[WIPREL] Oblivion Graphics Extender

Post » Sat Jul 14, 2012 3:22 am

Oblivion Graphics Extender

This thread is a catch-all discussion for anything related to the Oblivion Graphics Extender (OBGE/OBGEv2/OBGEv3).
Previous Threads: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, http://www.gamesas.com/index.php?/topic/1205214-wiprel-oblivion-graphics-extender/



http://obge.paradice-insight.us/wiki/History_%26_Introduction

Timeslip's Oblivion Graphics Extender


The Oblivion Graphics Extender is an OBSE plugin created by Timeslip that adds extra functionality to Oblivion's scripting language, focussed on the implementation and manipulation of graphics effects. It adds support for fullscreen shaders and extra HUD elements, provides information about graphics memory and screen resolution and allows you to clear some of oblivions textures from graphics memory.

Without Timeslip's original version Scanti probably wouldn't of known where to start in writing this project, so kudos to him. You can find Timeslip's Oblivion Graphics Extender here.

A number of mods take advantage of OBGE for their effects. These include:

http://www.tesnexus.com/downloads/file.php?id=16323
http://www.tesnexus.com/downloads/file.php?id=21424
http://www.tesnexus.com/downloads/file.php?id=30973



The Oblivion Visual Effects Project

This was a project started by IlmrynAkios that was dedicated to making Oblivion look better using various filters and low-level DirectX tricks, utilising OBGE for its effects. It spurred the discussion on the improvement of various areas of Oblivion's graphics, leading to a few released mods and some affiliated mods, proposed as part of the project but developed separately, being released. These are:

http://www.tesnexus.com/downloads/file.php?id=14339
http://www.tesnexus.com/downloads/file.php?id=15245
http://www.tesnexus.com/downloads/file.php?id=15566

The project is currently on haitus as various difficulties in its progression occurred, and IlmrynAkios found that his time available for work on it was becoming very limited.



Oblivion Graphics Extender v2

A continuation of both Timeslip's work on expanding the functionality to Oblivion's scripting language regarding the implementation and manipulation of graphics effects and OVEP's work in making Oblivion looking better using a variety of graphical effects, OBGEv2 is both the name of Scanti's rewrite of the OBGE OBSE plugin and the accompanying project that is focussed on the creation of various post-processing effects to improve Oblivion's graphics.

Scanti's rewrite of OBGE is centered around the exposure of more information about Oblivion's graphical processes and the fixing of bugs present in the original. The original OBGE should not be used alongside OBGEv2, which should be backwards-compatible with OBGE mods.



Oblivion Graphics Extender v3

Continuing with Scanti's work, Ethatron greatly enhanced OBGEv2's capabilities, forming OBGEv3. Among his achievments are the translation of all Oblivion's vanilla shaders and allowing them to be replaced, removing many of the limitations that OBGEv2 had.

The modders that make up this project work hard to bring you the effects they create, so please respect them for taking the time to do so. If you would like to contribute, please feel free to participate in the sharing of knowledge and ideas to help us strive to complete our goal. If you are able to find useful resources that can benefit the project, please feel free to share them as well. This project is in a Beta Phase and will probably be in that state forever as add new things are added to it. Expect bugs when using newly created shaders, or when using/tweaking the shaders on your own.

Due to the Work In Progress nature of OBGEv3, few mods have been made to use it, but these include:

http://www.tesnexus.com/downloads/file.php?id=18385
http://www.tesnexus.com/downloads/file.php?id=27972

In addition, all OBGE and OBGEv2 mods may be used with OBGEv3 instead of OBGE/OBGEv2.

*Attention*
If you are having any problems, please read the OP and the FAQ very carefully before posting. If your question is not answered, then report the bug as detailed in the 'How To Report Bugs Helpfully' section below.



Downloads & Links

Pre-requisites:
http://obse.silverlock.org/ - v0020 or greater is required.
http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3

http://obge.paradice-insight.us/wiki/Main_Page

http://www.tesnexus.com/downloads/file.php?id=30054

http://www.tesnexus.com/downloads/file.php?id=37825
http://www.gamesas.com/index.php?/topic/1206450-obge-liquid-water/page__gopid__18025909#entry18025909

http://github.com/scanti/Oblivion-Graphics-Extender-v2
http://codaset.com/ethatron/oblivion-graphics-extender/
http://codaset.com/ethatron/oblivion-shader-db/

The OBGE project currently has the following available for download, all from the TES Nexus pages linked above:

OBGEv3 Core: This is the basic package you need to use anything that requires OBGEv3.
OBGEv3 Developers: This is a package for shader developers that includes an application that lets you develop shaders while Oblivion is running, among other things.
OBGEv3 Standalone Effects: This package contains all of OBGEv3's standalone effect shaders, which are listed below.
OBGEv3 Physically Correct Sky: This package contains a replacement sky for Oblivion, which is based on Earth's sky, reducing curvature, etc. This is very much a WIP package.
OBGEv3 Parallax Occlusion Mapping: This package contains parallax occlusion mapping support for Oblivion. This is very much a WIP package.
OBGE Liquid Water: A replacement water system, greatly enhancing the graphical quality of Oblivion's water.


Screenshots/Videos

See the Nexus page for screenshots and videos of the effects currently available. The effects seen in some of these screenshots/videos may have been obtained by tweaking the variables in the shaders involved.



OBGEv3 Standalone Effects

Below is a list of all the standalone effect shaders available from the OBGEv3 project on TES Nexus. The list does not include any standalone effects that may have been added since this readme was updated, or any standalone effects that are only available for download from the project's forum thread. Version numbers are taken from the version numbers within each shader file, and are not indicative of relative quality.

Lighting Effects

Godrays (v4.2) - Godrays.fx
By vtastek. Adds shafts of light emanating from the sun. The effect is only seen at certain times of the day. This is a SM3 shader.

Screen Space Indirect Illumination (SSII) - SSII.fx
By tomerk. Provides a form of Global Illumination that adds indirect lighting to the scene, simulating the reflection of light off coloured objects. This is a SM3 shader.

Volumetric Screen Space Indirect Illumination - Volumetric_SSII.fx
By tomerk and Ethatron. Provides a form of Global Illumination that adds indirect lighting to the scene, simulating the reflection of light off coloured objects. This is a SM3 shader.

Volumetric Screen Space Global Illumination - Volumetric_SSGI.fx
By tomerk and Ethatron. Provides a form of Global Illumination that adds indirect lighting to the scene, simulating the reflection of light off coloured objects. A merge of Volumetric SSAO & Volumetric SSII. This is a SM3 shader.


Ambient Occlusion (AO) Effects


These shaders use stylised lighting to add depth and contrast to the scene, mainly by shadowing recesses. Two types of AO shader are available: Horizon-Based AO (HBAO) and Screen Space AO (SSAO). These are all SM3 shaders.

Screen Space Ambient Occlusion - ssao_test.fx
By HawkleyFox. Provides a medium quality AO effect, but has a large performance hit.

Performance Screen Space Ambient Occlusion - ssao_perf.fx
By HawkleyFox. Provides a medium-low quality AO effect, with a medium performance hit.

Ring Screen Space Ambient Occlusion - Ring_SSAO.fx
By tomerk and Ethatron. Provides a light, medium quality AO effect with a low performance hit.

Horizon-Based Ambient Occlusion - HBAO.fx
By tomerk and Ethatron. Provides the highest quality AO effect, but has a very large performance hit.

Volumetric Screen Space Ambient Occlusion - Volumetric_SSAO.fx
By tomerk and Ethatron. Provides a high quality, accurate AO effect with a low performance hit.


Depth of Field Effects

These shaders optionally give a Depth of Field effect, progressively blurring objects with increasing distance from the focus point (what the crosshairs point at), or a Distance Blur effect, progressively blurring objects with increasing distance from the player.

Crysis Depth Of Field (v1) - CrysisDoF.fx
Conversion by WrinklyNinja. An adaptation for Oblivion of the Depth Of Field effect found in Crysis: Warhead. This is a SM3 shader.

Depth of Field (v7) - DepthOfField.fx
By WrinklyNinja. Inspired by an ATI paper on DoF, with depth-based directional blurring.

Hexagonal Bokeh Depth of Field - Bokeh_Hexagon_DoF.fx
By tomerk. A bokeh effect with a hexagonal blur shape and no distance blurring option. Vey high quality, but the largest performance hit. This is a SM3 shader.

Circular Bokeh Depth of Field - Bokeh_Circle_DoF.fx
By tomerk. A bokeh effect with a hexagonal blur shape and no distance blurring option. Vey high quality, but the largest performance hit. This is a SM3 shader.

Pseudo-Bokeh Depth of Field - Pseudo_Bokeh_DoF.fx
Conversion by tomerk. Originally a shader for MGE by Knu, ported and tweaked for OBGEv2. This is a SM3 shader.


Colour Effects

Bleach Bypass - HLSLbleachbypass.fx
By vtastek. Creates an effect with decreased saturation with increased contrast.

Color Grading - HLSLColorGrading03.fx
By vtastek. Applies a subtle desaturation of average colour balance to the scene. This is a SM3 shader.

Color Effects (v5) - ColorEffects.fx
By WrinklyNinja. Adds a variety of photoshop-like colour effects, including luminosity-dependent film grain, sepia, saturation/contrast/brightness alteration, gamma contrast/brightness alteration, colour inversion and blur highlighting. This is a SM3 shader.

Crysis Color Mood (v0.2) - ColorMood.fx
By shadeMe. Tints the screen to alter the mood of the game, as seen in Crysis.

ENB Color Effect (v2) - ENBColorEffect.fx
Conversion by WrinklyNinja. Originally a shader supplied with ENB Series for Oblivion, and adapted and optimised for OBGEv2, this alters the colour balance of the scene.


Filter Effects

Normal Filter Anti-Aliasing - NormalFilterAA.fx
By Dracusis. Adds an AA effect to reduce 'jaggies' on the edges of objects. This is a SM3 shader.

Morphological Line-Antialiasing - MLAA.fx
By kapaer. Adds an AA effect to reduce 'jaggies' on the edges of objects. This is a SM3 shader.

Directional Localized-Antialiasing - DLAA.fx
By Ethatron. Adds an AA effect to reduce 'jaggies' on the edges of objects. This is a two-pass SM3 shader.

Morphological Directional Localized-Antialiasing - MDLAA.fx
By Ethatron. A fusion of MLAA and DLAA, awesome. Optimized for speed. MLAA for foilage and hard breaks in depth, DLAA for smoothing out steep jaggies. This is a SM3 shader.

FX-Antialiasing - FXAA.fx
By Ethatron. Adds an AA effect to reduce 'jaggies' on the edges of objects. This is a one-pass SM3 shader. Based on version 2, max. quality.


Other Effects

CelShader+EdgeAA (v0.3) - CelShader+EdgeAA.fx
By shadeMe. Adds a cartoon-like black edge to objects, as seen in Borderlands, or smooths the edges of objects. This is a SM3 shader.

Sharpen - obsharpen.fx
By vtastek. Sharpens the screen.

Vignetting - HLSLvignette.fx
By vtastek. Applies a vignetting lens effect, desaturating and darkening the corners of the screen.



http://obge.paradice-insight.us/wiki/Settings_recommended_by_users

Settings by various users for various shaders can be seen on the OBGE Wiki by clicking the subtitle above. While the settings are arranged by the shader they apply to, users often propose settings across several shaders that are intended to be used together to give the desired effect.



http://obge.paradice-insight.us/wiki/User%27s_Manual#How_To_Report_Bugs_Helpfully

Read the OP and the readme fully, especially the FAQs. If your problem is not answered there, do the following:

Supply the following:
- Your Operating System.
- Your graphics card.
- Your OBGEv2.txt. This log is in your Oblivion directory.
- Your OBSE.txt. This log is in your Oblivion directory.
- Your shaderlist.txt.

The above documents should be posted exactly how they appear in the file, in spoiler tags.

In addition, if what you are experiencing is a graphical bug of some kind, you should supply screenshots. It has been noted that Oblivion's screenshot function may not work with OBGEv3 installed, so in that case use FRAPS or some other 3rd party screenshot tool. You can convert the image from .bmp to .jpg in Wrye Bash. Upload the screenshot and post a link to it, so we can see what your problem actually looks like.

If your bug is with a shader effect, and you have altered any variables within the shader, also post the lines on which you changed anything, exactly how they are in the shader, in codebox tags.

We can't really help all that well without the above information, as especially with graphical errors, it can hard to describe them in writing in a way that we will be able to understand what's going on.



http://obge.paradice-insight.us/wiki/User%27s_FAQs
Spoiler

Q: Is this a RELz? Should I download this?
A: This is a Beta (and hopefully stable) release. It will always be a work in progress and could contain bugs from time to time. If the thought of this scares you then this probably isn't the mod for you.

All shaders are supplied with no documentation of any sort besides what is on the Bethesda Oblivion forum thread or in the shader file itself. Hence there is an element of DIY involved in using the products of this project, especially when it comes to tweaking the settings of the shaders. Within each shader effects file there may or may not be a section at the beginning of the file detailing any variables that you can change, and what they do. You are advised to check there before posting if you wish to tweak any shaders.

Q: Does this require OBSE? If so, any specific version?
A: Yes, it does require OBSE, and you must use at least v0020, however you are advised to use the latest version available.

Q: Does OBGEv2 require any specific hardware to run?
A: The shaders are compatible with both ATI and NVIDIA graphics cards, although some shaders (marked with "SM3" above) require a Shader Model 3 compliant graphics card to run. Any NVIDIA graphics card that is GeForce 6 Series (released 2004) or newer supports Shader Model 3.0. Any ATI graphics card that is Radeon X1000 Series (released 2005) or newer supports Shader Model 3.0.

Q: How do I get involved with this project?
A: There are a few ways that you can get involved:

If you can write shader code, then you can get stuck in making your own effects right away. The shaders can be written in either HLSL or ASM.

If you can write in C/C++, then perhaps you would be able to help Scanti, shadeMe and Ethatron in their work on the OBSE plugin. The project has a source respository so you can fairly easily create a fork and add your own changes, and a wiki that you can contribute to.

It would also be beneficial if you know anything about low-level DirectX and the OBSE plugin system.

If you can't do either of these things, you can still contribute support, articles and papers on graphical effects that could be implemented in Oblivion, and whatever else you can bring to the project. Especially cake or ice cream. :cake: :icecream:

Q: I found a bug...
A: Good for you. If you find a bug, please report it as detailed in the 'How To Report Bugs Helpfully' section above. We can help you more when you explain the problem better.

Q: I cannot see an effect I have installed, and my OBGEv2 log has the line "Failed to load" after the line "Loading shader ()". How do I fix this?
A: This results from OBGEv3's inability to compile the shader effects you are trying to load. Make sure that you have the DirectX update linked to above installed, and if using a shaderlist, that you have spelled the names of the shaders in your shaderlist.txt exactly as they should be, with the .fx extension. In the case of some effects, you must also have a graphics card that is Shader Model 3 compliant.

Q: ScreenEffects/Realistic Health/OVEP Motion Blur/OVEP Forward Motion Blur or setting bUseLegacyCompiler to 1 causes OBGEv3 to crash. How do I fix this?
A: If your shader uses the half variable type then OBGEv3 will try to use the legacy compiler. If you are missing the d3dx9_31.dll file then OBGEv3 will crash. You will need to copy over the d3dx9_31.dll from the Extras folder into your Oblivion game folder to fix the problem.

Q: The ordering of the objects on the screen is messed up or the game menu has no buttons! Why is this happening?
Q: Once I got the effects to work, my AA disappeared? WHY?!?
A: The method used to expose the information used to read the depth buffer is incompatible with Anti-Aliasing. This is reported to be the case on both ATI and NVIDIA graphics cards, although owners of ATI graphics cards can force AA through ATI Tray Tools without problems. The only solution is to edit the OBGE.ini file in your My Documents\My Games\Oblivion folder and change this line:

[DepthBuffer]
bUseDepthBuffer=1


to:

[DepthBuffer]
bUseDepthBuffer=0


This will however cause any effect that uses the depth buffer to stop working properly. This currently includes all the SSAO and Depth of Field shaders and the Godrays, NormalFilterAA and CelShader+EdgeAA shaders.

Q: A shader is listed saying it has multiple effects. What does that mean?
A: If a shader has multiple effects, it means that it rolls many effects into one file, and gives you the ability to choose which of these effects, or combinations of these effects, are applied to your game. This has the advantage that you can cut down on the number of shader files you have to keep track of. You will generally be able to make these selections by changing variables in the shader.

Q: How do I change/tweak shader settings/variables?
A: Open up the shader .fx file in a text editor such as Notepad. The variables are found at the beginning of the file, and may be labelled as tweakable and/or commented with information regarding them.

Alternatively, you can alter most shaders' variables in-game using the Support Plugin, though these changes are not recorded in the shader file.

Q: Where is the src folder with the source code?
A: The source is not included in the package. Instead, it is available on a source code repository. That means you will always have access to the latest version of the code and people can contribute their own code to the project.
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Fri Jul 13, 2012 7:35 pm

Wow does this ever go through threads fast. At least one a day since the release of v3. o.O
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Fri Jul 13, 2012 8:48 pm

Hey, I'm running with a GTX 570, and it seems that a few shaders don't work, or only seem to work sometimes? Such as the Godrays shader, it doesn't work at all anymore, it has for a little while, but now it no longer works. Psuedo_Bokeh_DoF doesn't seem to work either. Another thing I've noted is I take HUGE performance hits when running most shaders, which shouldn't usually be happening.
For Godrays, it doesn't seem to totally be working at all, and my sky is bright as hell.
http://cloud.steampowered.com/ugc/542898529890859001/2570557A5D8076FB30EB3AE5586B2B298B2F3E6D/

http://cloud.steampowered.com/ugc/542898529890731908/5F1C66D40796DD283A576638CE4DF82C3678BC4D/

OBGE Log
Spoiler
Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: data\obse\plugins\obge.dll queried.
OD3D9: Driver queried from 0x030c76d7
OD3D9: Driver 0x0456a488 constructed from 0x030c7643 (1 drivers available)
OD3D9: Driver 0x0456a488 destructed from 0x030cd7c5 (0 drivers left)
OD3D9: Driver queried from 0x030c76b8
OD3D9: Driver 0x0456a500 constructed from 0x030c7643 (1 drivers available)
OD3D9: Device queried from 0x0076a547
OD3D9: Device 0x043edf90 constructed from 0x030cd8bb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
RESZ not supported.
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
Init: NVCPL.dll queried.
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Loading texture (data\textures\effects\water_NRM.dds)
Loading texture (data\textures\effects\water_NRM.dds)
Linking to existing texture.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating full screen textures.
Width = 1920, Height = 1080
Format = A16B16G16R16F
Loading the effects.
Found filename : effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Added to list OK.
Found filename : effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
No texture data found in save file.
No effect data in save file.
Creating shader vertex buffers.
Effect (NormalFilterAA.fx) - Script refID = 4000800
Effect (Volumetric_SSII.fx) - Script refID = 4000800
Effect (HBAO.fx) - Script refID = 4000800
Effect (Ring_SSAO.fx) - Script refID = 4000800
Shader compiling messages occured in data\shaders\Ring_SSAO.fx:
c:\program files (x86)\steam\steamapps\common\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
c:\program files (x86)\steam\steamapps\common\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,26): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
c:\program files (x86)\steam\steamapps\common\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,26): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
c:\program files (x86)\steam\steamapps\common\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,26): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
c:\program files (x86)\steam\steamapps\common\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,26): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero
c:\program files (x86)\steam\steamapps\common\oblivion\memory(167,10): warning X4008: floating point division by zero

Effect (Volumetric_SSAO.fx) - Script refID = 4000800
Loading effect that already exists. Returning index of existing effect.
Effect (DepthOfField.fx) - Script refID = 4000800
Effect (CrysisDoF.fx) - Script refID = 4000800
Effect (Bokeh_Circle_DoF.fx) - Script refID = 4000800
Loading effect that already exists. Returning index of existing effect.
Effect (Bokeh_Hexagon_DoF.fx) - Script refID = 4000800
Effect (Pseudo_Bokeh_DoF.fx) - Script refID = 4000800
Effect (Godrays.fx) - Script refID = 4000800
Effect (CelShader+EdgeAA.fx) - Script refID = 4000800
Effect (ColorEffects.fx) - Script refID = 4000800
Shader compiling messages occured in data\shaders\ColorEffects.fx:
c:\program files (x86)\steam\steamapps\common\oblivion\memory(175,12): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (ColorMood.fx) - Script refID = 4000800
Effect (ENBColorEffect.fx) - Script refID = 4000800
Effect (HLSLbleachbypass.fx) - Script refID = 4000800
Effect (HLSLColorGrading03.fx) - Script refID = 4000800
Effect (HLSLvignette.fx) - Script refID = 4000800
Shader compiling messages occured in data\shaders\HLSLvignette.fx:
c:\program files (x86)\steam\steamapps\common\oblivion\memory(59,29): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them

Effect (obsharpen.fx) - Script refID = 4000800
Effect (Water.fx) - Script refID = 3000ed5
Loading effect that already exists. Returning index of existing effect.
Shader (PostEffects.fx) - Script refID = 1000ce7
Loading texture (data\textures\effects/underwaterdistortion.dds)
Received ExitGame message.
Calling Release Device
Releasing effect vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.

OBSE Log
Spoiler
OBSE: initialize (version = 20.6 010201A0)
oblivion root = c:\program files (x86)\steam\steamapps\common\oblivion\
plugin directory = c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\obge.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\obge.dll (00000001 obge 00000001) loaded correctly
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
RegisterCommand LoadCubeTexture (2115)
RegisterCommand LoadVolumeTexture (2116)
RegisterCommand ReleaseTexture (2117)
RegisterCommand LoadEffect (2118)
RegisterCommand EnableEffect (2119)
RegisterCommand DisableEffect (211A)
RegisterCommand ReleaseEffect (211B)
RegisterCommand SetEffectConstantB (211C)
RegisterCommand SetEffectConstantI (211D)
RegisterCommand SetEffectConstantF (211E)
RegisterCommand SetEffectConstantV (211F)
RegisterCommand SetEffectSamplerTexture (2120)
RegisterCommand IsEffectEnabled (2121)
RegisterCommand SetShaderConstantB (2122)
RegisterCommand SetShaderConstantI (2123)
RegisterCommand SetShaderConstantF (2124)
RegisterCommand SetShaderSamplerTexture (2125)
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OblivionEAX.dll
SetOpcodeBase 000022B0
RegisterCommand InitializeEAX (22B0)
RegisterCommand SetEAXEnvironment (22B1)
RegisterCommand CustomEAXEnvironment (22B2)
RegisterCommand EnableEAX (22B3)
RegisterCommand DisableEAX (22B4)
RegisterCommand IsEAXEnabled (22B5)
RegisterCommand IsEAXInitialized (22B6)
RegisterCommand SetEAXEnvironmentSize (22B7)
RegisterCommand SetEAXEnvironmentDiffusion (22B8)
RegisterCommand SetEAXRoom (22B9)
RegisterCommand SetEAXRoomHF (22BA)
RegisterCommand SetEAXDecayTime (22BB)
RegisterCommand SetEAXDecayTimeHFRatio (22BC)
RegisterCommand SetEAXReflections (22BD)
RegisterCommand SetEAXReflectionsDelay (22BE)
RegisterCommand SetEAXReverb (22BF)
RegisterCommand SetEAXReverbDelay (22C0)
RegisterCommand SetEAXRoomRolloffFactor (22C1)
RegisterCommand SetEAXAirAbsorptionHF (22C2)
RegisterCommand GetEAXEnvironment (22C3)
RegisterCommand GetEAXEnvironmentSize (22C4)
RegisterCommand GetEAXEnvironmentDiffusion (22C5)
RegisterCommand GetEAXRoom (22C6)
RegisterCommand GetEAXRoomHF (22C7)
RegisterCommand GetEAXDecayTime (22C8)
RegisterCommand GetEAXDecayTimeHFRatio (22C9)
RegisterCommand GetEAXReflections (22CA)
RegisterCommand GetEAXReflectionsDelay (22CB)
RegisterCommand GetEAXReverb (22CC)
RegisterCommand GetEAXReverbDelay (22CD)
RegisterCommand GetEAXRoomRolloffFactor (22CE)
RegisterCommand GetEAXAirAbsorptionHF (22CF)
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OblivionEAX.dll (00000001 OblivionEAX 00000000) loaded correctly
patched
loading from C:\Users\B@dRobot\Documents\My Games\Oblivion\Saves\Save 13 - Strider - City Isle, Level 1, Playing Time 00.32.07.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\B@dRobot\Documents\My Games\Oblivion\Saves\Save 13 - Strider - City Isle, Level 1, Playing Time 00.32.07.ess
loading from C:\Users\B@dRobot\Documents\My Games\Oblivion\Saves\Save 13 - Strider - City Isle, Level 1, Playing Time 00.32.07.obse
plugin has data in save file but no handler
OBSE: deinitialize
Shaderlist.txt
Spoiler
Bokeh_Circle_DoF.fx
Volumetric_SSAO.fx
Water.fx

Hardware settings
Spoiler
Intel® Core™2 Quad CPU Q9650 @ 3.00 GHz 3.01 GHz
RAM: 8 GB
Win7 64 bit
GTX 570 Superclocked
I've also noted a few others seem to be having problems with shaders and this card, but most shaders work for me, they just punch my performance in the face. Any tips would be very nice. If I'm doing something stupid... Please be gentle.
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Sat Jul 14, 2012 4:26 am

Any news on the flickering hair and eyes problem?
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Sat Jul 14, 2012 2:29 am

New godrays shader for obge v3:


http://www.4shared.com/file/p0N2TKrb/Godraysv6.html

alternative download link:
http://www.mediafire.com/?m7m36d9rrzaaril

Reference values:(for support plugin)

/*TWEAKABLES START*///Number of passes for sunshafts#define NUM_SAMPLES 35//decrease to gain performance//but keep in mind effect will start to break//revealing the squarish nature of the lightshafts//so increasing would be a better idea//but at the exchange of performance//Exposure(intensity) values for sunshaftsextern float globalmul = 4.5f;extern float morningshaftex = 3.5f; //morning ray intensityextern float eveningshaftex = 4.0f; //evening ray intensityextern float noonshaftex = 1.5f; //afternoon ray intensityextern float goldendecay = 0.99; //afternoon ray lengthextern float moonshaftex = 0.09f; //night ray intensity experimental//Mornings are more powerful already//so I decreased it//noon is for noon and moon is for nights//you may get shafts for lightnings and moon maybe//Morning start-end hoursextern float startsunrise = 4.0f;extern float endsunrise = 10.0f;//start early for sunrise//Evening start-end hoursextern float startevening = 17.0f;extern float endevening = 22.0f;//end late for sunset//ray densityextern float Density=1.99;//actual ray visibilityextern float Weight=0.1;//edit for light colorness, lower the value for desaturated colors...extern float goldensaturate = 0.540f; //ray colors for golden hoursextern float noonsaturate = 0.01f; //ray colors for afternoon//decreasing may fix blue lights//Bright Pass valuesextern float Luminance = 0.44;extern float fMiddleGray = 0.99f;extern float fWhiteCutoff = 0.40f; //extern float fWhiteCutoff = 0.40f;//This shader is image based//this step(pass) determines how much of the sky will produce godrays//different skies may need different brightpass values

@Strider,
I don't think that water.fx is supposed to be in shaderlist.txt.
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Fri Jul 13, 2012 4:44 pm

Congrats on OBGE v3. Thanks for updating my shaders while I can't. Ethatron, you have my appreciation.

http://i.imgur.com/9uigC.jpg

POM looks weird in foggy weather. Sometimes grass and trees renders black.

And another problem is when I am directly looking at a surface, the closest part is like without any depth but the farthest parts are deepen crazily by POM. It is very view dependent.

PS. I noticed that sparking eyebrows with HLSLColorgrading03. It is still happening.
PPS. Do we have suncolor variable?
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Fri Jul 13, 2012 5:31 pm

I will test your new Godray Shader immediately :D

Edit: Ok, I've tested it, and it looks really good so far, but there is an really odd effect that creates coloured artifacts or something similar, don't know how to describe it.

I thought increasing the NUM SAMPLES to 60 would fix this issues but it doesn't.

http://www.imagebanana.com/view/sh6o3nyz/ScreenShot0.jpg
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Fri Jul 13, 2012 1:17 pm

Thanks for the update, the effect looks fairly subtle compared to the previous version and all in all it's a nice improvement. However, I lost around 5/6 fps.
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Fri Jul 13, 2012 1:39 pm

Alright, the new godrays shaders works great, so that fixes my issue. I have to note though, I did also lose about 5-10 frames.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Fri Jul 13, 2012 6:01 pm

Don't know if it's just me, are those http://img838.imageshack.us/img838/2450/2011070300010.jpg? They are not so evident in a still screenshot but it's beautiful to see that in action.
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Sat Jul 14, 2012 2:19 am

I found something interesting with the OBGEv3 HLSLColorGrading03.fx shader. When visiting Frostcrag Reborn, both the enchanting and spellmaking altar have black boxes superimposed over them when using that shader.

Here's what it looks like with the shader on: http://www.tesnexus.com/imageshare/images/109590-1309727912.jpg

And here's what it looks like with the shader off: http://www.tesnexus.com/imageshare/images/109590-1309727946.jpg

Operating System: Windows 7 Professional
Graphics Card: ATI Radeon 5900

OBGEv2.log
Spoiler

Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x02a476d7
OD3D9: Driver 0x03431088 constructed from 0x02a47643 (1 drivers available)
OD3D9: Driver 0x03431088 destructed from 0x02a4d7c5 (0 drivers left)
OD3D9: Driver queried from 0x02a476b8
OD3D9: Driver 0x03431088 constructed from 0x02a47643 (1 drivers available)
OD3D9: Device queried from 0x0076a547
OD3D9: Device 0x03437dd8 constructed from 0x02a4d8bb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1280,1024) created OK.
Depth buffer attached OK. 0
Init: ATIMGPUD.dll queried.
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Loading texture (data\textures\effects\water_NRM.dds)
Loading texture (data\textures\effects\water_NRM.dds)
Linking to existing texture.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating full screen textures.
Width = 1280, Height = 1024
Format = A16B16G16R16F
Loading the effects.
Added to list OK.
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Save file links 4 textures.
Error loading texture list: too small.
No effect data in save file.
Effect (Water.fx) - Script refID = 26000ed5
Found filename : effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Received ExitGame message.
Calling Release Device
Releasing effect vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.

obse.log
Spoiler

OBSE: initialize (version = 20.6 010201A0)
oblivion root = C:\Games\Bethesda Softworks\Oblivion\
plugin directory = C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
checking plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\CustomSpellIcons.dll
SetOpcodeBase 000025F0
RegisterCommand HasAssignedIcon (25F0)
RegisterCommand OverwriteSpellIcon (25F1)
RegisterCommand SetSpellIcon (25F2)
RegisterCommand ClearSpellIcon (25F3)
plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\CustomSpellIcons.dll (00000001 CustomSpellIcons 00000001) loaded correctly
checking plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\DisableVampRace.dll
plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\DisableVampRace.dll (00000001 DisableVampRace 00000001) loaded correctly
checking plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
RegisterCommand LoadCubeTexture (2115)
RegisterCommand LoadVolumeTexture (2116)
RegisterCommand ReleaseTexture (2117)
RegisterCommand LoadEffect (2118)
RegisterCommand EnableEffect (2119)
RegisterCommand DisableEffect (211A)
RegisterCommand ReleaseEffect (211B)
RegisterCommand SetEffectConstantB (211C)
RegisterCommand SetEffectConstantI (211D)
RegisterCommand SetEffectConstantF (211E)
RegisterCommand SetEffectConstantV (211F)
RegisterCommand SetEffectSamplerTexture (2120)
RegisterCommand IsEffectEnabled (2121)
RegisterCommand SetShaderConstantB (2122)
RegisterCommand SetShaderConstantI (2123)
RegisterCommand SetShaderConstantF (2124)
RegisterCommand SetShaderSamplerTexture (2125)
plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000002 OBGEv2 00000002) loaded correctly
checking plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll
SetOpcodeBase 00002330
RegisterCommand GetEsp (2330)
RegisterCommand CreateArray (2331)
RegisterCommand DestroyArray (2332)
RegisterCommand ArraySize (2333)
RegisterCommand ArrayCount (2334)
RegisterCommand SetInArray (2335)
RegisterCommand SetFloatInArray (2336)
RegisterCommand GetInArray (2337)
RegisterCommand GetTypeInArray (2338)
RegisterCommand RemInArray (2339)
RegisterCommand FindInArray (233A)
RegisterCommand FindFloatInArray (233B)
RegisterCommand SetRefInArray (233C)
RegisterCommand FindRefInArray (233D)
RegisterCommand CopyArray (233E)
RegisterCommand ArrayEsp (233F)
RegisterCommand ArrayProtect (2340)
RegisterCommand FirstInArray (2341)
RegisterCommand DestroyAllArrays (2342)
RegisterCommand PackArray (2343)
RegisterCommand CreateString (2344)
RegisterCommand DestroyString (2345)
RegisterCommand SetString (2346)
RegisterCommand StringEsp (2347)
RegisterCommand StringProtect (2348)
RegisterCommand StringLen (2349)
RegisterCommand DestroyAllStrings (234A)
RegisterCommand StringSetName (234B)
RegisterCommand StringGetName (234C)
RegisterCommand StringMsg (234D)
RegisterCommand StringCat (234E)
RegisterCommand UserFileExists (234F)
SetOpcodeBase 00002378
RegisterCommand RenFile (2378)
RegisterCommand DelFile (2379)
RegisterCommand StringToTxtFile (237A)
RegisterCommand CopyString (237B)
RegisterCommand IntToString (237C)
RegisterCommand FloatToString (237D)
RegisterCommand RefToString (237E)
RegisterCommand IniReadInt (237F)
RegisterCommand IniReadFloat (2380)
RegisterCommand IniReadRef (2381)
RegisterCommand IniWriteInt (2382)
RegisterCommand IniWriteFloat (2383)
RegisterCommand IniWriteRef (2384)
RegisterCommand IniKeyExists (2385)
RegisterCommand IniDelKey (2386)
RegisterCommand EspToString (2387)
RegisterCommand IniReadString (2388)
RegisterCommand IniWriteString (2389)
RegisterCommand ModRefEsp (238A)
RegisterCommand GetRefEsp (238B)
RegisterCommand StringToRef (238C)
RegisterCommand StringCmp (238D)
RegisterCommand FileToString (238E)
RegisterCommand StringPos (238F)
RegisterCommand StringToInt (2390)
RegisterCommand StringToFloat (2391)
RegisterCommand ArrayCmp (2392)
RegisterCommand StringMsgBox (2393)
RegisterCommand StringIns (2394)
RegisterCommand StringRep (2395)
RegisterCommand IntToHex (2396)
RegisterCommand LC (2397)
SetOpcodeBase 000023B0
RegisterCommand FromTSFC (23B0)
RegisterCommand ToTSFC (23B1)
RegisterCommand StrLC (23B2)
RegisterCommand CreateEspBook (23B3)
RegisterCommand FmtString (23B4)
RegisterCommand FixName (23B5)
RegisterCommand ResetName (23B6)
RegisterCommand HasFixedName (23B7)
RegisterCommand csc (23B8)
RegisterCommand StringSetNameEx (23B9)
RegisterCommand StringGetNameEx (23BA)
RegisterCommand FixNameEx (23BB)
RegisterCommand IniGetNthSection (23BC)
RegisterCommand IniSectionsCount (23BD)
RegisterCommand RunBatString (23BE)
RegisterCommand Halt (23BF)
RegisterCommand RefToLong (23C0)
RegisterCommand LongToRef (23C1)
RegisterCommand FindFirstFile (23C2)
RegisterCommand FindNextFile (23C3)
RegisterCommand GetFileSize (23C4)
RegisterCommand NewHudS (23C5)
RegisterCommand DelHudS (23C6)
RegisterCommand ScreenInfo (23C7)
RegisterCommand HudS_X (23C8)
RegisterCommand HudS_SclX (23C9)
RegisterCommand HudS_Show (23CA)
RegisterCommand HudS_Opac (23CB)
RegisterCommand HudS_Align (23CC)
RegisterCommand AutoSclHudS (23CD)
RegisterCommand HudS_Y (23CE)
RegisterCommand HudSEsp (23CF)
RegisterCommand HudSProtect (23D0)
RegisterCommand HudsInfo (23D1)
RegisterCommand DelAllHudSs (23D2)
RegisterCommand HudS_L (23D3)
RegisterCommand rcsc (23D4)
RegisterCommand HudS_SclY (23D5)
RegisterCommand NewHudT (23D6)
RegisterCommand DelHudT (23D7)
RegisterCommand HudT_X (23D8)
RegisterCommand HudT_SclX (23D9)
RegisterCommand HudT_Show (23DA)
RegisterCommand HudT_Opac (23DB)
RegisterCommand HudT_Align (23DC)
RegisterCommand AutoSclHudT (23DD)
RegisterCommand HudT_Y (23DE)
RegisterCommand HudTEsp (23DF)
RegisterCommand HudTProtect (23E0)
RegisterCommand HudTInfo (23E1)
RegisterCommand DelAllHudTs (23E2)
RegisterCommand HudT_L (23E3)
RegisterCommand HudT_SclY (23E4)
RegisterCommand PauseBox (23E5)
RegisterCommand KillMenu (23E6)
RegisterCommand SetHudT (23E7)
RegisterCommand HudT_Text (23E8)
RegisterCommand HudS_Tex (23E9)
RegisterCommand SanString (23EA)
RegisterCommand IsHUDEnabled (23EB)
RegisterCommand IsPluggyDataReset (23EC)
RegisterCommand FromOBSEString (23ED)
RegisterCommand ToOBSEString (23EE)
RegisterCommand HudT_Font (23EF)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 00000084) loaded correctly
checking plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
RegisterCommand mqGetMenuTileChildren (25D3)
RegisterCommand mqGetEnchMenuBaseItem (25D4)
RegisterCommand mqGetMapMarkers (25D5)
RegisterCommand mqGetMenuChildFloatValue (25D6)
RegisterCommand mqGetMenuChildStringValue (25D7)
RegisterCommand mqSetMenuChildFloatValue (25D8)
RegisterCommand mqSetMenuChildStringValue (25D9)
RegisterCommand mqGetMenuChildHasTrait (25DA)
RegisterCommand mqGetMenuChildName (25DB)
RegisterCommand mqGetMenuChildCount (25DC)
RegisterCommand mqCreateMenuFloatValue (25DD)
RegisterCommand mqCreateMenuStringValue (25DE)
RegisterCommand mqGetMenuActiveFloatValue (25DF)
RegisterCommand mqGetMenuActiveStringValue (25E0)
RegisterCommand mqSetMenuActiveFloatValue (25E1)
RegisterCommand mqSetMenuActiveStringValue (25E2)
RegisterCommand mqGetMenuActiveChildIndex (25E3)
RegisterCommand InsertXML (25E4)
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
RegisterCommand mqGetActiveQuestTargets (25EB)
RegisterCommand InsertXMLTemplate (25EC)
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
SetOpcodeBase 000026B0
RegisterCommand mqSetMenuGlobalFloatValue (26B0)
RegisterCommand mqGetMenuGlobalFloatValue (26B1)
RegisterCommand ShowGenericMenu (26B2)
RegisterCommand ShowMagicPopupMenu (26B3)
RegisterCommand ShowTrainingMenu (26B4)
RegisterCommand GetGenericButtonPressed (26B5)
RegisterCommand SetMenuEventHandler (26B6)
RegisterCommand RemoveMenuEventHandler (26B7)
RegisterCommand GetMenuEventType (26B8)
RegisterCommand GetFontLoaded (26B9)
RegisterCommand UpdateLocalMap (26BA)
RegisterCommand GetLocalMapSeen (26BB)
RegisterCommand GetWorldMapData (26BC)
RegisterCommand IsTextEditInUse (26BD)
RegisterCommand GetMousePos (26BE)
RegisterCommand SetWorldMapData (26BF)
RegisterCommand GetWorldMapDoorway (26C0)
RegisterCommand GetTextEditString (26C1)
RegisterCommand GetMousePosInText (26C2)
plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000002 OBSE_Kyoma_MenuQue 00000009) loaded correctly
checking plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin C:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 0000411A) loaded correctly
patched

With respect to shaderlist.txt, through trial and error I found the problem only occurred when HLSLColorGrading03.fx was in the shaderlist. This includes when it's the only shader loaded via the shaderlist. If I don't load that shader then the graphical issue doesn't occur. Note that I didn't have a similar problem with HLSLColorGrading02.fx in OBGEv2.
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jennie xhx
 
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Post » Sat Jul 14, 2012 12:10 am

This something I asked in the last thread:

I'm using PCS. I've added the LightShafts.fx to the shader list, but the sun seems pretty weak.

I can look straight at the sky and it's just a small bright orb. Where is the super bright glare of vanilla sun? How do I increase the glare? How do I increase the lightshaft intensity since there's no in-game option for it?
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sam smith
 
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Post » Fri Jul 13, 2012 11:44 pm

Is POM still supported in OBGEv3? If so can someone direct me to a download, every version I try to use seems outdated.
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Rudy Paint fingers
 
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Post » Fri Jul 13, 2012 3:35 pm

Congrats on OBGE v3. Thanks for updating my shaders while I can't. Ethatron, you have my appreciation.

http://i.imgur.com/9uigC.jpg

POM looks weird in foggy weather. Sometimes grass and trees renders black.

And another problem is when I am directly looking at a surface, the closest part is like without any depth but the farthest parts are deepen crazily by POM. It is very view dependent.

PS. I noticed that sparking eyebrows with HLSLColorgrading03. It is still happening.
PPS. Do we have suncolor variable?

I just fully fixed POM lately (BTW you have a special status in the wiki, you have access to bleeding-edge things ;) ). The fog-thing, it's possibly I destroyed the fog-additive-blending in the shader, when I encounter that I'm going to identify which of them it is and fix it.

Edit: Just if you're courious for the reason: interpolating the normalized camera-direction via the interpolators (passing vertex -> pixel shaders) is crap, non-normalized work perfectly. And as far as I can see i always need to do ".xy / length(.xyz)", precision&interpolation is prohibiting the use of ".xyz = normalize(.xyz) + .xy / .z". On a side-note, for the sun I had to manipulate the sin-approximation, because at an angle below 0.0001 it totally deforms the sine. And I was doing the sin in the first place because cos was so imprecise I got 1% screen-filling banding-blocks (yes huge blocks). There are a _lot_ problems with precison in HLSL.

This something I asked in the last thread:

I'm using PCS. I've added the LightShafts.fx to the shader list, but the sun seems pretty weak.

I can look straight at the sky and it's just a small bright orb. Where is the super bright glare of vanilla sun? How do I increase the glare? How do I increase the lightshaft intensity since there's no in-game option for it?

You can't really, that's my personal art-direction. If you want the attack of the radioactive beams, you have to use godrays. :tongue:

Is POM still supported in OBGEv3? If so can someone direct me to a download, every version I try to use seems outdated.

POM has just been introduced by v3, there is no POM before ...
And POM is my own private pre-pre-pre-pre-WIP it'll make your machine explode experiment. Use it at your own risk and pleasure. It's done, if it's done. ;)
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krystal sowten
 
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Post » Sat Jul 14, 2012 3:39 am

POM has just been introduced by v3, there is no POM before ...
And POM is my own private pre-pre-pre-pre-WIP it'll make your machine explode experiment. Use it at your own risk and pleasure. It's done, if it's done. ;)

Haha, I don't think it will hurt my machine much, it's a monster. If you need anyone to test it, hit me up. Can't wait for it to be finished though. There were a few "parallax shaders" on the wiki, but I guess those weren't the real deal.
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glot
 
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Post » Sat Jul 14, 2012 4:01 am

New godrays shader for obge v3:

very subtle, I like it.
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Rachael
 
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Post » Fri Jul 13, 2012 3:47 pm

Nice work on new Godrays. Just wish the glare (not rays) is gradient or have more samples.
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Karl harris
 
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Post » Fri Jul 13, 2012 6:17 pm

Ethatron, it says in the readme that PCS breaks Godrays. Is that not true?
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Ann Church
 
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Post » Sat Jul 14, 2012 3:57 am

Ethatron, it says in the readme that PCS breaks Godrays. Is that not true?

Hm, not per-se. But Godrays.fx und Lightshafts.fx do the same thing basically. You are free to decide how you want to use it.
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Jeremy Kenney
 
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Post » Fri Jul 13, 2012 6:41 pm

Hm, not per-se. But Godrays.fx and Lightshafts.fx do the same thing basically. You are free to decide how you want to use it.
fixed it for you ;)
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jasminε
 
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Post » Fri Jul 13, 2012 7:30 pm

Hey wrinklyninja, shademe;

I'm going to break compatibility of the main core with 3.1, how do we proceed. I have to register a new command-table base for OBSE somewhere? Then, how do we name the DLL? What do we do with the support-plugin?
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Euan
 
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Post » Fri Jul 13, 2012 3:50 pm

My recommended filename suggestion is 'OBGE.dll'; internal plugin name = 'OBGE'. Any particular reason why you wanna change the command opcode base? We can just as well use the original assignment (There should be plenty of room for new commands; think the range is along the lines of 0x2100 - 0x21FF). Dunno about the support plugin's status at the moment, maybe wrinklyninja can shed some light there. That said, we wouldn't have to rework the scripts at all - A recompile op ought to rebase the bytecode, i.e., if the opcodes end up getting changed.
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Theodore Walling
 
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Post » Fri Jul 13, 2012 2:15 pm

Oh, that reminded me, speaking of dll names.

Currently, OBMM and Wrye Bash detect the version of OBGE installed by reading the file version info from the file. The OBGEv3 dll still has 2.0.0.0 as it's version, so this check doesn't necessarily provide any useful information to the mod managing tools. Is there a better way to get the OBGE version? Possibly an exported function/interface to call? Or would you consider incrementing the file version when you release a new version?
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Sarah Edmunds
 
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Post » Fri Jul 13, 2012 11:06 pm

New godrays shader for obge v3:


http://www.4shared.com/file/p0N2TKrb/Godraysv6.html

Reference values:(for support plugin)

Spoiler
/*TWEAKABLES START*///Number of passes for sunshafts#define NUM_SAMPLES 35//decrease to gain performance//but keep in mind effect will start to break//revealing the squarish nature of the lightshafts//so increasing would be a better idea//but at the exchange of performance//Exposure(intensity) values for sunshaftsextern float globalmul = 4.5f;extern float morningshaftex = 3.5f; //morning ray intensityextern float eveningshaftex = 4.0f; //evening ray intensityextern float noonshaftex = 1.5f; //afternoon ray intensityextern float goldendecay = 0.99; //afternoon ray lengthextern float moonshaftex = 0.09f; //night ray intensity experimental//Mornings are more powerful already//so I decreased it//noon is for noon and moon is for nights//you may get shafts for lightnings and moon maybe//Morning start-end hoursextern float startsunrise = 4.0f;extern float endsunrise = 10.0f;//start early for sunrise//Evening start-end hoursextern float startevening = 17.0f;extern float endevening = 22.0f;//end late for sunset//ray densityextern float Density=1.99;//actual ray visibilityextern float Weight=0.1;//edit for light colorness, lower the value for desaturated colors...extern float goldensaturate = 0.540f; //ray colors for golden hoursextern float noonsaturate = 0.01f; //ray colors for afternoon//decreasing may fix blue lights//Bright Pass valuesextern float Luminance = 0.44;extern float fMiddleGray = 0.99f;extern float fWhiteCutoff = 0.40f; //extern float fWhiteCutoff = 0.40f;//This shader is image based//this step(pass) determines how much of the sky will produce godrays//different skies may need different brightpass values

@Strider,
I don't think that water.fx is supposed to be in shaderlist.txt.
could you upload that file somewhere else like megaupload because my anti-virus keeps going nuts whenever I go to that site and try to download it
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..xX Vin Xx..
 
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Post » Sat Jul 14, 2012 1:12 am

I wouldn't suggest Megaupload either. May as well rename themselves MegaVirus.
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James Smart
 
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