OGE "Oblivion Graphics Extender"

Post » Fri May 27, 2011 2:09 pm

Just a quick copy and paste of Wrinklyninja replying to someone with the same question.
Screen Space Ambient Occlusion (SSAO) is a rendering technique for efficiently approximating the well-known computer graphics ambient occlusion effect in real time. It was used for the first time in a video game in the 2007 PC game Crysis made by Crytek.

The algorithm is executed purely on the computer's GPU and implemented as a pixel shader, anolyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points. In its simplest implementation, the occlusion factor depends only on the depth difference between sampled point and current point.

Without additional smart solutions, such a brute force method would require about 200 texture reads per pixel for good visual quality. This is not acceptable for real-time rendering on modern graphics hardware. In order to get high quality results with far fewer reads, sampling is performed using a randomly-rotated kernel. The kernel orientation is repeated every N screen pixels in order to have only high-frequency noise in the final picture. In the end this high frequency noise is greatly removed by a NxN post-process blurring step taking into account depth discontinuities (using methods such as comparing adjacent normals and depths). Such a solution allows a reduction in the number of depth samples per pixel to about 16 or less while maintaining a high quality result, and allows the use of SSAO in real-time applications like computer games.

Compared to other ambient occlusion solutions, SSAO has following advantages:

* Independent from scene complexity.
* No data pre-processing needed, no loading time and no memory allocations in system memory.
* Works with dynamic scenes.
* Works in the same consistent way for every pixel on the screen.
* No CPU usage ? it is executed completely on the GPU.
* May be easily integrated into any modern graphics pipeline.

Of course, it has its disadvantages, as well:

* Rather local and in many cases view-dependent, as it is dependent on adjacent texel depths which may be generated by any geometry whatsoever.
* Hard to correctly smooth/blur out the noise without interfering with depth discontinuities, such as object edges (the occlusion should not "bleed" onto objects).


It's one of those things that make's the game look a whole lot better, while also taking up a fair amount of resources.

EDIT: Before and after pics from this very same thread courtesy of Hawklyfox: http://img502.imageshack.us/img502/1992/screenshot21g.jpg / http://img46.imageshack.us/img46/3802/screenshot20p.jpg --- http://img38.imageshack.us/img38/5817/screenshot23e.jpg / http://img502.imageshack.us/img502/5694/screenshot22d.jpg

Ravin
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Shaylee Shaw
 
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Post » Fri May 27, 2011 5:34 pm

Question... What is this "SSAO"? I did a string search in the OP and found nothing. Its name isn't quite as descriptive as the names of the other two effects, and there's no readme in the download.

I think the simplest answer is that it seems to give everything a lot more depth. Grass and bushes look significantly better with SSAO enabled, with deep shadows in all the right places. Objects also seem to have more defined outlines against the floors or tables they rest on, which goes some way to reduce the 'floating' effect they have since Oblivion clutter doesn't cast shadows.

It is incredibly stressful even on my GTX280 though, and I recommend following HawkleyFox's tweaks on page 1 of this thread, post #14. Reducing the ssao sample size to 2 still looks amazing, whilst being significantly less of a strain on your graphics card.
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Steve Bates
 
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Post » Fri May 27, 2011 4:47 pm

Question... What is this "SSAO"? I did a string search in the OP and found nothing. Its name isn't quite as descriptive as the names of the other two effects, and there's no readme in the download.


OK I'll try to explain it in layman's terms. SSAO stands for screen space ambient occlusion. The screen space part means that it's the finished render that's processed and not each individual object. The ambient occlusion part need a bit more explanation.

Ambient light is basically a very quick hack that game engines use to add lighting to a scene. What it is is light that exists everywhere and it's used to simulate the fact that not everything is lit directly from a light source but from light reflected off of other objects. To demonstrate this, try going into a room that only has one source of light (a single light bulb). Hold your hand up to the light obscuring it. You'll notice that even though the part of your hand that's facing away from the light has no direct illumination it's still lit up. It's not lit directly from the bulb but from light that has bounced off og other objects.

This light interaction is really complicated to model (you basically have to ray trace the scene) so we just take an average of this secondary reflected light source and apply it to all the objects in the scene. This method works pretty well for most objects in a scene however if two objects are close enough together then there isn't enough surrounding surface area to reflect light enough to illuminate the objects and they will be in shadow. Try slowly putting your hands together in front of you. They will stay pretty much illuminated until they are really close to each other and then they will go dark.

What ambient occlusion does is look for objects that are close to each other and adds shadows to them. Again this is a hack and isn't perfect (or even realistic in some cases) but it does add extra depth and contrast to a scene so it does usually look better.

Phew. I think I've covered the basics. :)
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Theodore Walling
 
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Post » Fri May 27, 2011 10:37 am

Humm, some of the links are broken for the comparison AO. I have a very good example I made a while back.

Its a animated GIF

http://u3767.direct.atpic.com/25285/vrnqrrqrfwwmdziuqgoj/1628191/0.gif

This is enabled via Nvidia's AO profile for Fallout 3.

The effect is pretty dramatic imo.
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Jay Baby
 
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Post » Fri May 27, 2011 9:14 pm

Here's the SSAO shader in Morrowind for further clarification:

http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot152.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot151.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot144.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot143.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot163.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot162.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot160.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot159.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot142.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot141.jpg
http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot22-1.jpg/http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot21-1.jpg
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Alisha Clarke
 
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Post » Fri May 27, 2011 7:09 am

Humm, some of the links are broken for the comparison AO. I have a very good example I made a while back.

Its a animated GIF

http://u3767.direct.atpic.com/25285/vrnqrrqrfwwmdziuqgoj/1628191/0.gif

This is enabled via Nvidia's AO profile for Fallout 3.

The effect is pretty dramatic imo.

You enabled SSAO for Oblivion through Fallout 3's Nvidia settings?

How did you manage that?
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Rachyroo
 
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Post » Fri May 27, 2011 12:59 pm

You enabled SSAO for Oblivion through Fallout 3's Nvidia settings?

How did you manage that?


http://www.nhancer.com/

Just select Fallout 3 AO compatibility from the drop down in the Oblivion profile.
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Epul Kedah
 
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Post » Fri May 27, 2011 12:41 pm

Oblivion with godrays xD
Just for lulz ;)

http://img696.imageshack.us/img696/7355/screenshot45r.jpg
http://img694.imageshack.us/img694/1922/screenshot44g.jpg
http://img6.imageshack.us/img6/5614/screenshot43x.jpg
http://img193.imageshack.us/img193/8462/screenshot42w.jpg
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SEXY QUEEN
 
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Post » Fri May 27, 2011 10:20 am

http://www.nhancer.com/

Just select Fallout 3 AO compatibility from the drop down in the Oblivion profile.

Awesome, thanks for that. The effect isn't as noticeable as Scanti's shader, but as a result it is much friendlier to framerates and doesn't make my GPU 'growl' as much :P
I'm a svcker for pretties though, so i'll be sticking with Scanti's version for now.

Anything else you can force onto Oblivion with this nifty little tool?

Oblivion with godrays xD
Just for lulz ;)

http://img696.imageshack.us/img696/7355/screenshot45r.jpg
http://img694.imageshack.us/img694/1922/screenshot44g.jpg
http://img6.imageshack.us/img6/5614/screenshot43x.jpg
http://img193.imageshack.us/img193/8462/screenshot42w.jpg

Those are quite sixy actually. The second image looks a little odd though. I've noticed that torches also cast godrays when they're pointed towards the sun, particularly noticeable at night if you look to the west. Very odd indeed!
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Wayland Neace
 
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Post » Fri May 27, 2011 9:50 pm

http://www.nhancer.com/

Just select Fallout 3 AO compatibility from the drop down in the Oblivion profile.

I had tried this before. It didn't work on Oblivion for me, but it did work in Fallout 3. So, I'm not sure that everyone will have a very consistent experience with the driver AO hacks. But, if it works, all the better to ya.
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Jonathan Windmon
 
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Post » Fri May 27, 2011 6:32 pm

I had tried this before. It didn't work on Oblivion for me, but it did work in Fallout 3. So, I'm not sure that everyone will have a very consistent experience with the driver AO hacks. But, if it works, all the better to ya.


FYI, forcing AA seems to shut AO off for some reason. No clue why, but then again this profile is Fallout 3 specific.
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Ells
 
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Post » Fri May 27, 2011 5:44 am

Now that we have Godrays, Depth of Field, and SSAO, why not try to achieve new water shaders, or even an underwater blur effect.
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Rude Gurl
 
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Post » Fri May 27, 2011 5:21 pm

Now that we have Godrays, Depth of Field, and SSAO, why not try to achieve new water shaders, or even an underwater blur effect.


I second that. It really is sad that Morrowind has better, actually 3d water now, and Oblivion doesn't.

In terms of all objects casting shadows, do you think it would be possible to replace the sun with our own light which then casts the shadows? It would probably be very expensive, but the effect could be worth it.

If you can't replace the sun, then perhaps you could add your own light that goes with the sun, but only casts shadows, i.e. it's a very weak light, but casts very dark shadows. I use that a lot when working with vfx.
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Rowena
 
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Post » Fri May 27, 2011 4:17 pm

I decided to combine Murezor?s Enb settings and SSAO from OGE, and I must say the result looks stunning on my system, for me it?s a perfect balance of color and contrast on things... :D


http://img704.imageshack.us/img704/954/oblivionwithendandogess.jpg

http://img710.imageshack.us/img710/7470/oblivionwithenbandogess.jpg
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Alex [AK]
 
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Post » Fri May 27, 2011 3:11 pm

It really is sad that Morrowind has better, actually 3d water now, and Oblivion doesn't.

Morrowind has come a LONG way since 2002, that's 7 years now of the community exploring it and hacking it to pieces, converting it from DirectX 8 to DirectX 9 without even having access to the original source code. We got a lot more access to the graphics system, thanks to that, to do cool things like water caustics and volumetric lighting effects. Oblivion is only 3 years into a similar (similar in ends, not the means) evolution, and progress is rather slow, considering it's rendering system is a bit more complex. But, this thread certainly shows we're on the way to all those wonderful effects.
In terms of all objects casting shadows, do you think it would be possible to replace the sun with our own light which then casts the shadows? It would probably be very expensive, but the effect could be worth it.

Its not really that simple. Maybe when someone comes to the thread and announces they hacked in a light source that allows all objects to cast shadows we can start discussing stuff as simply as replacing one light source with another... :P

The method most likely to succeed was already mentioned: Telling the game to draw shadows for more than just actors (if I recall correctly, everything else is just sort of filtered out based on object class). But, then you have to deal with all the problems that Oblivion's vanilla shadow system has, like casting shadows on the ceiling when a shadow is being casted onto the floor above, the fact that every object can only cast one shadow, which rotate around in a weird manner in the presence of multiple light sources (especially when one of those lights is moving), and that shadows don't take into account occluded light sources, so you will tend to find that your shadow is being casted by a light on the other side of a wall, or from another floor of the building. It's a horridly cheap shadow system. A shame they didn't at least leave the old system they showed at E3 in for when GPUs caught up.

I get the feeling a perfect solution will be a ways off...
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Kellymarie Heppell
 
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Post » Fri May 27, 2011 6:58 am

I decided to combine Murezor?s Enb settings and SSAO from OGE, and I must say the result looks stunning on my system, for me it?s a perfect balance of color and contrast on things... :D


http://img704.imageshack.us/img704/954/oblivionwithendandogess.jpg

http://img710.imageshack.us/img710/7470/oblivionwithenbandogess.jpg

That is quite stunning. How's performance?
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Suzy Santana
 
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Post » Fri May 27, 2011 7:55 pm

That is quite stunning. How's performance?


I can?t see ENB adding anything to the OGE SSAO [edit: performance wise], without its own SSAO. Then again, I can?t see any effect whatsoever.


The reason is my FPS is pretty CPU bound, I usually have a bit more than 20 FPS, with AMD x4 965 3.8Ghz, and ATI HD4890. Oblivion eats even that CPU with the right mods, but my card could handle more so the shader code only limits my max FPS in rare cases. :shrug:
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Lynne Hinton
 
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Post » Fri May 27, 2011 8:14 pm

The GTA San Andreas v0.074g shaders 1_4 version of ENB has a working SSAO for Oblivion. That is the version I use as a base, with my tweaked settings of course. Its performance friendly and less GPU demanding. The SSAO looks good too. I use it in all of my current screens now.
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Penny Courture
 
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Post » Fri May 27, 2011 9:44 am

The GTA San Andreas v0.074g shaders 1_4 version of ENB has a working SSAO for Oblivion. That is the version I use as a base, with my tweaked settings of course. Its performance friendly and less GPU demanding. The SSAO looks good too. I use it in all of my current screens now.


Tested it out, personally I didn?t like it compared OGE version. I know I should tweak it - man I should take it out to dinner if I wanted to get it anywhere right :P - but overall it just doesn?t seem to be very soft or touch all the areas OGE SSAO touches.

It might be a good alternative performace wise though, if you say it?s less FPS heavy. :)
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Tom
 
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Post » Fri May 27, 2011 8:32 am

I decided to combine Murezor?s Enb settings and SSAO from OGE, and I must say the result looks stunning on my system, for me it?s a perfect balance of color and contrast on things... :D


http://img704.imageshack.us/img704/954/oblivionwithendandogess.jpg

http://img710.imageshack.us/img710/7470/oblivionwithenbandogess.jpg

1. how much FPS you get ?
2. do you use a grass mod ?

thank
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OTTO
 
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Post » Fri May 27, 2011 8:38 pm

I really need to quit browsing this thread. All this awesome *drools* eyecandy is tearing me apart cause I can't use it. Should I decide to use it anyways my computer will be the one who's tearing apart. <_<
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Anthony Rand
 
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Post » Fri May 27, 2011 9:40 pm

okeyz... i feel like a complete noob at the moment. I love the visuals people post but i simply can not get this to work.

i simply downloaded the 4 files from the first post.
unpacked and pasted the arkano file and testshaderv3 over the data and src file as you would to install any other mod.
i moved the godrays and ssao_test fx files into data\shaders
opened the shaderlist textfile. deleted the 2 fx listed and then copied and pasted the ssao, godrays and depthoffield fx names into it in the order stated in the first post and saved.
i used an OBSE launcher using the latest available version.
started up the game and opened the console
typed the following- ShowTestShader
and the game doesnt recognise ithe command - absolutely nothing happens.
i have a ATI HD 4870 graphics card which i believe should work.

so what am i doing wrong?
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Ally Chimienti
 
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Post » Fri May 27, 2011 5:16 pm

I think it's "ShowTestShader 1", not just ShowTestShader.
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Benji
 
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Post » Fri May 27, 2011 11:00 am

I think it's "ShowTestShader 1", not just ShowTestShader.

You don't need the 1.
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Tasha Clifford
 
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Post » Fri May 27, 2011 1:45 pm

I really need to quit browsing this thread. All this awesome *drools* eyecandy is tearing me apart cause I can't use it. Should I decide to use it anyways my computer will be the one who's tearing apart. <_<
Heh .. it wouldn't be as much a problem that it is now if you didn't play the game.
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Shiarra Curtis
 
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