Really Textured Normals

Post » Wed Mar 30, 2011 3:53 am

Thanks for reply. Ok. Example - for files anvilconcrete01_a.dds and anvilconcrete01.dds the general normal map - anvilconcrete01_n.dds. anvilconcrete01_a_n.dds will not be used. arparticle01_N.DDS - its particle, and I doubt that it needs the normal map.

I see, I just needed to be more thorough in the files I deleted before hand. I guess I'll make sure those aren't there next time I upload an update. Thankfully in the meantime they don't break anything.

-Edit
What about the _02, _03 type files, when I made those I thought they were simply alternates of a similar texture. I'll have to comb through the original textures again but I could have sworn those looked like regular textures. Nevermind I just looked and realized I was just being oblivious to the fact that they all must share one normal. Derp.
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Eddie Howe
 
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Post » Wed Mar 30, 2011 7:12 am

Ah yes... File ictowerrosetter01_N.DDS possible rename to ictowerrosette01_N.DDS, then it will work well with UOP. Thanks!
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suniti
 
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Post » Wed Mar 30, 2011 2:08 pm

:yes: Have a nosy at the new one in L & G, its up ;)

Wow - that must have taken some work.

OK you can be the BAIN champion.

... not sure what it ever got me anyway.
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Kathryn Medows
 
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Post » Wed Mar 30, 2011 7:30 am

hello all

Jarod's in da house :foodndrink:

Welcome to the forum. I think you will find you get better feedback from the crowd here, the majority are all very experienced modders and mod users. At least it wont be full of "my textures went black" and "my grandmothers toaster went on fire, what did you do to me!" :rolleyes: :biggrin:

Edit: Note this forum has a 200 post limit on each topic - So anything you may want to copy / paste for future reference for personal use - Grab it. When the topic reaches 200 posts it will get locked, and fall off the edge of the forum eventually never to be seen again. It takes a while, but one year down the road if there isn't a continuation topic and you havent bookmarked it will also be hard to find.
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Jessica Lloyd
 
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Post » Wed Mar 30, 2011 11:46 am

I've just installed these and they are really cool. However there could be an added danger to them. You could just find your surroundings too pretty to pay attention to who is around you. I've been playing the KOTN questline so after I stepped into the Chapel of Arkay in Cheydinhal and was staring around at the now beautiful architecture - it now looks like a cathedral, rather than a large vaguely churchlike building - and was completely oblivious to events in the chapel, until I realised "Oh [censored]! The chapel's under attack!" and soon got to work again :P

Artorius.
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April D. F
 
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Post » Wed Mar 30, 2011 9:44 am

Jarod has updated the Shivering Isles file - Problems with the previously included Obelisk folder. Un-install previous version first then install the new.

BAINs also updated.
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Nicole Kraus
 
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Post » Wed Mar 30, 2011 9:15 am

So there is absolutely no more graphical strain placed on a system by this replacer ala bombret correct? (I mean none 0%, my poor computer just can't take that anymore for unknown reasons)
Ah thanks for the responce, but I definately have been and will continue to lurk in this thread. The improvements seem even more dramatic than some of Bombrets and if it truely has no performance hit I will have no choice but to download. Good Luck to the author and many, many thanks as well. (BTW I have been following the thread since you made it >_>, Just double checking because I am over-cautious)

Oh one more question.
You seem to like CorePC's Vibrant textures, I do as well (though I would like to try darker cyrodill if I could ever find it), but I was curious, as I cannot seem to recall documentation stating otherwise, do his textures still come in a vanilla filesize? Because the last time I used his I noticed a bit of a drop in FPS and I would very much like to think it was just paranoia.
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{Richies Mommy}
 
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Post » Wed Mar 30, 2011 9:46 am

None as far as I know, thats why I like them, same job / size as bomrets, replacements for vanilla (although there are a few extras as noted above which will get weeded out as more updates come along - Read back a bit in this topic, UndWDoG post #46 and Jarods response post #51).
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carly mcdonough
 
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Post » Wed Mar 30, 2011 2:26 am

I downloaded the files and I am noticing that quite a few of them are slightly larger than bombrets in file size (usually 2x) is this intentional? Some are slightly smaller too XD? If this is the intended size, which I assume it must be, could I get an idea of the impact? Is it akin to switching from 128 to 256, or 256 to 512 I dare not go higher less my poor computer begin convusling. Which is really odd because I used to run qtp2 on this rig, oh well things age.
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CHARLODDE
 
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Post » Wed Mar 30, 2011 3:25 am

128 256 512 ? They are Vanilla Oblivion Size, Jarod created them the same size as Vanilla Oblivion Textures.

As for file size compared with Bomrets - Need to wait and see if Jarod pops in again - but my guess is Jarod has added mip maps - That may differ to Bomrets in some cases giving a bigger file size, not something I have checked personally but the actual texture size are all Vanilla sized .. So performance wise - Still nothing to worry about, and if Really is adding mip maps where Bomrets did not then you will benefit slightly from better detail on textures when they diminish in size in the distance.
Even if it is not mip maps causing a difference in file size, these files have been derived from Oblivion original textures - Not a re-do of Bomrets - And being more detailled than Bomrets will make a difference also in file size.

Unless you are on the very hairy edge of using up all your VRAM

Do you use the console to see what you are using?. Use the command Setdebugtext 13, then use the command tdt - Exit the console and monitor your usage for a while.
Install new textures, use the same commands again and compare with previous performance / usage.

Having a pcb mod to purge cell buffers periodically can help with low end machines, there are individual mods which do this http://www.tesnexus.com/downloads/file.php?id=6081 I believe is a good one, or if you are using Streamline that also has a pcb function (but its a bit more complicated to setup if all you want is a pcb)

Have you tried them? - You can always make them into an OMOD so that un-installation is easy, or just re-install bomrets to write over these - But Really Textured Normals also includes Clothes and Armour, which Bomrets does not, so be sure not to install those if a possible overwrite with Bomrets afterwards may be required...

If you want to be very picky grab my BAINs instead (Jarod has linked them in his mirrors), you dont have to use them in Wrye Bash, just extract them as you would a manual install - The reason I suggest my BAINs is because I have split them up into sub-packages, just go into the extracted sub-packages and you will find a textures folder for each, copy paste each of those textures folders that you want to try into Oblivion \ Data \

This way you can skip the Armour and Clothes (which Bomrets does not include), then should you revert to Bomrets and overwrite these, you will not have any Clothes and Armour normals left in game from this set.

Hope some of that lot helps.

Edit: Forgot to mention the Shivering Isles set has been updated too; it was pointed out that the Obelisk files caused problems in the Shivering Isles, those have now been removed.
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OTTO
 
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Post » Wed Mar 30, 2011 3:50 am

I will chime in

Really Textured Normals are all in DXT5 format. Which end's up increasing the actual vram usage itself, which do end up affecting fps a little bit in certain areas , I noticed at least a 20 to 30mb Vram Increase from my testing so far.

Where has most of Vanilla Normal or Bomret Normal most of those are in dxt1 format with mipmap added..

For example: Landscape\chterraincliff01_n.dds

Vanilla and Bomret they are in dxt1 format

dxt1 = 172kb

Really Textured Normal

dxt5 = 342kb

This is what Sean144880 is referring too..
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Amy Siebenhaar
 
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Post » Wed Mar 30, 2011 3:11 am

There ya go, an expert in the house - Thanks CorePC.

If thats just an example of one file difference, then collectively they could amount to quite a difference in VRam usage.
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HARDHEAD
 
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Post » Wed Mar 30, 2011 9:16 am

I run RDNM along Vanilla textures for now, on a 9800GT and pc3200 memory at 2gb: I see no noticable decrease in framerate on my PC.

Jarod: Awesome. Kudos and all that for your efforts. I have friends come over just to watch my toon run around a virtual playland and they Ooh and Aah at the realness of the render on my 47 inch screen. "Can we get that for Xbox version?" lmao

alt3rn1ty: you are one busy dood, thanks for getting this thread going...I love a good project to follow.
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darnell waddington
 
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Post » Wed Mar 30, 2011 4:54 am

For anyone wanting a visual comparison heres a few of the heaviest hit areas in terms of VRam on my Laptop, (the desktop is far better but pointless showing you on the best machine we have) ...

Core2Duo, NVidia 256mb graphics card.

Refer to the debugtext top left in each screen, TextureMem, the T (Total) at the end of that line

http://www.bild.me/bild.php?file=2738345ScreenShot381.jpg

For anyone un-familiar with how Wrye Bash installs those textures, highest number in the install order column wins, so Really Textured Normal maps are over-writing the same ones from Bomrets in my case, and end up in game.

http://www.bild.me/bild.php?file=8339969ScreenShot388.jpg

http://www.bild.me/bild.php?file=3906140ScreenShot383.jpg

http://www.bild.me/bild.php?file=2372246ScreenShot382.jpg

http://www.bild.me/bild.php?file=7704218ScreenShot391.jpg

But I am using HGEC and AMB Roberts body textures so that fella popping in screen in Leyawiin may have had something to do with the slight increase there. Time of day.. more NPCs out of shot :shrug:

Imperial city was close to least in terms of Texturemem, fps goes down to 28 in that area, but never any less than that.

The Great forest was actually the least in terms of Texturemem, though my fps currently goes down to 25-26 in that area. No stutter due to OSR.

So I still have about 100mb VRam to play with, but I like to keep a wedge free just in-case.

Anyone with a 128mb graphics card would be choking with that install list, 256mb however theres bags of room to spare. I considered taking Really out for a true comparison, but cant be bothered :P, I think theres enough info above to help determine typical usage with other mods installed.
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Gill Mackin
 
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Post » Wed Mar 30, 2011 2:34 pm

Helpful text stuff...

I appreciate the responce, and I am unfortunately literally staddling the boundry between overloading and having just enough strain on this poor rig.
I'll check out your bain files or sort them out myself since the structure is easy enough to figure out XD
I do use streamline actually, though I swear I can't tell sometimes. If it weren't for the streamsaves Ie'd think it isn't working anymore.
I wasn't aware I could monitor reasource usage ingame apart from setting it windowed and tracking it with task manager and 3rd party programs, I'll definately have to give that a try. Ohhh wait no I used to use these commands for other purposes... I had completely forgotten about them. Oiy.
Thanks for the suggestions and info, I'll get back to you if there is any change in performance at all.
Oh hey thanks for clearing things up CorePC, I knew I wasn't just imagining things >_>

I have 256Vram... >_> 4g ram, and dual 2.26ghz cpus... (4-5year old machine, poor thing still kicking after all this abuse) I get micro stuttering, some true stutters from loading every once in a while, but I run FCOM so I suppose it goes hand in hand eh? SL + OSR(though an older version) Meh... Not good fps showing, not good Vram usage showing and absolutely nothing changes any of it. Oh well.

@MotoMatic
Trust me I have done an obscene amount of ini edits etc. lol.
But I have been holding off on updating OSR for a while because they appear to be nearing the next release. I only use Streamline for streampurge and save as well.
Btw its Ugridstoload >_> and I think the last time I raised it from 5 I actually got an increase in performance, some nonesense about loading it to ram instead of constantly having an update/chokepoint I'm sure. But I'm far from an expert.
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Noely Ulloa
 
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Post » Wed Mar 30, 2011 4:25 am

sean144800: Strong suggestion to upgrade your OSR! And scan the threads for [RELz] Oblivion Stutter Remover for tweaks. Also, with the newest OSR Streamline becomes nearly obsolete (in my case anyway) except for StreamPurge and StreamSave. I actually have a drop in FPS with StreamSight or StreamSmooth enabled. And Yes, FCOM+MMM+OOO=lots and lots of extra rendering when it comes to NPC/creatures and stutter is not going away completely. <_<

You could also tweak your iGridstoload setting (along with corresponding Grid..count and Grid...treecount) to a lower value. Note that iGridstoload will only accept 5, 7, 9, 11, 13, etc.
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Spooky Angel
 
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