OGE "Oblivion Graphics Extender"

Post » Fri May 27, 2011 6:56 pm

Looks pretty amazing. I'll probably wait till it's out of Beta to try it myself. Can't wait to try God Rays and SSAO.
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kirsty williams
 
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Post » Fri May 27, 2011 2:44 pm

http://img524.imageshack.us/img524/7716/90104811.png
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phil walsh
 
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Post » Fri May 27, 2011 7:49 pm

http://img524.imageshack.us/img524/7716/90104811.png

That's not JUST those shader effects, though, is it? Looks like you ran that through an image enhancement program (photoshop, lol) for an hour or so.
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Isaiah Burdeau
 
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Post » Fri May 27, 2011 12:40 pm

:rofl: , well not an hour.....
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Leonie Connor
 
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Post » Fri May 27, 2011 11:29 am

Is the AA issue fixed yet ?
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John N
 
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Post » Fri May 27, 2011 4:43 pm

Yeah, please don't misrepresent what this MOD can do. :P
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Lauren Dale
 
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Post » Fri May 27, 2011 5:42 pm

Yeah, please don't misrepresent what this MOD can do. :P



Well, I dont :P

Here is the orignale:
- http://img168.imageshack.us/img168/876/29520905.png

And if you add GTA San Andreas v0.075 ENB + AmpolX setings form here:
- http://www.gamesas.com/bgsforums/index.php?showtopic=1054621&hl=

You do get this:
- http://img524.imageshack.us/img524/7716/90104811.png

I do not use ENB, I think it looks great for screenshots, but I prefere to play with out it
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Elizabeth Falvey
 
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Post » Fri May 27, 2011 11:19 am

He PIEPS only show us Screenshots that are made in a playable in game situation, so NO 5 FPS shots, NO manipulation by Photoshop or other tools.
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Tania Bunic
 
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Post » Fri May 27, 2011 10:07 pm

Very short video demo of SSAO and Godrays:

- http://www.youtube.com/watch?v=xc3zEXYm6FY

30 sek = 712 MB (first time using fraps, wow that was a large file)
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jessica sonny
 
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Post » Fri May 27, 2011 10:03 pm

Very short video demo of SSAO and Godrays:

- http://www.youtube.com/watch?v=xc3zEXYm6FY

30 sek = 712 MB (first time using fraps, wow that was a large file)

Yeah, you can save Upload time by compressing it with MediaCoder,VirtualDub, or anything else that will compress video for you.
FRAPS by default doesn't really do much compressing so your FPS wont take a hit.
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Samantha Jane Adams
 
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Post » Fri May 27, 2011 10:28 pm

He PIEPS only show us Screenshots that are made in a playable in game situation, so NO 5 FPS shots, NO manipulation by Photoshop or other tools.

Im really sick of this. ENB was not made for most users so if you experienced loss of FPS, do NOT go talking about me as the problem there. I personally get around 30-45 fps on my computer because my settings were made to suit my setup. YOU WILL have to tune the settings to suit your computer specs. People have been pm'ing me for low settings and once I gave them some, their fps skyrocketed back to normal again. So please don't mention me next time this comes up.
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lexy
 
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Post » Fri May 27, 2011 7:49 pm

Nevermind I dont say anything anymore ...................
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Jacob Phillips
 
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Post » Fri May 27, 2011 6:00 pm

Just decided to try this out and am liking it a lot so far. Applied the tweaks on the first page, along with a few experimental tweaks I did myself to help with some SSAO issues and it runs at a modest 25-40 fps on me. The 25 is usually when I'm in town.

Anyways, I seem to be having the same problem as aklein mentioned on his post on page 7. When setting the sampling size and sampling area to 1 and 9.2 respectively, I notice that the SSAO shader does not cover everything, and I am left with gaps in the bottom as well as some of the sides of my screen. This seems to go away whenever I look up, but looking down at about eye level or lower makes it appear again. I found that setting the sampling size to 2 gets rid of the problem, but it really kills my fps. So I guess what I'm asking is if there is a sure fire tweak to get rid of this minor annoyance, without too much of an fps drop?

Oh. And are godrays always supposed to flash in your face during the day. I hated looking up a tiny bit only to have a wall of sun blinding me, so I disabled it for now. And I've done the recommended tweaks on it, so I don't know what's up.

As for DoF, works perfectly, imo. Set it more for distance blurring and it works great. :tops:

Very short video demo of SSAO and Godrays:

- http://www.youtube.com/watch?v=xc3zEXYm6FY

30 sek = 712 MB (first time using fraps, wow that was a large file)
strupekutter, would you be so kind as to share your shader settings with us? For after applying the recommended tweaks, as well as some of my own, I get nothing like what you show us in this video. My settings are grey and bland by comparison.
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latrina
 
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Post » Fri May 27, 2011 8:20 am

I wish I could help Rahu X, but to be honest the only thing I have done is decrease the saturation in the godray.fx file.
However I have tuned the ati graphic card`s gamma,contrast,color and such -_-
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Gavin boyce
 
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Post » Fri May 27, 2011 1:46 pm

Hey!
Some feedback.
I currently run with a 1GB Nvidia 8500 @ 800*600. The game is "Playable" (15 fps) wit godrays and DoF, but the SSAO gets the game to it's knees. Is there any chance the shader gets optimized? On my main rig (GTX280) I get 50 FPS, butit's in another city -_-
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Chantelle Walker
 
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Post » Fri May 27, 2011 11:38 am

I finally decided to test the old OBGE(0.1) with ambient dungeons and I must say it looks fantastic!
I can't wait to see what OGE will be capable of.

Out of curiosity, will it get rid of that 2 seconds delay until the shader kicks in?

edit:
Btw I encountered a bug once, related to OBGE I think, where my light spell stopped(well it was still active but not producing any light) in a Cave, I then proceeded to leave the cave and reenter and all the lights were gone, even the static lights(there were just a few pixels of a static torch visible!). Is it a known issue with OBGE?
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IsAiah AkA figgy
 
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Post » Fri May 27, 2011 8:00 am

I noticed that If i had vsync on, even with triple buffering, the SSAO v2 shader would drop the frame rate to exactly 30 at least, but not higher and sometimes lower. I thought that was suspicious, so when I disabled Vsync the shader was very fast, IIRC only reducing FPS from 60 to ~57 (~5% using ssao_sample_size = 1;) when viewing the outside of the imperial sewer exit. I don't know if hardware type makes a difference but maybe turning off vsync in addition to that ini tweak will help some people. I'm using an e8600 core 2 duo and an nvidia 9800 gt 512mb.
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lolli
 
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Post » Fri May 27, 2011 11:32 am

Out of curiosity, will it get rid of that 2 seconds delay until the shader kicks in?
No, that is a 'bug' in normal scripting. It takes an average of 2 seconds before quest scripts kick in, also before OBSE initializes strings and arrays.
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Dalley hussain
 
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Post » Fri May 27, 2011 1:00 pm

I finally decided to test the old OBGE(0.1) with ambient dungeons and I must say it looks fantastic!
I can't wait to see what OGE will be capable of.

Out of curiosity, will it get rid of that 2 seconds delay until the shader kicks in?


Slightly OT, but if you are talking about the delay when it changes states from darker to lighter or forest/cave effects kick in, vs. the general scripting delay mentioned above... then there is a setting which is configurable in the ambient dungeons .ini file. Sometimes "you are here" isn't quite right and this helps keep it from "flipping" on you when you are running cross country. I increased mine to 5 seconds.
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oliver klosoff
 
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Post » Fri May 27, 2011 6:31 pm

Got my 280 tin my place.... 50 FPS with shaders. :D
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dav
 
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Post » Fri May 27, 2011 9:17 am

I noticed that If i had vsync on, even with triple buffering, the SSAO v2 shader would drop the frame rate to exactly 30 at least, but not higher and sometimes lower. I thought that was suspicious, so when I disabled Vsync the shader was very fast, IIRC only reducing FPS from 60 to ~57 (~5% using ssao_sample_size = 1;) when viewing the outside of the imperial sewer exit. I don't know if hardware type makes a difference but maybe turning off vsync in addition to that ini tweak will help some people. I'm using an e8600 core 2 duo and an nvidia 9800 gt 512mb.

That makes sense... if you are getting 57fps with shaders and without vsync that means you are getting slightly less than the 60Hz your monitor runs at. This means rendering a frame takes slightly longer than your monitor will display a single frame for. If you turn on vsync your graphics card will delay showing the next rendered frame until the start of the next display frame to avoid "tearing". If your frame rendering takes slightly longer than a single display frame, this means vsync will only display a new rendered frame every 2 display frames, giving you exactly 1/2 of 60Hz = 30fps.

This means you should turn of vsync when you want to see how much different shaders affect your framerate. When you turn off vsync, the rendered frames will not wait for display frames and will go at their full render speed.

However, when not benchmarking performance, you might want to turn vsync back on. This will prevent the "tearing" visual artifact you get when a new rendered frame starts being shown in the middle of a display frame and you get display frames where the top half is one rendered frame, and the bottom half is the next rendered frame. This will also make your graphics card idle a bit while waiting for the next display frame, so it will use less power, run cooler, and your fans will be quieter. Since your system is rendering frames at just under 60Hz, you should see a solid and very consistent 30fps with vsync on, and your vidio card will be spending just under 50% of it's time idle waiting for the next display frame. This big "idle buffer" means you should nearly never drop below 30fps. Visually, a very consistent 30fps of clean whole rendered frames will probably look better than a variable ~57fps of "torn" frames. Remember movies only run at 24fps...
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ImmaTakeYour
 
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Post » Fri May 27, 2011 9:12 am

(He explained about my confusion, 1 post up)


Oh yes. I took 10 minutes or more to read this and understand...again, since I was familiar with it before to some extent. I have been spending time doing other things and it fades. Thanks for the thorough thoughts!
I like lower power use and the look of vsync over non vsync(tearing). I know some people argue strangely over FPS smoothness and things but I can tell a difference in the motion of faster moving objects at frame rates higher than 30, compared to it. I think it is sometimes nice to have depending on the game. Crysis's object-motion-blur helps with that at moderate fps it seems to me, by streaking objects that move fast in the direction that they move and rotate, increasing the faster they move or rotate relative to the camera. Your eye doesn't lose the direction or speed as much as what happens when frame rates are around 30 and the object is moving very fast (i know that's kind of vague). But your explanation makes me want to experiment switching back to vsync again. I set my Oblivion Stutter Remover minimum FPS to 37 and max to 43. I like to keep the game running in that range even if it has to slow down game time.
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Jinx Sykes
 
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Post » Fri May 27, 2011 4:29 pm

Hey guys; how hard do you think it would be to implement a small sharpening shader?
For me, the sharpening affect is very desirable.

http://meta.filesmelt.com/downloader.php?file=After.jpg

http://filesmelt.com/dl/After1.jpg

I ran across some documentation, don't know if it could be of any use.

http://www.coniserver.net/wiki/index.php/Sharpen
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Justin Hankins
 
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Post » Fri May 27, 2011 1:54 pm

Hi guys, great work in godrays and SSAO, have'nt tested the others. Just saw the SShots.
Just a question: is it right at present development to have godrays whitening everything up to 90? from the sun? It's the case of the 2nd image. Past 91? image suddenly goes back to normal coloration (and going bach it happen again).
For reference:

http://img197.imageshack.us/img197/5748/screenshot6xf.jpg (perfect!!! Almost real... :) )
http://img713.imageshack.us/img713/663/screenshot7.jpg (the problem)

The images have only godrays - took off SSAO for them.
Thinking again, made the SShots with HDR. My question: Is it fully incompatible??
Tried again with Boom - almost similar results...
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Emilie Joseph
 
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Post » Fri May 27, 2011 2:03 pm

Hi guys, great work in godrays and SSAO, have'nt tested the others. Just saw the SShots.
Just a question: is it right at present development to have godrays whitening everything up to 90? from the sun? It's the case of the 2nd image. Past 91? image suddenly goes back to normal coloration (and going bach it happen again).
For reference:

http://img197.imageshack.us/img197/5748/screenshot6xf.jpg (perfect!!! Almost real... :) )
http://img713.imageshack.us/img713/663/screenshot7.jpg (the problem)

The images have only godrays - took off SSAO for them.
Thinking again, made the SShots with HDR. My question: Is it fully incompatible??
Tried again with Boom - almost similar results...

My initial values are high for this shader,very high. Also I think game's HDR is taking my shader into account and it produces an incremental effect. All in all, the shader is far from perfect, I've just brought things together very quickly to show something when I saw the obge release with new variables. I didn't test it for different cases, like with HDR or without HDR, sunglare and bloom.

There are 6+ variables in the beginning of the shader which you can customize by yourself, in the mean time I will find a universal solution, hopefully.

Sorry for the inconvenience. (But I like chaos. :P)

PS. I also need time to anolyze this new effect I got by accident. It looks like a sunglare rather than crepuscular rays right now. I want to have both functionality in the shader. But I need more time(programming skills).
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Music Show
 
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