Oblivion Graphics Extender "OBGE"

Post » Fri May 27, 2011 12:46 pm

Well, I finally got it all working yesterday, and I got to say it looks great!
To0 bad it drops my 25-30 fps oblivion (yes this is without mods, I really need to upgrade from my 8600 geforce) to about a 7-13 fps oblivion. Is this normal? If so, I'll have to go without it till I upgrade.
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Star Dunkels Macmillan
 
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Post » Fri May 27, 2011 12:46 pm

I'm just getting a blue/grey screen with this. Playing on an ati 4850, with latest directx and obse17a. AA turned off. I've installed Scanti's updates and shader and removed depth.fx and testshader.fx from the shaderlist. Presumably depth.fx and testshader.fx are left in the Shaders folder? What else can I try?

Posting this DepthShaderTest report in case it's relevant:

ngnoring message
Failed to create buffer texture (INTZ).
Depth buffer texture (DF24) (1920,1080) created OK.
Depth buffer attached OK.
Ingnoring message
Creating vertex buffers.
Creating screen texture.
Width = 1920, Height = 1080
Setting screen surface.
Setting depth texture.
Loading the shaders.
Added to list OK.
Received ExitGame message
Calling Release Device
Releasing thisframe surface.
Releasing lastpass surface.
Releasing lastframe surface.
Releasing thisframe texture.
Releasing lastpass texture.
Releasing lastframe texture.
Releasing shader vertex buffer.
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 6:34 am

I'm just getting a blue/grey screen with this. Playing on an ati 4850, with latest directx and obse17a. AA turned off. I've installed Scanti's updates and shader and removed depth.fx and testshader.fx from the shaderlist. Presumably depth.fx and testshader.fx are left in the Shaders folder? What else can I try?

Posting this DepthShaderTest report in case it's relevant:

ngnoring message
Failed to create buffer texture (INTZ).
Depth buffer texture (DF24) (1920,1080) created OK.
Depth buffer attached OK.
Ingnoring message
Creating vertex buffers.
Creating screen texture.
Width = 1920, Height = 1080
Setting screen surface.
Setting depth texture.
Loading the shaders.
Added to list OK.
Received ExitGame message
Calling Release Device
Releasing thisframe surface.
Releasing lastpass surface.
Releasing lastframe surface.
Releasing thisframe texture.
Releasing lastpass texture.
Releasing lastframe texture.
Releasing shader vertex buffer.

Check if you misspelled the godrays file wrong in the shaderlist.txt, same problem happened to me.
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Scotties Hottie
 
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Post » Fri May 27, 2011 3:58 pm

Check if you misspelled the godrays file wrong in the shaderlist.txt, same problem happened to me.


Didn't think to do that as it wasn't in the OP. OK, shaderlist.txt just has GodraysforOblivionv001a.fx in it. The game loads up normally now but no godrays when I type in ShowTestShader. Within a minute the game crashes with an additional message saying that VPU recover has reset as the graphics accelerator is no longer responding to graphics driver commands.
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Spooky Angel
 
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Post » Fri May 27, 2011 6:10 am

Didn't think to do that as it wasn't in the OP. OK, shaderlist.txt just has GodraysforOblivionv001a.fx in it. The game loads up normally now but no godrays when I type in ShowTestShader. Within a minute the game crashes with an additional message saying that VPU recover has reset as the graphics accelerator is no longer responding to graphics driver commands.

Update your video drivers.
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Tanika O'Connell
 
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Post » Fri May 27, 2011 8:08 am

Update your video drivers.


Ah - that could well be it. Shame... I'm using Catalyst 9.2 drivers as they suit some older games better. Will have to forget about godrays for now. Thanks for the help though.
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Rach B
 
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Post » Fri May 27, 2011 3:16 pm

This looks interesting. After getting the B/W noise screen and then the blue-gray one, and searching the thread for instructions on how to configure this...i think I got it working. It doesnt quite look as nice as some of the screenshots ppl are posting, but the effect is there. Maybe i need to wait till the sky is cloudier and sun isnt directly overhead. As i move around, sometimes I get a flash of the whole screen that can be a bit annoying. Will play around with it a bit more. The DoF is interesting too. Its a whole different look from vanilla.

btw...my card is geforce 9800 gtx+

I should take a screenshot


Oh! I just want to ask...how do you toggle it off?
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Horse gal smithe
 
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Post » Fri May 27, 2011 10:55 am

Ah - that could well be it. Shame... I'm using Catalyst 9.2 drivers as they suit some older games better. Will have to forget about godrays for now. Thanks for the help though.


I'm using the 9.2 drivers (although the hacked dna version as I have a laptop). I have no idea why they my plug-in is causing a driver crash. I managed to make the game crash lots of times during development but never the card drivers.

This looks interesting. After getting the B/W noise screen and then the blue-gray one, and searching the thread for instructions on how to configure this...i think I got it working. It doesnt quite look as nice as some of the screenshots ppl are posting, but the effect is there. Maybe i need to wait till the sky is cloudier and sun isnt directly overhead. As i move around, sometimes I get a flash of the whole screen that can be a bit annoying. Will play around with it a bit more. The DoF is interesting too. Its a whole different look from vanilla.

btw...my card is geforce 9800 gtx+

I should take a screenshot


Oh! I just want to ask...how do you toggle it off?


ShowTestShader 0
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OnlyDumazzapplyhere
 
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Post » Fri May 27, 2011 7:52 am

I'm using the 9.2 drivers (although the hacked dna version as I have a laptop). I have no idea why they my plug-in is causing a driver crash. I managed to make the game crash lots of times during development but never the card drivers.


It's OK now. The crash happened because of a stupid mistake I made (accidentally deleted my ScreenEffects.fx). The godrays are extremely pretty at sunrise, sunset but the flashes of light that happen looking away are very distracting and it is overly bright midday. This godray mod shows great promise though, thanks for all your hard work.
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Chenae Butler
 
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Post » Fri May 27, 2011 5:56 am

will this work with realistic health???
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Kelly Upshall
 
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Post » Fri May 27, 2011 3:50 pm

will this work with realistic health???

sure !
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Cagla Cali
 
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Post » Fri May 27, 2011 5:27 am

Well, I guess this thread will get to appreciate at least one more good thing happening before the next one is made and this one is locked. The next version of the SSAO shader based on the ideas of ArKano22 and some stuff from a paper on StarCraft 2 is http://www.4shared.com/file/167174408/3f9a3b56/ArKano22_SSAO_V2.html at the link just preceding these words.

New features include:
Depth based blur to reduce the noise...
Brightness Consideration to reduce Ambient Occlusion on self-illuminating or highly specular objects...
Falloff to prevent AO on distant terrain...
Configuration variables to fine tune the effect...

This is probably the best I can do until a new version of OBGE comes out, and it is usable in normal play, but it is still a bit slow. Not sure how I can optimize it further, though. Oh well. I hope the shader works well for everyone who tries it.
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Gavin Roberts
 
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Post » Fri May 27, 2011 4:17 pm

What does it mean if godrays is a giant square.. it seem no matter what i do thats all that happens i i cant find a readme anywhere for it some help would be nice soon ill be posting vids and screenies
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Raymond J. Ramirez
 
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Post » Fri May 27, 2011 6:42 am

If your using Godrays and a sunglare texture that is for HDR, and you have HDR disabled, you will get a giant square coming at you.
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rolanda h
 
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Post » Fri May 27, 2011 2:35 am

If your using Godrays and a sunglare texture that is for HDR, and you have HDR disabled, you will get a giant square coming at you.

Most commonly this happens when you're using the "blank" sunglare texture and HDR at the same time.
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jaideep singh
 
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Post » Fri May 27, 2011 12:35 pm

Well, I guess this thread will get to appreciate at least one more good thing happening before the next one is made and this one is locked. The next version of the SSAO shader based on the ideas of ArKano22 and some stuff from a paper on StarCraft 2 is http://www.4shared.com/file/167174408/3f9a3b56/ArKano22_SSAO_V2.html at the link just preceding these words.

New features include:
Depth based blur to reduce the noise...
Brightness Consideration to reduce Ambient Occlusion on self-illuminating or highly specular objects...
Falloff to prevent AO on distant terrain...
Configuration variables to fine tune the effect...

This is probably the best I can do until a new version of OBGE comes out, and it is usable in normal play, but it is still a bit slow. Not sure how I can optimize it further, though. Oh well. I hope the shader works well for everyone who tries it.

Wait. This does work; but it cuts my fps by 75%.
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Matt Bee
 
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Post » Fri May 27, 2011 4:56 am

@ HawkleyFox: Just taking a look at your code, would you mind if I pinched some of it for use in my DoF? It's a lot neater (and probably faster or something) than what I've currently got is, hence my asking.
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Nathan Hunter
 
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Post » Fri May 27, 2011 2:37 am

Dramatic drop in FPS when outdoors. Not so much in cities or the like.

The actual effect seems... lesser? Noticable, but not like before, unless I'm mistaken. Anyway, I'll keep experimenting, mixing, and so on.
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Josh Sabatini
 
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Post » Fri May 27, 2011 11:26 am

@HawkleyFax
SSAO looks great and works like a charm! Of course theres a performance- hit but i?m always willing to trade performance for eyecandy :)
Maybe something interesting for you: http://www.gamedev.net/community/forums/topic.asp?topic_id=495974

Great work everyone!
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Joanne
 
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Post » Fri May 27, 2011 3:40 am

Any chance of a couple screenshots of the SSAO? I'm out of town for a bit and away from my gaming PC.
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Barbequtie
 
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Post » Fri May 27, 2011 5:30 am

Any chance of a couple screenshots of the SSAO? I'm out of town for a bit and away from my gaming PC.


I second this! Although I know I won't be able to run it... I play at around 15-30 FPS as it is, so with a 75% drop....
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jenny goodwin
 
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Post » Fri May 27, 2011 10:52 am

It might be kind of arbitrary, but is there any chance of calling it OBE instead, in keeping with MGE? OBGE makes me think of the script extender or ogre or some other acronym besides Oblivion Graphics Extender.
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cassy
 
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Post » Fri May 27, 2011 3:19 am

Remove the testshader.fx and depth.fx from your shaderlist. This problem has been answered many times.

http://img43.imageshack.us/img43/825/screensbug.jpg :brokencomputer:
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Benji
 
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Post » Fri May 27, 2011 8:24 am

http://img43.imageshack.us/img43/825/screensbug.jpg :brokencomputer:


I think.... you're doing it wrong... ;)
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Janine Rose
 
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Post » Fri May 27, 2011 8:06 am

I think.... you're doing it wrong... ;)

????
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CHangohh BOyy
 
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