OGE "Oblivion Graphics Extender"

Post » Fri May 27, 2011 7:03 pm

whenever I try to use SSAO, it gets really laggy and I get black lines of shadow running across my screen. My drivers are up to date. However, I am using a 7800GT nVidia card, and I know it isn't the most well equipped card to handle SM 3.0. Any solutions?
And also, it seems when I try to apply Godrays while using streamline 3.1 (http://www.tesnexus.com/downloads/file.php?id=10400) I get that blue screen bug. Any fix? no bug on 2.1
Also, when I do have Godrays enabled, sometimes I'll get a blue tint on my screen from the sun. It seems like it is from using Natural Environments with Godrays. Is this a no-no? or what?

edit: My SSAO problem http://img684.imageshack.us/img684/1751/enb20091230202754.png
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jennie xhx
 
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Post » Fri May 27, 2011 1:15 pm

When I do a release can I include the shaders posted in this thread with the plug-in? Can the authors of each shader let me know.
I have no qualms about having mine packaged with the plugin.
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P PoLlo
 
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Post » Fri May 27, 2011 5:21 am

Also, when I do have Godrays enabled, sometimes I'll get a blue tint on my screen from the sun. It seems like it is from using Natural Environments with Godrays. Is this a no-no? or what?

It is a known problem on my side. I hope I can fix it but I can't find time to work on shader stuff for months.

@scanti
I am OK. And I don't mind if you edit it too. I can see great promises in OBGE/OGE, great screens everyone. :coolvaultboy: :thumbsup:
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Harry Hearing
 
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Post » Fri May 27, 2011 5:25 am

It is a known problem on my side. I hope I can fix it but I can't find time to work on shader stuff for months.

I'm pretty sure someone posted a quickfix for this problem in a previous thread. I'll see if I can find it.

*Rummages through dusty old OBGE tomes*

EDIT: Here we go:

...I noticed when I was using the modified version of the god rays, whenever I was looking sideways at one my screen would fill with the color of the sky:
http://filesmelt.com/downloader/Oblivion_2009-12-03_14-24-05-54.jpg
So I glanced in the fx file and reduced the "static const float saturate = 0.540f;" from 540 to 040.
This was the result.
http://filesmelt.com/downloader/Oblivion_2009-12-03_14-23-11-94.jpg
Just a small fix, if it was bothering anyone else.


Snow's fix worked wonders for me as well.
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Felix Walde
 
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Post » Fri May 27, 2011 7:35 am

I am glad it worked for you. You may still see some flickering lights when horizontal to sun. I hope when I fix it you won't have to desaturate the rays.
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Rex Help
 
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Post » Fri May 27, 2011 8:09 am

@ Scanti: Feel free to package in my DoF shader too. :)
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Sam Parker
 
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Post » Fri May 27, 2011 2:53 pm

*Once I got Godrays to work, my AA disappeared? WHY?!?

Wrong !
Actually it's Scanti's OGE plugin ! it's not Godrays Shader.
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Kelli Wolfe
 
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Post » Fri May 27, 2011 8:14 pm

http://img.photobucket.com/albums/v510/mattkaine/Oblivion/SSAOError.jpg

I originally thought that it might have been caused by a weird order with Depth of Field, but then upon taking DoF off, the issue was still present. I'm just in a bandit camp, and I tried going to the Testinghall and had the same problem. Anybody have any ideas?
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Hannah Whitlock
 
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Post » Fri May 27, 2011 8:01 pm

If I recall one of scanti's earlier replies, it's probably your RAWZ depth buffer. It stores depth values in a different way than the others. He'd included a function to convert those values to the ones expected by the shader.

EDIT: Doesn't seem like the above. Post your log file's contents. Also, did you edit the shader file ? It looks like the SSAO term mask is enabled.
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Music Show
 
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Post » Fri May 27, 2011 4:58 pm

If I recall one of scanti's earlier replies, it's probably your RAWZ depth buffer. It stores depth values in a different way than the others. He'd included a function to convert those values to the ones expected by the shader.

EDIT: Doesn't seem like the above. Post your log file's contents. Also, did you edit the shader file ? It looks like the SSAO term mask is enabled.

Here it is:

Ingnoring messageFailed to create buffer texture (INTZ).Depth buffer texture (DF24) (1024,768) created OK.Depth buffer attached OK.Ingnoring messageCreating vertex buffers.Creating screen texture.Width = 1024, Height = 768Setting screen surface.Setting depth texture.Loading the shaders.Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Setting effects screen texture.Added to list OK.Received ExitGame messageCalling Release DeviceReleasing thisframe surface.Releasing lastpass surface.Releasing lastframe surface.Releasing thisframe texture.Releasing lastpass texture.Releasing lastframe texture.Releasing shader vertex buffer.


I didn't touch the shader file, either.
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Laura Ellaby
 
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Post » Fri May 27, 2011 6:56 am

....
EDIT: Doesn't seem like the above. Post your log file's contents. Also, did you edit the shader file ? It looks like the SSAO term mask is enabled.

I thought the same, maybe original scene was all white fog.
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Adam Kriner
 
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Post » Fri May 27, 2011 9:04 pm

http://img.photobucket.com/albums/v510/mattkaine/Oblivion/SSAOError.jpg

I can't tell the problem without a better description. Examining your screenshot, you have RAW_SSAO enabled (which shows only the SSAO without compositing it onto the original textured scene) and what appears to be a very short range falloff setting. I don't know if you purposely set the shader up like this for a reason to make the error more apparent, perhaps, or if one of these IS the problem. But, anyways, if the problem is there being no color, open up the shader file in Notepad and change:
#define RAW_SSAOto//#define RAW_SSAO

This will disable the raw SSAO effect. If your problem is that SSAO doesn't shade far away objects, then change the FalloffStart and FalloffEnd settings back to their defaults, 0.75f and 0.85f respectively, then start tweaking them again to find the balance you were seeking when you decided to change them.

Was either of these your problem?
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Jason White
 
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Post » Fri May 27, 2011 9:30 pm

I can't tell the problem without a better description. Examining your screenshot, you have RAW_SSAO enabled (which shows only the SSAO without compositing it onto the original textured scene) and what appears to be a very short range falloff setting. I don't know if you purposely set the shader up like this for a reason to make the error more apparent, perhaps, or if one of these IS the problem. But, anyways, if the problem is there being no color, open up the shader file in Notepad and change:
#define RAW_SSAOto//#define RAW_SSAO

This will disable the raw SSAO effect. If your problem is that SSAO doesn't shade far away objects, then change the FalloffStart and FalloffEnd settings back to their defaults, 0.75f and 0.85f respectively, then start tweaking them again to find the balance you were seeking when you decided to change them.

Was either of these your problem?

My problem, I believe anyway, is the unwanted look caused by the raw SSAO effect, but when I go to disable it the way you described, I find that it has already been disabled. It appears in the shader exactly as you tell me to change it, therefore I still remain stumped. As to the Falloff settings, I think I'll deal with those once I have the guarantee of a working SSAO that isn't in the form of a raw effect. Does anybody have a solution to this?

Thanks anyway, though; it's nice to know that people really care about concerns such as this.
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Kayla Bee
 
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Post » Fri May 27, 2011 6:51 am

A few new requests and a old one :angel:

1.No more rain when under cover

QUOTE (povuholo @ Jan 4 2010, 12:40 AM)
Is there a big difference between Morrowind's and Oblivion's rain? Because the Morrowind Code Patch does allow for this. It's not the perfect solution, but it works alright.

From this thread: http://www.gamesas.com/bgsforums/index.php?showtopic=1066258&hl=


2.Being able to see the clouds move on the ground

- http://www.youtube.com/watch?v=QoFSY4s46Yw
- http://www.youtube.com/watch?v=t1rRURaUUm0&feature=related
- http://www.youtube.com/watch?v=N7vQ9I6kwgY&feature=player_embedded#

Found some articles (not sure if it has 100% relevant info):

- http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_sig.html#sig93 "A Simple, Efficient Method for Realistic Animation of Clouds,"
- http://www.gamedev.net/reference/articles/article2093.asp


3.Better water for oblivion

Some inspiration:

- http://www.youtube.com/watch?v=eTc_h3AEo4k
- http://www.youtube.com/watch?v=lJfppsxdoBE&feature=related
- http://www.youtube.com/watch?v=78tqx7vWiJM&feature=related

The old one is very tricky and probably requires a lot of skill. If anyone is interested, articles on "how to" is posted in previous OGE threads.
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Sharra Llenos
 
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Post » Fri May 27, 2011 9:06 am

Hi I don't know how to program a shader so bear with me, but I just got an idea. That edge detection shader that adds a black stroke around objects, is it possible to make it so instead of drawing a stroke, it makes a soft blur such as the depth of field shader? Would be kind of like an anti aliasing setting but would work together with the other shaders which appearantly disable anti aliasing.

Crysis actually has a console command for this, it's called "r_UseEdgeAA ". Sadly there is only the options "0" (off), "1", (low) and "2" (best or whatever). It seems to be a DirectX 10 feature, but if what I just posted might work, we could get a DirectX 9 equilevant :)
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Juanita Hernandez
 
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Post » Fri May 27, 2011 8:59 pm

Hi I don't know how to program a shader so bear with me, but I just got an idea. That edge detection shader that adds a black stroke around objects, is it possible to make it so instead of drawing a stroke, it makes a soft blur such as the depth of field shader? Would be kind of like an anti aliasing setting but would work together with the other shaders which appearantly disable anti aliasing.

Crysis actually has a console command for this, it's called "r_UseEdgeAA ". Sadly there is only the options "0" (off), "1", (low) and "2" (best or whatever). It seems to be a DirectX 10 feature, but if what I just posted might work, we could get a DirectX 9 equilevant :)
That wouldn't be much AA to that effect. One method of AA (supersampling) involves downsampling the scene after rendering it at an higher resolution, which won't be possible to achieve through OGE (currently at the least).
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Anna Watts
 
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Post » Fri May 27, 2011 6:46 pm

That wouldn't be much AA to that effect. One method of AA (supersampling) involves downsampling the scene after rendering it at an higher resolution.



Sure it's not the best, but it looks better than nothing as long as the filter is subtle enough. I don't know about other alternatives.
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Invasion's
 
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Post » Fri May 27, 2011 8:01 pm

Sorry to be over-insistent, but am I really the one having the problem I'm dealing with?
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Michelle Smith
 
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Post » Fri May 27, 2011 7:20 am

Sorry to be over-insistent, but am I really the one having the problem I'm dealing with?

Did you apply the DirectX Update located in the OP?
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Damien Mulvenna
 
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Post » Fri May 27, 2011 7:58 am

Sorry to be over-insistent, but am I really the one having the problem I'm dealing with?

Well, I can't think of a solution, nor can I see a problem with my code. First I'd make sure you're only running my shader to ensure there is no weird interaction. I think you've done that already though. If that didn't fix it, then I'd have to say that the shader is probably not compiling correctly for some reason, which is something DirectX handles. Like others have suggested, try updating DirectX.

If that doesn't help, I'd try laying blame on the drivers. Make sure your GPU drivers are up to date. After that, I dunno, I suppose it could be hardware, but so long as you have a graphics card thats supports Shader Model 3, it should run the shader properly.

I can't suggest anything else beyond this, but I hope one of them works.
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Charleigh Anderson
 
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Post » Fri May 27, 2011 10:17 am

Here are some SSAO gif`s :

- http://www.makeagif.com/i/NFl-X3

- http://www.makeagif.com/i/0EqYFn

- http://www.makeagif.com/i/6mZVp-

- http://www.makeagif.com/i/uSU7eA

I hope someday we will get SSDO to Oblivion

vtastek, do you plan to work some more on the godray`s in the future ?
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Emily abigail Villarreal
 
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Post » Fri May 27, 2011 6:59 am

- http://www.makeagif.com/i/6mZVp-

That one is especially stunning.
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JLG
 
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Post » Fri May 27, 2011 12:34 pm

Godray pictures

Nice looking godrays:

- http://img407.imageshack.us/img407/3904/36697537.png

- http://img340.imageshack.us/img340/6391/61132434.png

- http://img340.imageshack.us/img340/9434/36771328.png


Not so nice looking godrays:

- http://img339.imageshack.us/img339/1212/59822347.png

- http://img94.imageshack.us/img94/6907/50068774.png

- http://img511.imageshack.us/img511/2009/49638236.png
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Quick draw II
 
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Post » Fri May 27, 2011 11:42 am

Godray pictures


Not so nice looking godrays:

- http://img339.imageshack.us/img339/1212/59822347.png

- http://img94.imageshack.us/img94/6907/50068774.png

- http://img511.imageshack.us/img511/2009/49638236.png

God rays only work best during dusk/dawn. If you'd like to use them all the time, try using my simple fix to decrease the saturation values to prevent your screen from turning blue.
http://www.gamesas.com/bgsforums/index.php?showtopic=1057645&st=120&p=15384143&#entry15384143
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Karen anwyn Green
 
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Post » Fri May 27, 2011 7:29 pm

God rays only work best during dusk/dawn. If you'd like to use them all the time, try using my simple fix to decrease the saturation values to prevent your screen from turning blue.
http://www.gamesas.com/bgsforums/index.php?showtopic=1057645&st=120&p=15384143&#entry15384143


Thanks. Much better. :)
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Kelsey Hall
 
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