Just installed this with my fresh (and first) install of oblivion. I didn't find it difficult at all but then I'm used to the Morrowind way of installing mods.
Anyway, the feedback. I noticed a few areas of possible improvement.
- over all the water animation seems quite choppy, as if running at low fps. Let me know if it's just me or if I can resolve this myself.
- reflections flicker as I move around. Most notably to do with reflections of small/thin objects (ie:ropes on ships in anvil)
- significant banding (bad/choppy gradient) with the under water fog. Not enough colours.
- looking up through the surface from under water looks wrong, with no real blending between transparency and non-transparency. Also should (imo) be transparent at much wider angle.
- I don't really like how water just looks blurred in the far distance, though its a vast improvement. I'm not sure what effect I would like to see though.
But 1000% improvement of oblivion's water so far tomerk! Great to see oblivion's water finally getting done the right way. (Maybe some day it will be in MGE's league?)
Speaking of MGE, is there any way that the sunset could be fixed up like with MGE XE lately? The sun fading on the horizon that is. The sunset reflection on the water looks great, but I just hate how the sun fades while in veiw.
Thanks for the great work tomerk! I will be testing for you regularly while this progresses. I'll upload some nice videos when I feel it is refined enough. Maybe make a trailer or something for ya.
PS: side note while I'm posting, can anyone recommend me a HUD/UI overhaul? I just changed my FOV and everything is quite mucked up.
Thanks for the comments!
I'll see if I can smooth out the animation further.
Reflections flickering is a default Oblivion issue, not much can be done there. Increasing reflection resolution in your OBGE.ini would probably help though.
As for banding, yeah, I've noticed it too. I think I'll look into dithering at some point.
And as for blending between transparency and not when underwater: That uses actual calculations for the fresnel term, not just approximations. Believe it or not, that blending/angle is actually physically based