Shelter from Magnus' Blaze 4

Post » Sat May 28, 2011 8:14 am

The sunset colours blend very nicely, on a similar subject, underwater the colour does not blend so well.

Also, the caustics underwater look good, just one thing that seems odd is how it affects the underside of ships.

I am more and more impressed with MGE:XE every release.
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lucile
 
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Post » Sat May 28, 2011 12:25 pm

The new auto hide crosshair works fine. I can avoid definitely the use of the FPSopt.
I like the look of the far horizon with the latest High Quality atmosphere.
I never had any problem with caustics, I cant say nothing about the new implementation.

SOLVED (Game view distance option must be maximum)-----Curiously with this new version (I dont have tested the 0.8.09) all the statics and terrain disappear and reappear in front of me in a extreme pop in. Terrain changes drastically from low to high poly in front of me creating curious aberrations. Meshes disappear completely or in pieces, layers or shapes, psychedelic?. I recreated distant land and checked different fog or atmosphere options but its always the same----.
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Leilene Nessel
 
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Post » Sat May 28, 2011 7:43 pm

@connary:

Have you (re)checked, if view-distance is (still) set to max?
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D IV
 
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Post » Sat May 28, 2011 8:05 am

@connary:

Have you (re)checked, if view-distance is (still) set to max?


LoL :facepalm: You are right. For some reason the view distance has changed. I had been incapable to relate my problems with the same ones I readed from other people. Thanks and SOLVED.
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Christine
 
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Post » Sat May 28, 2011 12:11 pm

Hrhrhr... same happened to me, couple of days ago and gave me serious headache... :D
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Marie Maillos
 
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Post » Sat May 28, 2011 7:43 pm

0.8.10 Report

XE
- Auto-hide crosshair implemented, see in-game tab in mgeGUI. -- Confirmed. Nice feature, I wonder if a fade out code be worked in?
- Caustics disappearing underwater fixed. -- Caustics definitely working underwater, but I am not sure what conditions they used to break under.
- Sky dithering implemented with a simple 4x4 ordered dither matrix. Helps eliminate banding at twilight hours. -- Definitely notice a huge difference.
- Water reflection reduction (something like polarized reflection) restricted to nice weather only. Far water should not appear dark otherwise. -- Not sure if I can confirm this or not, will have to have another go when I get a chance.

Shaders
Depth of field shader blur magnitude and scaling reduced. -- DoF seems a bit less noticeable. Overall I thought the previous revision was pretty solid but this one is, too.
DoF pupil size adapation removed to avoid excessive blur in dark areas. -- Need to do further checking to confirm, some of these are tough for me to notice.
HDR overdarkening constant reduced. -- I can tell that there is a difference, but again, need to check more closely to quantify that.

MWSE
- MWSE engine interface resolved. Early implementation, allows general extensibility through loading other dlls.
- Includes two new opcodes that affect GMST values. -- Very cool. I will have to play around with this functionality.
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Jade MacSpade
 
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Post » Sat May 28, 2011 9:08 pm

Ahaha that's it, I'm forcing draw distance on startup. I seem to have forgotten the underwater wobble in interiors too. Water decoupling, grass optimization...
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Emily Jones
 
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Post » Sat May 28, 2011 7:31 pm

Ahaha that's it, I'm forcing draw distance on startup. I seem to have forgotten the underwater wobble in interiors too. Water decoupling, grass optimization...


Probably not the worst thing to do, and besides, saves people like me from making the embarrassing mistake of having 1/2 draw distance and wondering why everything is wonky!
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Katie Pollard
 
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Post » Sat May 28, 2011 2:49 pm

Hmm I'm seeing one odd thing, at around 8am in game the sun becomes extremely large, then by noon its a bit small, goes to a normalish size, then near dusk becomes extremely small and faded (long before touching the horizon). Can anyone comment on their own sun? I'm not sure what's up here...

Fixed, my settings were messed up in the sunshaft shader.

However I am have difficulty making the sun appear smaller. I'v tried adjusting all the variables, and disabling bloom and just can't get it smaller. I can get it bigger though. I know I did this a while ago but nothing seems to make any difference now...

Oh and all changes in latest release confirmed. Keep on a truckin.

ps: Is it easy to make the sky un-affected by a shader like you did with the atmospheric effects? If so how? I would like to do it with my colour adjustment shader.
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Darlene DIllow
 
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Post » Sat May 28, 2011 6:46 pm

I have a strange bug, maybe someone recognizes it.. if i go into the console or save the game my FPS is more than halved.. for example i have a save game outside seyda neen, it's 50 fps when i start, if i go into the console or save the game it drops to 22 FPS.
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Penny Wills
 
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Post » Sat May 28, 2011 3:13 pm

Aahhh, off to test new version. :thumbsup:
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Sweets Sweets
 
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Post » Sat May 28, 2011 5:17 am

I have a strange bug, maybe someone recognizes it.. if i go into the console or save the game my FPS is more than halved.. for example i have a save game outside seyda neen, it's 50 fps when i start, if i go into the console or save the game it drops to 22 FPS.



Cannot reproduce; just to make sure we are comparing the same thing, are you using 0.8.10 or a previous revision?
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Lavender Brown
 
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Post » Sat May 28, 2011 6:43 pm

Cannot reproduce; just to make sure we are comparing the same thing, are you using 0.8.10 or a previous revision?


Yes, same version.

I know what it is now, i think. It's crossfire that for some strange reason turns off when i save or go into the console. I tried turning catalyst AI to off (i get 20-22 FPS) catalyst AI on fullest (46-50 FPS) until i go in / out of the console then i get exactly the FPS i get as when i turn off Catalyst AI.. If it's turned off the FPS doesnt change if i go into the console (it doesnt drop to 10 heh).. I guess i'll have to try another driver. I hate crossfire.
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Marine x
 
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Post » Sat May 28, 2011 2:17 pm

I'm having another problem, I don't know if its something to do with MGE XE or if it's vurts meshes but I figured I'd ask here. Take a look at these two screenshots below:

http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot22.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot23.jpg

Notice how the trees change, its very abrupt and quite jarring so I was wondering if there was a way to make it look better. Thanks!

EDIT: Some more pictures. It seems like the level of AA is changing depending on the distance. Is there a way to make it seem less abrupt? I turned my graphics card up to super-sample AA but it doesn't run smoothly and doesn't really help fix.

http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot24.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot25.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot26.jpg
http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot27.jpg

Just bumping this in case you missed it on accident. I'm still messing with this trying to fix it, for some reason I didn't see it before.
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Cat
 
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Post » Sat May 28, 2011 5:05 pm

i had some testing with 0.8.10:

Auto-hide crosshair - i have no crosshair when firing on target spells which is not so good i think
Caustics - great to see them again, they look awesome
Sky dithering - just perfect! the color transition from orange to blue is smooth now
Water reflection - good improvement, but cant wait for the blurry water
Depth of field shader - is nice and subtle now, looks good in all situations
HDR - less deep black areas after looking in the sun, looking good
MWSE - iam trying to get this mod http://adul.net/?p=dl_mwmods_third_person_crosshair to work but still no joy

here some bugs i noticed and some suggestions:
Spoiler

http://img819.imageshack.us/img819/9213/movemouse.jpg - some locations need you to move mouse to see distant land after traveling
http://img10.imageshack.us/img10/3122/fireattronach.jpg - fireattronach has white particles when far away + fog
http://img203.imageshack.us/img203/1458/horizonft.jpg - horizonline would look great wih some blur
http://img217.imageshack.us/img217/2860/moons.jpg - while night/day transition the moons looking bad
http://img651.imageshack.us/img651/5716/needdither.jpg - can you dither the sky and the underwater rays too?
http://img91.imageshack.us/img91/2104/towerc.jpg - the towers in mournhold behaving strange when you advance to them
http://img832.imageshack.us/img832/5945/blurfont.jpg - using mcp interface res fix, i believe to have this scince new mgexe
http://img64.imageshack.us/img64/8952/enchantp.jpg - enchantment effect for restoration missing, anyone else having this? might be my misstake
- very visible transition from morrowind viewdistance to mge viewdistance on water and ground
- is it possible to fade in distant statics like creatures?
- what about the changing underwater fog depending on depth will it come? also it would be nice to have darker underwaterfog at nighttime

geforce gtx 260 (driver 266.58), windows 7 64

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Ella Loapaga
 
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Post » Sat May 28, 2011 3:53 pm

Just bumping this in case you missed it on accident. I'm still messing with this trying to fix it, for some reason I didn't see it before.


For some trees i haven't doubled the leaves planes (this must be done so that MGE can render the normals in all directions in the distance - one plane should have flipped normals.) These trees will have some "draw-in" once you get closer to them.

I could fix that, but it also really hurts the performance for trees that uses a lot of 2D planes.

The BC trees looks odd though, like they dont have leaves at all in the distance? It doesnt look like that for me.. Your WG version is old btw (maybe you prefer it over the new one though).
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Rude Gurl
 
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Post » Sat May 28, 2011 6:10 pm

For some trees i haven't doubled the leaves planes (this must be done so that MGE can render the normals in all directions in the distance - one plane should have flipped normals.) These trees will have some "draw-in" once you get closer to them.

I could fix that, but it also really hurts the performance for trees that uses a lot of 2D planes.

The BC trees looks odd though, like they dont have leaves at all in the distance? It doesnt look like that for me.. Your WG version is old btw (maybe you prefer it over the new one though).

Thank you, it makes me feel better knowing it's intended and not just an issue with my MGE setup, but yeah I don't understand the BC trees either. :P

I hadn't seen you updated West Gash, I'm gonna grab it now.
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Arrogant SId
 
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Post » Sat May 28, 2011 7:16 pm

The only other thing i can think of when there's problem with something looking a odd in the distance is the mipmaps, maybe MGE messes them up somehow if you set it to skip some (i have mine at 0). I remember that someone emailed me about a mipmap problem a while ago, i think he had some problems with the leaves planes too.
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FITTAS
 
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Post » Sat May 28, 2011 4:50 pm

However I am have difficulty making the sun appear smaller. I'v tried adjusting all the variables, and disabling bloom and just can't get it smaller. I can get it bigger though. I know I did this a while ago but nothing seems to make any difference now...

You only need to do #define sundiscradius 0.01 . Is it getting bigger when you look directly at it? You may need to turn off the sun glare fader, in morrowind.ini set Sun Glare Fader Max=0.0 .

ps: Is it easy to make the sky un-affected by a shader like you did with the atmospheric effects? If so how? I would like to do it with my colour adjustment shader.

How good are you at writing shaders? You need to read the depth texture, then return the original colour if depth > 1e6 in your function. Doing this with colour adjustment is likely to make a weird colour contrast, you may need to do further work.


I know what it is now, i think. It's crossfire that for some strange reason turns off when i save or go into the console. I tried turning catalyst AI to off (i get 20-22 FPS) catalyst AI on fullest (46-50 FPS) until i go in / out of the console then i get exactly the FPS i get as when i turn off Catalyst AI.. If it's turned off the FPS doesnt change if i go into the console (it doesnt drop to 10 heh).. I guess i'll have to try another driver. I hate crossfire.

Ok, MGE XE caches the current frame in menu mode to make the mouse respond better. I read the ATI paper on Crossfire modes, it's not totally specific but it seems like caching textures across frames should cause it to switch to another Crossfire mode, but not turn off the other GPU. I'm going to blame the autodetection. What I can offer is a way to turn off the menu mode caching, see if that makes it better.


Just bumping this in case you missed it on accident. I'm still messing with this trying to fix it, for some reason I didn't see it before.

Could you isolate what tree textures they are? I need to see how they're compressed and mipped.


i had some testing with 0.8.10:

Auto-hide crosshair - i have no crosshair when firing on target spells which is not so good i think
MWSE - iam trying to get this mod http://adul.net/?p=dl_mwmods_third_person_crosshair to work but still no joy

Good point about the crosshair, it could be turned on while the target spell casting animation is playing, giving you a moment to aim. As a note all HUD mods aren't working because they use MGE-MWSE specific features, which aren't implemented yet. I'm not going to implement MGEpipe because it's a mess, just the MWSE opcodes which should remain compatible with mainline MGE.

here some bugs i noticed and some suggestions:

Thanks, this is very helpful.

enchantment effect for restoration missing, anyone else having this? might be my misstake

Bethesda shipped the ebony cuirass with a reflect map by default. It's normally overridden by the enchant glow, but when used with MCP reflect maps on skinned characters the reflect map is preserved and you see no effect. At least I think is what is happening, you'd have to test without MGE to confirm.

- very visible transition from morrowind viewdistance to mge viewdistance on water and ground
- is it possible to fade in distant statics like creatures?
- what about the changing underwater fog depending on depth will it come? also it would be nice to have darker underwaterfog at nighttime

Huh, sounds like you have MW/MGE blending turned off. Check distant land options and bind a toggle key to it. You can adjust how weather affects water fog colour in the ini, try UnderwaterColorWeight=0.8.
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Terry
 
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Post » Sat May 28, 2011 10:10 am

Hey, I just used this for the first time, and I must say it's amazing. The performance is stellar.

On another note, do you know why after some time MW simply crashes? Is it some kind of scripting error usually?
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Krystal Wilson
 
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Post » Sat May 28, 2011 3:45 pm

Could you isolate what tree textures they are? I need to see how they're compressed and mipped.

Hmm, I'm not completely sure how to isolate them, but they are from Vurt's Ascadian Isles, Vurt's Leafy West Gash, and Vurt's Bitter Coast. I could go in game and find what the particular models are if that would help you find the textures? :unsure:
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Farrah Lee
 
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Post » Sat May 28, 2011 5:04 am

this is what i mean with transition from mw viewdistance transition: http://img190.imageshack.us/img190/8792/lineye.jpg - the line apears on water (already reported this some threads ago) and also on shadows. maybe you can fade out the shadows like the ground texture?
and i forgot to post this: http://img163.imageshack.us/img163/7130/particles1.jpg, in exteriors i see this scince atmospheric scattering was implemented, in kwama caves i remember to have this even in vanilla mw sometimes
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DAVId MArtInez
 
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Post » Sat May 28, 2011 12:54 pm

The sun disc radius is taking effect, however at 8am to ~11am the sun still gets wayyyy huge. I'm testing in clear weather, in seyda neen.
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gemma
 
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Post » Sat May 28, 2011 5:20 am

Whenever i generate Distant statics I only get: """"A fatal error occurred creating the distant statics files. Distant ladnd setup cannot continue
Unableto find an entry point named 'GetCompressedVertSiye' in DLL 'MGE3/MGEfuncs.dll'.""" Even when I turn off all mods.
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Michael Korkia
 
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Post » Sat May 28, 2011 5:45 am

This is my first time installing MGE XE and I have been unable to get it to render correctly so far. When I start or load any game everything is invisible excluding particle effects and all of the interface stuff and crashes if I go outside. My macro functions don't seem to be working either so I can't get a picture of it either. Please assist me.

mgeXE.log
Spoiler

MGE XE 0.8.10
MWSE dll injected
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
>> Distant Land init
>> Distant Land init shader
-- Shader compiled OK
-- Shadow map shader compiled OK
-- Depth shader compiled OK
>> Distant Land init post shaders
>> Post Process shader init
-- Post shader Data Files\shaders\XEshaders\SSAO HQ.fx loaded
-- Post shader Data Files\shaders\XEshaders\Depth of Field.fx loaded
-- Post shader Data Files\shaders\XEshaders\Sunshafts.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Bloom Soft.fx loaded
-- Post shader Data Files\shaders\XEshaders\HDR.fx loaded
-- Shader chain indicates HDR On
<< Post Process shader init
>> Distant Land init depth
>> Distant Land init shadow
>> Distant Land init water
!! Failed to load water texture
>> Distant Land release

Other Info
Spoiler

Windows 7, 64-bit
NVIDIA GeForce GT 240 (with most recent drivers)
View Distance is set to Max
Disabling Distant Land does not do anything
Removing shaders does not do anything

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Justin
 
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