Oblivion Graphics Extender, Thread 16

Post » Sat Jun 19, 2010 10:52 am

Hello,

is it at all possible to remove or even reduce the shadow spots in trees when using godrays and ssao_perf at the same time?

I mean these..
http://img697.imageshack.us/img697/6381/oblivion201007220923104.jpg
http://img442.imageshack.us/img442/926/oblivion201007220923134.jpg


Tried fiddling with the ssao_perf settings ingame but that didn't have any effect I could notice. Hints?

Thanks

Download shader pack:
http://www.tesnexus.com/downloads/download.php?id=57610

Install the sunglare.dds file. That should fix it. I think that problem will appear even with ssao running alone. Also make sure your order is

SSAO
Godrays.

Is it the same problem that affect water when viewed from afar? It gets dark spots in it's surface as it detects the dips in water but it looks odd. And also as your pictures show, when there is fog it looks odd.

Maybe an option that turns off or lower the amount off SSAO effect when there is fog?

Thanks all for this wonderful plug-in - love it!

Cheers!

SSAO must apply before godrays, fog, screen effects... essentially SSAO needs to be first effect or it will overwrite addition layers. One workaround is reapplying fog. Its calculation needs variables like fog start-end values.
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Rachael Williams
 
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Post » Sat Jun 19, 2010 3:37 am

I think I got it now.

ssao_perf.fx
godrays.fx
DepthOfField.fx
ColorEffects.fx (for fieldgrain at 0.35)

seems to look better, have to play some more. Thank you!

/e:
And onto the next problem: Using the above shaders, when standing behind a cobweb in 3rd person mode, my character becomes invisible (at least the parts behind the cobweb as seen from the camera). Any ideas on that one? Pictures:

http://img12.imageshack.us/img12/7730/oblivion201007221210433.jpg
http://img207.imageshack.us/img207/6562/oblivion201007221210483.jpg

Is this also because of the depth buffer? Or what does "order of things" mean in the FAQ?
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Jerry Jr. Ortiz
 
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Post » Sat Jun 19, 2010 2:35 am


SSAO must apply before godrays, fog, screen effects... essentially SSAO needs to be first effect or it will overwrite addition layers. One workaround is reapplying fog. Its calculation needs variables like fog start-end values.

So the plug-in gets to apply it's effects before the engine (fog etc.)? So if I list the shaders in the right order in the shader-list it should work out better?

Thanks for your information and your shaders too :goodjob:
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Grace Francis
 
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Post » Sat Jun 19, 2010 3:36 pm

So the plug-in gets to apply it's effects before the engine (fog etc.)? So if I list the shaders in the right order in the shader-list it should work out better?

In theory, yes. SSAO will always conflict with fog until the Surface Normals are unlocked. I found that lowering the display area(sampling area or whatever its called) to around .5, .7 instead of .75 helps alot.
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Melissa De Thomasis
 
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Post » Sat Jun 19, 2010 8:46 am

The plugin applies it's affects after the engine, hence the problems with fog and the like. The shaders don't know about any fog, since that info hasn't been exposed to them by the plugin, and so the effect gets applied as if there were no fog. I'm not sure how difficult it would be to get the required fog info, I know that there are OBSE functions that get the current weather's fog near and far distances during day and night, so that may be useful as a base to get the current distances, which can be passed to shaders via a shader variable, but I don't know if any extra info is required...
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laila hassan
 
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Post » Sat Jun 19, 2010 6:37 am

And onto the next problem: Using the above shaders, when standing behind a cobweb in 3rd person mode, my character becomes invisible (at least the parts behind the cobweb as seen from the camera). Any ideas on that one? Pictures:


Are you using the UOP has it fixes the alpha channel texture on the cobweb to prevent player from going invisible..
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jessica breen
 
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Post » Sat Jun 19, 2010 8:35 am

I think I got it now.

ssao_perf.fx
godrays.fx
DepthOfField.fx
ColorEffects.fx (for fieldgrain at 0.35)

seems to look better, have to play some more. Thank you!

/e:
And onto the next problem: Using the above shaders, when standing behind a cobweb in 3rd person mode, my character becomes invisible (at least the parts behind the cobweb as seen from the camera). Any ideas on that one? Pictures:

http://img12.imageshack.us/img12/7730/oblivion201007221210433.jpg
http://img207.imageshack.us/img207/6562/oblivion201007221210483.jpg

Is this also because of the depth buffer? Or what does "order of things" mean in the FAQ?


Are you using the updated dll linked to in the OP (shadeMe's update)? That's supposed to fix such issues.
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ladyflames
 
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Post » Sat Jun 19, 2010 5:50 am

I must have read the OP fifty times and missed it.. something didn't quite connect in my brain.
Thank you! That fixed it :)
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Mylizards Dot com
 
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Post » Sat Jun 19, 2010 2:30 pm

I must have read the OP fifty times and missed it.. something didn't quite connect in my brain.
Thank you! That fixed it :)

Hey! I had the same problem, thanks for getting this pointed out, it was killing me!
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carrie roche
 
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Post » Sat Jun 19, 2010 9:05 am

This is really strange... I have OBSE v18, COBL, all main files of OBGEv2 3.0 and some optional files (I didn't install one of them because the modification date was older than the one that I installed with the shader pack), I installed the patched OBGEv2.dll, but... I can't toogle on any shaders!

The console says that the shaders have been set on, but I still can see the "-" in the config. plugin. Also, I can't notice an change even if I put over nine thousand values. What am I doing wrong? The old OBGE and motion blur were working fine for me, but when I uninstalled obge.dll and obse_EAX.dll, it stopped working.

EDIT: Nevermind. Updating DX worked.
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Chris Guerin
 
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Post » Sat Jun 19, 2010 5:43 am

i have noticed that the ssao shader does not apply on the whole screen if you use gpu scaling, it rather only applies it's effect on the nonscaled display size. would it be possible to fix this?
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stevie critchley
 
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Post » Sat Jun 19, 2010 12:13 pm

Is there a known incompatibility between OBGEv2.dll and pluggy v132? I've spent the whole day testing yesterday, to finally find that it was this combination that caused my immediate CTDs after loading a save. I'd been using pluggy 132 forever before that, with no problem. When I reverted to v125b, the game was fine! Now I can finally enjoy those great shaders...

I couldn't find this mentioned in the docs or the threads (maybe I didn't look hard enough, in that case shoot me), so I thought I'd put it here for reference. I guess I should mention it in the pluggy thread also, but it hasn't been updated in a long time, I'm not sure the author is still around.

Anyway, thanks for the exciting work on this! :)
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Everardo Montano
 
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Post » Sat Jun 19, 2010 11:23 am

Is there a known incompatibility between OBGEv2.dll and pluggy v132? I've spent the whole day testing yesterday, to finally find that it was this combination that caused my immediate CTDs after loading a save. I'd been using pluggy 132 forever before that, with no problem. When I reverted to v125b, the game was fine! Now I can finally enjoy those great shaders...

I've been using Pluggy 1.32 and OBGE v2 (w/ all recent updates) and it's as solid as can be - even with FCOM++ and a staggering amount (and variety) of other things. I can play for hours with no CTD. They just don't happen.

So, long story short: no. I'd be looking elsewhere for the issue(s).
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Dezzeh
 
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Post » Sat Jun 19, 2010 11:04 am

Oh well, that's good to know... but still frustrating that I could not find the cause to the crashes. Pluggy still seems a likely candidate, as crashes on save are mentioned in the readme warnings.

In the meantime, it's v125b for me. Thanks for the reply :)
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Michelle Serenity Boss
 
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Post » Sat Jun 19, 2010 10:41 am

Watch this http://www.youtube.com/watch?v=JZsqCXU9ki4 that Povuholo made capturing the work of http://www.gamesas.com/index.php?/topic/1106159-shelter-from-magnus-blaze/

Quite spectacular. I wonder if it can be done for Oblivion as well.



Here are a couple pictures from Povuholo as well, documenting how insanely good Morrowind's water looks now:
http://www.tesnexus.com/imageshare/images/57416-1279671967.jpg
http://www.tesnexus.com/imageshare/images/57416-1279661609.jpg
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Darlene Delk
 
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Post » Sat Jun 19, 2010 6:06 pm

Watch this http://www.youtube.com/watch?v=JZsqCXU9ki4 that Povuholo made capturing the work of http://www.gamesas.com/index.php?/topic/1106159-shelter-from-magnus-blaze/

Quite spectacular. I wonder if it can be done for Oblivion as well.



Here are a couple pictures from Povuholo as well, documenting how insanely good Morrowind's water looks now:
http://www.tesnexus.com/imageshare/images/57416-1279671967.jpg
http://www.tesnexus.com/imageshare/images/57416-1279661609.jpg

Just...wow... :mohawk:
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Kortknee Bell
 
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Post » Sat Jun 19, 2010 4:11 pm

Watch this http://www.youtube.com/watch?v=JZsqCXU9ki4 that Povuholo made capturing the work of http://www.gamesas.com/index.php?/topic/1106159-shelter-from-magnus-blaze/

Quite spectacular. I wonder if it can be done for Oblivion as well.



Here are a couple pictures from Povuholo as well, documenting how insanely good Morrowind's water looks now:
http://www.tesnexus.com/imageshare/images/57416-1279671967.jpg
http://www.tesnexus.com/imageshare/images/57416-1279661609.jpg


would it be possible to implement a shadow system like that into oblivion?i would love to see shadows of statics,and wouldn't it be possible to code 3d godrays if we had this kind of dynamic shadowing in oblivion?
btw the water shader looks superb ;) another thing i would like to see in oblivion :D
great work on this, time to reinstall morrowind.
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IM NOT EASY
 
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Post » Sat Jun 19, 2010 12:39 pm

If we could have static shadows I'd be more than happy! Without even SSAO it all looks like candy land.. ;)
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Sanctum
 
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Post » Sat Jun 19, 2010 6:58 am

Still troubleshooting my crashes on loading saves... Yesterday, it worked with no problem, today it's a CTD party again. I found this in the OBGEv2.log after my last successful attempt to load a save:

Spoiler

Shader (RealisticHealth.fx) - Script refID = b3000ce7
Loading shader that already exists. Returning index of existing shader.
Shader (ScreenEffects.fx) - Script refID = 4000ed4
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 1680, height = 1050


I have ScreenEffects.fx and RealisticHealth.fx in the shaders folder, and of course NOT in the shaderlist.txt file. What is interesting is that after a crash, the log stops just before that part. Now I've just started to use OBGE so I hope I'm not overlooking something obvious, but how come those two shaders "already exist"? Could this be related to the crash? I hope someone can me help me out on this, because I'd like to keep on using OBGE...

Thanks for any help :)
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Farrah Barry
 
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Post » Sat Jun 19, 2010 7:05 am

Still troubleshooting my crashes on loading saves... Yesterday, it worked with no problem, today it's a CTD party again. I found this in the OBGEv2.log after my last successful attempt to load a save:

Spoiler

Shader (RealisticHealth.fx) - Script refID = b3000ce7
Loading shader that already exists. Returning index of existing shader.
Shader (ScreenEffects.fx) - Script refID = 4000ed4
Loading shader that already exists. Returning index of existing shader.
Alt Render target - width = 1680, height = 1050


I have ScreenEffects.fx and RealisticHealth.fx in the shaders folder, and of course NOT in the shaderlist.txt file. What is interesting is that after a crash, the log stops just before that part. Now I've just started to use OBGE so I hope I'm not overlooking something obvious, but how come those two shaders "already exist"? Could this be related to the crash? I hope someone can me help me out on this, because I'd like to keep on using OBGE...

Thanks for any help :)


If you're not already using shadeMe's updated dll, grab that. Also try disabling the loading and saving of data to the savegame using the options in the OBGE.ini.
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Rudi Carter
 
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Post » Sat Jun 19, 2010 12:11 pm

Watch this http://www.youtube.com/watch?v=JZsqCXU9ki4 that Povuholo made capturing the work of http://www.gamesas.com/index.php?/topic/1106159-shelter-from-magnus-blaze/



WOW :drool:

I want this so much for Oblivion :shifty: ( Hrnchamd) :cookie:
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SEXY QUEEN
 
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Post » Sat Jun 19, 2010 1:43 pm

If you're not already using shadeMe's updated dll, grab that. Also try disabling the loading and saving of data to the savegame using the options in the OBGE.ini.



Thanks for the suggestion. I am already using shadeMe's dll, and the changes in the ini have cleared the log. Unfortunately, the crashes are still happening. I'm a bit at a loss here. I guess I'll dig a little further. :)
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Cat Haines
 
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Post » Sat Jun 19, 2010 11:05 am

I have been away for a while so I couldn't follow this thread properly, but now I can :) So I wonder if it has been announced any fix or something for the bug when the PC is standing in the water and only half of the body is visible?

Cheers!
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Brandi Norton
 
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Post » Sat Jun 19, 2010 12:02 pm

I have been away for a while so I couldn't follow this thread properly, but now I can :) So I wonder if it has been announced any fix or something for the bug when the PC is standing in the water and only half of the body is visible?

Cheers!


See post 82.

I am not sure if this has been addressed before but here goes: Is there a way to remove those shadows that appear on water surfaces when using ssao_perf.fx?
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Sxc-Mary
 
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Post » Sat Jun 19, 2010 4:09 pm

See post 82.

I am not sure if this has been addressed before but here goes: Is there a way to remove those shadows that appear on water surfaces when using ssao_perf.fx?


Nope. Look for info on the fog issues in the thread for more detail...
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Charlie Ramsden
 
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