Wishing for open source shaders

Post » Mon Sep 06, 2010 1:35 am

Source codes of the shaders could help in modding the graphics.
Modders who wrote new shaders for Oblivion or for Morrowind
should know more about these issues.

Addition of tesselation support of DX11 could be one mod.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Sun Sep 05, 2010 2:47 pm

1. Legal issues with intellectual property. Could be solved by changing the contract though, but that cost money of course.
2. Tessellation isn't as easy as "just add support to it". If support was added to it, it might as well be implemented (optional obviously). I don't think you realize the sheer amount of work that needs to be done for tessellation implementation.
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Mon Sep 06, 2010 4:27 am

1. Legal issues with intellectual property. Could be solved by changing the contract though, but that cost money of course.
2. Tessellation isn't as easy as "just add support to it". If support was added to it, it might as well be implemented (optional obviously). I don't think you realize the sheer amount of work that needs to be done for tessellation implementation.

1. That wouldn't be a problem since creation engine is Bethesda's intellectual property now. Benefits of using an in-house engine.
2. Well, DX11 is the support. The amount of work, let us worry about that. :)

Also, I can only speak for myself now but we would want more than open shaders(I'm editing Oblivion's native shaders right now.). Complete renderer library perhaps, or maybe partially since Gamebryo is out of the way now.
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Sun Sep 05, 2010 4:01 pm

Wish all you want. It aint gonna happen!
User avatar
Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

Post » Sun Sep 05, 2010 6:41 pm

nvm
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Sun Sep 05, 2010 7:14 pm

Wish all you want. It aint gonna happen!

Yeah, well, you know, that's just, like, your opinion, man. :P

2. i dont think a console could support that, it is a software thing, but it is also a hardware thing, and there would be a bunch of legal issues, I dont even think there would be a legal way to add tessilations

Obviously. I think he talks exclusively about PC though.

Edit: I love both of your signatures. I wish we could live in a world where that was obvious for everyone.
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Mon Sep 06, 2010 1:28 am

I love both of your signatures. I wish we could live in a world where that was obvious for everyone.

What does it say? Sigs don't display on the mobile version.
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Sun Sep 05, 2010 8:12 pm

What does it say? Sigs don't display on the mobile version.

It says the obvious, that we are forum posters posting about our opinions.

"...That's just my opinion, though."

"## Not Intended to be a factual statement"

PS. I know why your posts are one liners now. Sorry about earlier.
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Mon Sep 06, 2010 3:56 am

I wish I actually knew how to write DX shaders so I could lend a hand with getting it all up to where it should be, but I guess I'll have to be content working on the other end of things once others get tessellation and such working.
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Mon Sep 06, 2010 7:26 am

PS. I know why your posts are one liners now. Sorry about earlier.

Thanks, no problem. I post pretty much exclusively on a touchscreen phone, so I keep my posts short usually. Trying not to speed up the inevitable arthritis!
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sun Sep 05, 2010 9:45 pm

I wish I actually knew how to write DX shaders so I could lend a hand with getting it all up to where it should be, but I guess I'll have to be content working on the other end of things once others get tessellation and such working.

Tessellation will likely need more than shaders, like new assets. It might need a complete overhaul which might be close to impossible but I can't say that because I have seen many impossible things becoming reality by modders.

You can learn about shaders via MGE and OBGE. It is pretty simplified to write shaders for both and I say it is really easy to jump and learn. Start with examining my shaders, they are the most basic ones. :P
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Mon Sep 06, 2010 7:59 am

Obviously. I think he talks exclusively about PC though.

wow your right where the heck did I see console? didnt todd say that skyrim would support dx11 but there wouldnt be that much of a difference
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Sun Sep 05, 2010 7:48 pm

Tesselation support would -require- new mesh assets. The problem is what other runtime effects are being implemented. Throwing any form of runtime polygon generation into the mix takes skill across the board. The most common event is geometry ballooning, which is just as it sounds (tesselate the wrong model, and suddenly it explodes....or part of it does. And there is a lot of variables, so that it is impossible to predict accurately). The next biggie is possible loss of UV coordinates (this depends on exactly where in the pipeline tesselating and UV processing lay. After texture maps are applied, fine. If before, then the UV coordinates are no longer valid, and the texture will error out. Either just not load, or throw a console error that stalls or crashes the game). Depending on how the render engine is configured, you would either have invisible figures, or some default color like pure white. Of course you will also get into the issue of texture tearing and general crappy looking with tesselating.....just as you get when you take a bump map and use it as a displacement map without lowering its value =http://forums.bethsoft.com/index.php?/topic/1191391-wishing-for-open-source-shaders/a lot=. Plus it there are normal maps in use, there is -already- a form of software tesselation in use. DX-11 just makes it possible to use the GPU for the processing.

Until the game is in the modder's hands, there is no way to tell what can be done.
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Sun Sep 05, 2010 6:00 pm

Source codes of the shaders could help in modding the graphics.
Modders who wrote new shaders for Oblivion or for Morrowind
should know more about these issues.

Addition of tesselation support of DX11 could be one mod.


That would be cool, but you know what they say;

"Wish in one hand..."

lol

:obliviongate:
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Sun Sep 05, 2010 5:36 pm

Tessellation will likely need more than shaders, like new assets. It might need a complete overhaul which might be close to impossible but I can't say that because I have seen many impossible things becoming reality by modders.

You can learn about shaders via MGE and OBGE. It is pretty simplified to write shaders for both and I say it is really easy to jump and learn. Start with examining my shaders, they are the most basic ones. :P


It's the assests I'd have better success with. I know my way around modelling software, though I admit a weakness in UV mapping (the main hold-up for my current F:NV model).

And after a few forays into Basic, Java, Python and MEL, I think I can safely say I'm not much of a programmer.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sun Sep 05, 2010 6:12 pm

1. Legal issues with intellectual property. Could be solved by changing the contract though, but that cost money of course.


Changing a text costs money?

F****** lawyers...
User avatar
Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Mon Sep 06, 2010 3:37 am

-Will there be finishing moves on Dragons?
-Will there be dissmemberment?
-Will there be an Werewolf Riding A Dragon While Holding A Spear easter egg WRADWHAS FTW
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Mon Sep 06, 2010 4:40 am

Complete renderer library perhaps

We'll never get it. But! I will be pretty happy with rendering techniques papres! Really wish to know more about "how Skyrim is rendered"))

Tesselation support would -require- new mesh assets.

R u sure? As far as I know, it would requie just 1 new asses per object - displacement map, which could be easily generated using normal maps, that should be in the assest in release.
Geometry shader eats that map and generates new tris within borders of older ones, UVs are interpolated between verts. Then vert shader eats new data and repform projection. Then pixel shader eats projected pixels and fill them with color. So, it's all done with just one run _while_ object is drawn. Where's the problem?

there are normal maps in use, there is -already- a form of software tesselation in use

Lolwhat?! Normal mapping is just a displacement of texture coordinates reading + lightning applying, NOT a tesselation.
Tesselation means creating as much new polys to detail surface, as you want (until you hit low FPS barrier). Normal maps are to create fake for this.
Cheer me up, run in wall.

As far as I see, the only possible barrier is compiled shaders instead of sources, written on HLSL/GLSL/Cg in game assets. And locked packing, sure))
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am


Return to V - Skyrim