawn-ish, but I have actual shafts of light now, and they're quite lovely. :thumbsup: Thanks for your help.
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Mon Oct 11, 2010 1:49 pm

ENB Color Effect Shader ?
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Mon Oct 11, 2010 2:41 pm

@wrinklyninja,
Can you update Color grading shader to beta version:
http://www.4shared.com/file/9ZSrxrXr/HLSLColorGrading02.html

Thank you.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Mon Oct 11, 2010 11:35 pm

Vtastek.

I tried the previous version of that shader and couldn't really work out what it was suppoised to acheive. I'm sure there is an explaination for ley-persons somehwere in previous threads, but I can't find it. I know that it tints the screen with the prevelent colour and desaturates it, but why would you want to do that?
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Mon Oct 11, 2010 10:52 am

@mejoff,
It was a request and I liked it. Requester explained it is an effect simulating human eye, which was enough for me. I'm kinda interested in optical phenomenons.
:)
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Mon Oct 11, 2010 9:46 pm

When I try download the Enhanced Seasons I got the message that this file was hidden. Could the OP fix that please. :shrug:

Thank you all for a better Oblivion graphics. :clap:
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Mon Oct 11, 2010 10:01 am

I'm finally getting round to updating the OP a little. A proper update is going to have to wait until I have time for all the catch-up reading I need to do.
@wrinklyninja,
Can you update Color grading shader to beta version:
http://www.4shared.com/file/9ZSrxrXr/HLSLColorGrading02.html

Thank you.


Done. :)

When I try download the Enhanced Seasons I got the message that this file was hidden. Could the OP fix that please. :shrug:

Thank you all for a better Oblivion graphics. :clap:



Nothing to be fixed - Enhanced Seasons isn't available ATM, though it's link is there since that's the page it will be on. Just as soon as Duke Nukem Forever is released. :P
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Mon Oct 11, 2010 8:52 pm

Nothing to be fixed - Enhanced Seasons isn't available ATM, though it's link is there since that's the page it will be on. Just as soon as Duke Nukem Forever is released. :P

Thanks for that info. :)
Is there a Duke Nukem Forever thread here?
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Mon Oct 11, 2010 8:00 am

Thanks for that info. :)
Is there a Duke Nukem Forever thread here?

:lol:
No Duke Nukem Forever is a game that has supposedly been in development since 1997!
It was a promised sequel to Duke Nukem 3D, and has had it's release date pushed back and back again, along with promotional material, ever since.

Nothing to do with Oblivion or anything.
http://en.wikipedia.org/wiki/Duke_Nukem_Forever

in 2001 it was announced 'officially' that it will be released "when it's done" :lol: Which is, I would think, the point of that particular reference on Enhanced Seasons.
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Rachael Williams
 
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Post » Mon Oct 11, 2010 4:42 pm

Thanks Vargr. I've no idea of this game because I thought it where an another Oblivion mod.
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Dan Scott
 
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Post » Mon Oct 11, 2010 5:21 pm

Thanks Vargr. I've no idea of this game because I thought it where an another Oblivion mod.

You're welcome. I probably only know that because I had Duke Nukem 3D back in the day, and was looking forward to that new one (with the Quake Engine, which was a huge step up in image quality at the time.)
Was that really over a decade ago?! Sheesh!
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Andrew
 
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Post » Mon Oct 11, 2010 9:54 pm

You would want to know about Polymer, which is an engine rewrite for Duke Nukem 3D. They have the source code for Build engine, which helped I guess.
http://www.eduke32.com/
New engine supports parallax mapping and dynamic lights. It is at the level of Doom 3, imo. It is also open source.

Now we have OpenMW. We don't have the source code. But that won't stop us. :P
http://openmw.sourceforge.net/jaws/

Also Thief is getting their open source engine:
https://sourceforge.net/projects/opde/

I can't express how happy I am.
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cutiecute
 
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Post » Mon Oct 11, 2010 5:22 pm

Re-posting this from the last thread.

I am having some issues getting the cel shading / depth of field / and ambient occlusion working. All of the other shaders seem to work fine.
I should also note that since I have installed this mod, and the related files needed for it to function, the game no longer shuts down correctly upon choosing the exit game option but crashes instead.
This is also the only thing I have added on to oblivion after a fresh install.

I am running Windows XP with DirectX 9.0c and the latest possible video drivers (I just downloaded them).
My graphics card is a Nvidia7800GTX.

Below you can see a screenshot of the game when using the cel shading effect. Similar graphical glitches occur when trying to use depth of field and ambient occlusion. The game runs normally when using these shaders even with the graphical glitches occuring - save for the AO shader which seems to bump down the framerate a bit.
http://smg.photobucket.com/albums/v203/solarwins/?action=view¤t=Oblivion2010-05-1119-42-24-53.jpg

I do NOT have a shaderlist.txt but it seems that isn't really an issue.

My OBGE.ini is as follows:

[DepthBuffer]bUseDepthBuffer=1bUseRAWZfix=1[Serialization]bSaveData=http://forums.bethsoft.com/index.php?/topic/1092614-oblivion-graphics-extender-thread-15/1bLoadData=1[PluginInterOp]bEnableInterOp=0[Shaders]bNoShadersInMenus=0bUseShaderList=0sShaderListFile=data\shaders\shaderlist.txtbUseLegacyCompiler=0bRenderHalfScreen=0[General]bEnabled=1[ScreenBuffers]iBufferTexturesNumBits=8



Thanks in advance to anyone that can offer any sort of input on this. It will be greatly appreciated. :)
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Samantha Pattison
 
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Post » Mon Oct 11, 2010 3:41 pm

Re-posting this from the last thread.

I am having some issues getting the cel shading / depth of field / and ambient occlusion working. All of the other shaders seem to work fine.
I should also note that since I have installed this mod, and the related files needed for it to function, the game no longer shuts down correctly upon choosing the exit game option but crashes instead.
This is also the only thing I have added on to oblivion after a fresh install.

I am running Windows XP with DirectX 9.0c and the latest possible video drivers (I just downloaded them).
My graphics card is a Nvidia7800GTX.

Below you can see a screenshot of the game when using the cel shading effect. Similar graphical glitches occur when trying to use depth of field and ambient occlusion. The game runs normally when using these shaders even with the graphical glitches occuring - save for the AO shader which seems to bump down the framerate a bit.
http://smg.photobucket.com/albums/v203/solarwins/?action=view¤t=Oblivion2010-05-1119-42-24-53.jpg

I do NOT have a shaderlist.txt but it seems that isn't really an issue.

My OBGE.ini is as follows:

[DepthBuffer]bUseDepthBuffer=1bUseRAWZfix=1[Serialization]bSaveData=http://forums.bethsoft.com/index.php?/topic/1092614-oblivion-graphics-extender-thread-15/1bLoadData=1[PluginInterOp]bEnableInterOp=0[Shaders]bNoShadersInMenus=0bUseShaderList=0sShaderListFile=data\shaders\shaderlist.txtbUseLegacyCompiler=0bRenderHalfScreen=0[General]bEnabled=1[ScreenBuffers]iBufferTexturesNumBits=8



Thanks in advance to anyone that can offer any sort of input on this. It will be greatly appreciated. :)


All I can think of is to try setting the legacy compiler on. Other than that, it looks like a hardware/driver thing to me, though I don't really know. :shrug:
What's your OBGEv2 log look like?
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Joe Bonney
 
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Post » Mon Oct 11, 2010 8:27 pm

http://www.gamesas.com/index.php?/topic/1094332-i-have-achieved-complete-control-over-fallout-3s-graphics/

I asked if they would share any of the technical details about what they have accomplished, and forwarded them to this thread.

The first video is just wacky/silly, but later on they post a video showing the manipulation of the water level. Their claim is more or less that they've intercepted the graphics before they get rendered by the game engine, and thus affected the graphics output. I thought that this was searched for for a long time by the original OVEP/OBGE people, but maybe not. But without them providing any technical details I can't really verify the veracity of these claims. (AFAIK the water could be scripted in FOSE to do so?) ... Anyway, I had said I was trying not to sound critical because I know that so many people have looked for so long to intercept the graphics in this manner, so I guess I'm just a bit pessimistic. :)

Though if he can manipulate the water so easily, it would be nice if we could finally get that "Crysis Water" that was worked on for so long by IlmrynAikos...

Here's the water video in question: http://www.youtube.com/watch?v=U1mMir8X1Ls

(It's in the 2nd reply of that thread)
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Sammygirl500
 
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Post » Mon Oct 11, 2010 10:14 am

http://www.gamesas.com/index.php?/topic/1094332-i-have-achieved-complete-control-over-fallout-3s-graphics/

I asked if they would share any of the technical details about what they have accomplished, and forwarded them to this thread.

The first video is just wacky/silly, but later on they post a video showing the manipulation of the water level. Their claim is more or less that they've intercepted the graphics before they get rendered by the game engine, and thus affected the graphics output. I thought that this was searched for for a long time by the original OVEP/OBGE people, but maybe not. But without them providing any technical details I can't really verify the veracity of these claims. (AFAIK the water could be scripted in FOSE to do so?) ... Anyway, I had said I was trying not to sound critical because I know that so many people have looked for so long to intercept the graphics in this manner, so I guess I'm just a bit pessimistic. :)

Though if he can manipulate the water so easily, it would be nice if we could finally get that "Crysis Water" that was worked on for so long by IlmrynAikos...

Here's the water video in question: http://www.youtube.com/watch?v=U1mMir8X1Ls

(It's in the 2nd reply of that thread)


I doubt he's actually managed to do anything astounding, what with his attitude towards his work. Everybody that has tried to do anything with extensions to closed game engines knows that the devil's in the detail, but he's just dismissed that as trivial. Also, I would have expected the OP to have at least a summary of how he did it, and some more info. :shrug:

I've still requested such info as he has, just in case it is the real deal. Thanks for the find. :)
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Ana
 
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Post » Mon Oct 11, 2010 10:09 pm

I doubt he's actually managed to do anything astounding, what with his attitude towards his work. Everybody that has tried to do anything with extensions to closed game engines knows that the devil's in the detail, but he's just dismissed that as trivial. Also, I would have expected the OP to have at least a summary of how he did it, and some more info. :shrug:

I've still requested such info as he has, just in case it is the real deal. Thanks for the find. :)
You can only be talking about that cake guy. Nevertheless, I hope we can make use of his expositions.
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Rebecca Dosch
 
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Joined: Thu Jan 18, 2007 6:39 pm

Post » Mon Oct 11, 2010 6:09 pm

All shaders regarding Oblivion are open. They can be replaced with better shaders. Lighting, water, parallax mapping. There are mods that change Oblivion shaders already, iirc. The problem is they are all in ASM which makes figuring out what they do an extremely difficult job. I told about this previously. I also have complete confidence that we will figure it out. It is hard but not impossible.

Do you want me to raise Oblivion water for fun? :P
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Chloe Mayo
 
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