OBGE Bokeh

Post » Tue Mar 08, 2011 10:13 pm

Hi guys
I've finally installed OBGE mod with the .esp file metod
It is a really good mod, but I've encountered a bug : when I activate Bokeh Dept of the Field (I'm using Deadly Reflex 6 so the view point of a lot of things has changed) and I use a bow, I see the field focused and my bow very good (-_-). How can I solve this problem ? I've read that Bokeh detects the crosshair, so If I move it someway, I could solve this problem
Please help me
User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Wed Mar 09, 2011 11:56 am

I can't help, but I have the same issue.

One idea could be to ask spookyfx.com, the autor of Duke Patrick Combat Archery, to trigger when bow is going to be focused
in 1st person perspective, and change the shaders fp value, to be higher than the other two,
in order not to focus on near objects like the bow in front of you.
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Tue Mar 08, 2011 9:54 pm

Start by posting in the OBGE official thread?;)
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Wed Mar 09, 2011 3:29 am

Oh, wow!

I did it. Dont know how, but it worked out.
But only after restarting the game once,
after I copied the crysis dof and the AA filter into the shader folder.
I use the crysis dof & Bokeh_Hexagon_DoF.
The latter for the 3 rd person blur & 1st person near blur,
and the first one for the 1st person far/distant blur.

somehow i configured it really well, so the switch between 1st & 3rd person blurs things with similiar intensity,
and does not focus on the bow when in 1st person.
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Wed Mar 09, 2011 1:06 am

Oh, wow!

I did it. Dont know how, but it worked out.
But only after restarting the game once,
after I copied the crysis dof and the AA filter into the shader folder.
I use the crysis dof & Bokeh_Hexagon_DoF.
The latter for the 3 rd person blur & 1st person near blur,
and the first one for the 1st person far/distant blur.

somehow i configured it really well, so the switch between 1st & 3rd person blurs things with similiar intensity,
and does not focus on the bow when in 1st person.


Like said above your post, there's an official thread for OBGE issues, and it sounds like you're stacking DoF shaders?? They don't "switch" because nothing is as of yet released to toggle shaders. However, like being discussed in the current OBGE thread, I'm writing two mods, one to dynamically control DoF and the other to control SSAO. I have a bow-aiming-specific DoF toggle already coded in my mod.

In the meantime I would suggest NOT to use multiple DoF shaders, it's already not advised to do. Applying multiple DoFs will harm performance with each shader applied.
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Wed Mar 09, 2011 4:48 am

Like said above your post, there's an official thread for OBGE issues, and it sounds like you're stacking DoF shaders?? They don't "switch" because nothing is as of yet released to toggle shaders. However, like being discussed in the current OBGE thread, I'm writing two mods, one to dynamically control DoF and the other to control SSAO. I have a bow-aiming-specific DoF toggle already coded in my mod.

In the meantime I would suggest NOT to use multiple DoF shaders, it's already not advised to do. Applying multiple DoFs will harm performance with each shader applied.



Bokeh and the Crysis DOF shader work together like a charm.
Bokeh offers no distant blur, but Crysis DoF does, and together they work 95% of time perfectly.
In case of those 5% I have to reload, or restart.
Its absolutely irritating to have Bokehs blur in 3rd person, and when switching to 1st person, its only nearblur.
adding the crysis DOF gives a neat distant blur even in 1st person, if you adjust the values of both, they work seamlessly together,
and you wont notice that its two different shaders working at the same time.

But back to the bow, i was wrong about saying that the combination of the two DOF shaders will prevent a near focus when the actor does aim with the bow in 1st person.
It seems to be fully dependent on the Arrow, some arrows dont cross the focus point, others do. then it wont focus near, and you will have to aim at a blurred target in the distance.

To avoid to much blurring, I have set the R value to 4 in Bokehs shader, and the radius to between 0.7 and 1 (whether hexa or circle version of bokehs).
The value of the crysis dof are more subtle to find, the distant blur has to be true, and the other values have to be adjust while being in 1st person mode. I think its mainly two values,
one for the distant blur strength, and one for the seamless blurring from near to far.

With this settings, the distant never blurs this much as with default settings, and you are able to aim at distant targets. Especially Bokehs uses very extrem default values.

Here are exmaples pictures in highres quality to see:

http://img600.imageshack.us/img600/1319/oblivion201101270934096.jpg shows 3rd person near and far blur:

http://img263.imageshack.us/img263/5720/oblivion201101270934171.jpg shows 1st person near and far blur.

http://img819.imageshack.us/img819/4575/oblivion201101270935006.jpg shows 1st person aiming with iron arrow and correct blurring.

http://img577.imageshack.us/img577/6018/oblivion201101270936029.jpg show aiming with a different arrow and not blurring correctly.
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Wed Mar 09, 2011 3:39 am

I found out that it is better to have the two shaders Bokehs DOF and the NormalFilterAA run together, instead Bokehs with the Crysis DOF.
Its faster and does have a similiar effect in the 1st person view, while in the third, its much easier to configure since
the normalfilterAA blurs far distant automatically, and only Bokehs has to be configured.

A workaround for the bow aiming blur in 1st person perspective for me, is to lower the R-value to 4 and decrease the radius to 0.5 - 0.6.
This brings much less blur in the distance, while near blur stay similiar. Its very, very neat. Look at this http://img703.imageshack.us/img703/8058/oblivion201101301645377.jpg.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Wed Mar 09, 2011 11:43 am

Why do you insist on bumping this thread when I already directed you to the OBGE thread previously? The OP got the hint, and posted over there.

The NFAA shader does not "blur" the distance. It blurs the whole screen, as do all post-process AA filters. Tone the strength down if you want some of the texture detail back. And for the third time suggested in this thread, use the http://www.gamesas.com/index.php?/topic/1159993-relwip-oblivion-graphics-extender/. If you actually have any further issues/comments.
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Wed Mar 09, 2011 1:23 am

Why do you insist on bumping this thread when I already directed you to the OBGE thread previously? The OP got the hint, and posted over there.

The NFAA shader does not "blur" the distance. It blurs the whole screen, as do all post-process AA filters. Tone the strength down if you want some of the texture detail back. And for the third time suggested in this thread, use the http://www.gamesas.com/index.php?/topic/1159993-relwip-oblivion-graphics-extender/. If you actually have any further issues/comments.

Aw, I just awoke. Sorry for this post, it was just a final workaround or perhaps a good solution to the problem described, unless the problem is solved.
Anyway, the OBGE thread could be wrong, since its clearly the aiming point, that only some arrows cross and force the near blur.
Again, my apologies, this was my last post here. Gone.
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm


Return to IV - Oblivion