Oblivion Graphics Extender - OBGE
Was ist OBGE?
Downloads:
Benötigt:
OBGE Liquid Water
Godrays Shader für OBGEv3
Miscellaneous WIP OBGE Shader
Shader (enthalten in OBGEv3 Standalone Effects 3.0.1)
Depth of Field Shader (DoF) - Tiefenunschärfe
Ambient Occlusion (AO) - Umgebungsverdeckung
Lichteffekte
Lichteffekte
Filtereffekte
Andere Effekte
Zusätzliche Shader (momentan nicht über Support Plugin zu nutzen):
Installation
OBGE.ini Einstellungen
INI File Settings
When you first run OBGEv3 it will create a file called OBGE.ini in your My Documents\My Games\Oblivion folder. You can edit this file to change the behaviour of OBGEv3. Below is the default ini, with comments for the settings.
[Serialization]
bSaveData=1 # Remembers the shaders loaded in by mods when you save the game.
bLoadData=1 # Loads in the shaders previously saved in a save game.
[PluginInterOp]
bEnableInterOp=0 # This setting current doesn't do anything. However in the future it will allow other OBSE plug-ins to access OBGEv3.
[Shaders]
bUseShaderOverride=1
bSaveShaderOverride=1
sShaderOverrideDirectory=data\shaders\override\
bCompileSources=1
bOptimize=1 # compiler option to enable optimization, may save an instruction or two
bMaximumSM=0
bUpgradeSM1X=0
bRuntimeSources=1
bUseLegacyCompiler=1
[Effects]
bNoShadersInMenus=0 # Turns off the shader system whenever a menu is displayed.
bUseEffectList=1
sEffectListFile=data\shaders\shaderlist.txt
sEffectDirectory=data\shaders\
bUseLegacyCompiler=0 # Use the old version of Microsoft's HLSL compiler. It may give a speed increase for older graphics cards. If the game crashes when using this setting then copy the d3dx9_31.dll from the extras folder into your oblivion game folder (the one with oblivion.exe in it).
bRenderHalfScreen=0 # Only renders the shaders to the right hand side of the screen. This is useful for comparing the shader with the normal rendered screen.
bOptimize=1 # compiler option to enable optimization, may save an instruction or two
bPurgeOnNewGame=0 # re-compile shader when a game is loaded, this may be usefull if you edit the effects and you don't want to use the SD
bTailEffects=0 # put effect-list at the end of the pipline, effects run after HDR/Blur, may improve performance, this was the OBGEv2-method
[General]
bEnabled=1 # Setting this to 0 will disable the plug-in but still process the script commands (they just won't do anything).
bEnabledDW=1 # Enabled the use of the shader-developer (DW==DeveloperWindow). The window will pop up automatically if you are in window-mode. The SD will not function in fullscreen-mode regardless.
[DepthBuffer]
bUseDepthBuffer=1 # Turns on and off the availability of a readable depth buffer.
bUseRAWZfix=0 # Activates a fix for graphics cards that use the RAWZ depth buffer format.
[ScreenBuffers]
iBufferTexturesNumBits=0 # This allows you to set the bit depth of the frame buffers used by the shaders. Different bit depths may increase the accuracy and speed of some shaders. Valid settings are any positive or negative integer describing the bit-depth you want. Positive numbers correspond to fp-bitdepth and negative to int-bitdepth. If your card doesn't support a certain bit depth then the next lowest is tried. Some users that have had issues with input lag when using OBGEv2 have reported that lowering this value solves their issues.
iBufferZDepthNumBits=0
iBufferRawZDepthNumBits=0
iReflectionMapSize=0 # The absolute or relative size of the reflection-map. Integers correspond to an absolute square dimension, a real number between 0.0 and 1.0 corresponds to a fraction of the current game-resolution. 0 will take the current width of the game.
iWaterDisplacementSize=0 # The square dimension of the displacement-maps for water.
iWaterHeightmapSize=0 # The square dimension of the height-maps for water.
iAutoGenerateMipMaps=2 # Generate mip-maps for rendertarget automatically. Some effects needs this to speed up processing. Also the reflection-map can be correctly accessed with reduced LOD per higher distance. The number is the ID of the filtering method. 1 is POINT, 2 is LINEAR.
Frequently Asked Questions
Credits
Scanti (OBGEv2.dll), Wrinklyninja (DepthofField, ColorEffects, Support Plugin), Ethatron (OBGEv3), ShadeMe (Support Plugin), vtastek (SSAO), tomerk (Volumetric und Ring SSAO, Bokeh DoF), Strupekutter
Was ist OBGE?
Der Oblivion Graphics Extender (OBGE) ist ein von Timeslip erstelltes OBSE Plugin. Mit OBGE lassen sich neue Grafikeffekte implementieren und manipulieren. Was mit einiger Ausdauer der Programmierer erreicht werden kann sieht man an dem Morrowind Graphic Extender (MGE), welcher schon einige Jahre Entwicklungszeit hinter sich hat. Es wurden schon viele nützliche Shader entwickelt (siehe verfügbare Shader), mit denen man das Spiel grafisch um einiges aufwerten kann. Natürlich muss auch erwähnt werden, daß die grafische Aufwertung natürlich Performance kostet. Doch das kann ja jeder für sich selber ausprobieren
Viele Informationen zu OBGE findet man auf der OBGE Wiki Homepage
Viele Informationen zu OBGE findet man auf der OBGE Wiki Homepage
Downloads:
Benötigt:
- DirectX 9 Update [April 2011]: Download hier (auch mit einer DirectX 10/11 Grafikkarte)
- Aktuelle OBSE Version [OBSE 20]: OBSE
- OBGEv3 Core 3.0.1 --- 24. Juni 2011
- OBGEv3 Core - Retro 3.0.1b --- 24. Juni 2011
- OBGEv3 Standalone Effects 3.0.1 --- 22. Juni 2011
OBGE Liquid Water
- OBGE Liquid Water 2.0.0 --- 22. Juni 2011
Godrays Shader für OBGEv3
- Godrays für OBGEv3 --- 03. Juli 2011
Miscellaneous WIP OBGE Shader
- OBGE Parallax Occlusion Mapping 3.0.2 --- 26. Juni 2011
- OBGE Physically Correct Sky 3.0.2 --- 26. Juni 2011
- OBGE Luminance HDR 3.0.2 --- 26. Juni 2011
Shader (enthalten in OBGEv3 Standalone Effects 3.0.1)
Depth of Field Shader (DoF) - Tiefenunschärfe
- Pseudo Bokeh Depth of Field - Pseudo_Bokeh_DoF.fx
- Circular Bokeh Depth of Field - Bokeh_Circle_DoF.fx
- Hexagonal Bokeh Depth of Field - Bokeh_Hexagon_DoF.fx
- Crysis Depth Of Field (v1) - CrysisDoF.fx
- Depth of Field (v7) - DepthOfField.fx
Ambient Occlusion (AO) - Umgebungsverdeckung
- Horizon-Based Ambient Occlusion - HBAO.fx
- Screen Space Ambient Occlusion (SSAO) - ssao_test.fx
- Screen Space Ambient Occlusion (SSAO) Performance - ssao_perf.fx
- Screen Space Ambient Occlusion (SSAO) Alternate - Ring_SSAO.fx
- Volumetric Screen Space Ambient Occlusion - Volumetric_SSAO.fx
Lichteffekte
- Godrays (v5.3b) - Godrays.fx
- Screen Space Indirect Illumination (SSII) - SSII.fx
- Volumetric Screen Space Indirect Illumination - Volumetric_SSII.fx
- Volumetric Screen Space Global Illumination - Volumetric_SSGI.fx
Lichteffekte
- Bleach Bypass - HLSLbleachbypass.fx
- Color Effects (v5) - ColorEffects.fx
- HLSL Color Grading - HLSLColorGrading03.fx
- Crysis Color Mood(v0.2) - ColorMood.fx
- ENB Color Effect (v2) - ENBColorEffect.fx
Filtereffekte
- Normal Filter Anti-Aliasing (v1.1) - NormalFilterAA.fx
- Morphological Line-Antialiasing - MLAA.fx
- Directional Localized-Antialiasing - DLAA.fx
- Morphological Directional Localized-Antialiasing - MDLAA.fx
- FX-Antialiasing - FXAA.fx
Andere Effekte
- Sharpening - obsharpen.fx
- Vignetting - HLSLvignette.fx
- CelShader+EdgeAA (v0.3) - CelShader+EdgeAA.fx
Zusätzliche Shader (momentan nicht über Support Plugin zu nutzen):
- Retro shaders for OBGE: http://www.tesnexus.com/downloads/file.php?id=35947
Installation
OBGEv3 Core
OBGEv3 Standalone Effects 3.0.1
- Installation mit BAIN:
1. Das heruntergeladene Archiv OBGEv3 Core in den Oblivion Mods\Bash Installers\ Ordner kopieren.
2. In Wyre Bash auf den Installers Tab drücken. Nachdem die Ordner gescannt wurden mit nächstem Schritt fortfahren.
3. In der Paket-Liste mit rechter Maustaste auf OBGEv3 Core klicken und Installieren auswählen. Eine Warnung bezüglich OBGEv2.dll wird erscheinen und bei Erlaubnis wird OBGEv3 installiert.
- Manuelle Installation (nicht empfohlen!):
1. Entpacke das heruntergeladene OBGEv3 Core Archiv in dein Oblivion\Data Verzeichnis
2. Soll der Legacy Compiler verwendet werden, kopiere zusätzlich "d3dx9_31.dll" vom Extra Ordner in deinen Oblivion Ordner.
OBGEv3 Standalone Effects 3.0.1
Als erstes sollte man überprüfen, ob das OBGEv3 Core Paket installiert ist.
Es wird empfohlen zur Installation der OBGEv3 Standalone Effects Wyre Bash's BAIN zu benutzen, da diese Insallationsart die Organisation und Deinstallation vereinfacht. Man kann
sich auch eine OMOD erstellen, es ist im Paket jedoch kein Konvertierungsroutine enthalten. Die Installation des OBGEv3 Standalone Effects Pakets erfogt folgendermaßen:
- Installation mit BAIN:
1. Das heruntergeladene Archiv OBGEv3 Core in den Oblivion Mods\Bash Installers\ Ordner kopieren.
2. In Wyre Bash auf den Installers Tab drücken. Nachdem die Ordner gescannt wurden mit nächstem Schritt fortfahren.
3. Wähle das OBGEv3 Standalone Effects Archiv in der Paketliste aus. Unter den Subpaketen wähle "00 Core".
4. Wenn du den Godrays Effekt nutzen willst, wähle zusätzlich noch "01 Godrays Sunglare Fix"
5. In der Paket-Liste mit rechter Maustaste auf OBGEv3 Core klicken und Installieren auswählen.
6. Aktiviere die " Oblivion Graphics Extender Support.esp" mit einem Modprogramm deiner Wahl (OBMM, Wyre Bash).
- Manuelle Installation (nicht empfohlen!):
1. Open the OBGEv3 Standalone Effects archive you downloaded. Extract the contents of the "00 Core" folder into your Oblivion\Data directory.
1. Öffne das heruntergeladene OBGEv3 Standalone Effects Archiv. Extrahiere den Inhalt des "00 Core" Ordners nach Oblivion\Data.
2. If you want to use the Godrays effect, also extract the contents of the "01 Godrays Sunglare Fix" folder into your Oblivion\Data directory.
2. Wenn du den Godrays Effekt nutzen willst, extrahiere zusätzlich den Inhalt des "01 Godrays Sunglare Fix" Ordners nach Oblivion\Data.
3. Activate the 'Oblivion Graphics Extender Support.esp' in the mod loader of your choice.
3. Aktiviere die " Oblivion Graphics Extender Support.esp" mit einem Modprogramm deiner Wahl (OBMM, Wyre Bash).
Beim Upgraden des Support Plugins sollte man eine Clean Save Prozedur durchführen, d.h. man sollte einen Speicherstand ohne aktivierte "Oblivion Graphics Extender Support.esp" machen und dann die neue Version installieren. Dabei verliert man die vorgenommenen Einstellungen an den Shader. Diese sollten daher irgendwo notiert werden.
OBGE.ini Einstellungen
INI File Settings
When you first run OBGEv3 it will create a file called OBGE.ini in your My Documents\My Games\Oblivion folder. You can edit this file to change the behaviour of OBGEv3. Below is the default ini, with comments for the settings.
[Serialization]
bSaveData=1 # Remembers the shaders loaded in by mods when you save the game.
bLoadData=1 # Loads in the shaders previously saved in a save game.
[PluginInterOp]
bEnableInterOp=0 # This setting current doesn't do anything. However in the future it will allow other OBSE plug-ins to access OBGEv3.
[Shaders]
bUseShaderOverride=1
bSaveShaderOverride=1
sShaderOverrideDirectory=data\shaders\override\
bCompileSources=1
bOptimize=1 # compiler option to enable optimization, may save an instruction or two
bMaximumSM=0
bUpgradeSM1X=0
bRuntimeSources=1
bUseLegacyCompiler=1
[Effects]
bNoShadersInMenus=0 # Turns off the shader system whenever a menu is displayed.
bUseEffectList=1
sEffectListFile=data\shaders\shaderlist.txt
sEffectDirectory=data\shaders\
bUseLegacyCompiler=0 # Use the old version of Microsoft's HLSL compiler. It may give a speed increase for older graphics cards. If the game crashes when using this setting then copy the d3dx9_31.dll from the extras folder into your oblivion game folder (the one with oblivion.exe in it).
bRenderHalfScreen=0 # Only renders the shaders to the right hand side of the screen. This is useful for comparing the shader with the normal rendered screen.
bOptimize=1 # compiler option to enable optimization, may save an instruction or two
bPurgeOnNewGame=0 # re-compile shader when a game is loaded, this may be usefull if you edit the effects and you don't want to use the SD
bTailEffects=0 # put effect-list at the end of the pipline, effects run after HDR/Blur, may improve performance, this was the OBGEv2-method
[General]
bEnabled=1 # Setting this to 0 will disable the plug-in but still process the script commands (they just won't do anything).
bEnabledDW=1 # Enabled the use of the shader-developer (DW==DeveloperWindow). The window will pop up automatically if you are in window-mode. The SD will not function in fullscreen-mode regardless.
[DepthBuffer]
bUseDepthBuffer=1 # Turns on and off the availability of a readable depth buffer.
bUseRAWZfix=0 # Activates a fix for graphics cards that use the RAWZ depth buffer format.
[ScreenBuffers]
iBufferTexturesNumBits=0 # This allows you to set the bit depth of the frame buffers used by the shaders. Different bit depths may increase the accuracy and speed of some shaders. Valid settings are any positive or negative integer describing the bit-depth you want. Positive numbers correspond to fp-bitdepth and negative to int-bitdepth. If your card doesn't support a certain bit depth then the next lowest is tried. Some users that have had issues with input lag when using OBGEv2 have reported that lowering this value solves their issues.
iBufferZDepthNumBits=0
iBufferRawZDepthNumBits=0
iReflectionMapSize=0 # The absolute or relative size of the reflection-map. Integers correspond to an absolute square dimension, a real number between 0.0 and 1.0 corresponds to a fraction of the current game-resolution. 0 will take the current width of the game.
iWaterDisplacementSize=0 # The square dimension of the displacement-maps for water.
iWaterHeightmapSize=0 # The square dimension of the height-maps for water.
iAutoGenerateMipMaps=2 # Generate mip-maps for rendertarget automatically. Some effects needs this to speed up processing. Also the reflection-map can be correctly accessed with reduced LOD per higher distance. The number is the ID of the filtering method. 1 is POINT, 2 is LINEAR.
Frequently Asked Questions
F: Ist dies ein fertiger Release? Sollte ich es nutzen?
A: Das Projekt befindet sich gerade in der Beta (und hoffentlich stabilen) Phase. Es wird immer in Bearbeitung sein und kann daher immer kleinere Bugs enthalten.
Sollte dich das abschrecken ist diese Mod eventuell nichts für dich.
F: Benötige ich OBSE? Welche Version?
A: Ja, OBSE wird benötigt! Es sollte immer die letzte verfügbare Version benutzt werden (Download).
F: Benötigt man eine spezielle Hardware für OBGE?
A: Die Shader sin kompatibel mit NVIDIA und ATI Grafikkarten. Godrays, Depth of Field und Color Effects benötigen eine Shader Modell 3 fähige Grafikkarte. Alle Grafikkarten von NVIDIA ab der Geforce 6 Serie (2004) oder neuer unterstützen Shader Modell 3, sowie alle ATI Grafikkarten ab der Radeon X1000 Serie (2005) oder neuer.
F: Wie kann ich mich an dem Projekt beteiligen?
A: Es gibt einige Möglichkeiten sich zu beteiligen
Wenn man Shader programmieren kann, kann man seine eigenen Shader einbringen. Die Shader können in HLSL oder ASM programmiert werden.
Wenn man C/C++ programmieren kann, kann man Scanti bei seiner Arbeit an der OBGE*.dll unterstützen. Kenntnisse von low-level DirectX Effekten sowie OBSE Programmierung
helfen zusätzlich. Die Ablage der Source Code findet man oben unter Downloads.
Wenn man weder C/C++ oder Shader programmieren kann, kann man immer noch interessante Artikel von Grafikeffekten beisteuern oder bei der Fehlerfindung behilflich sein.
Q: I found a bug...
A: Good for you. If you find a bug, please reported 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 (<shader>)". How do I fix this?
A: This results from OBGEv2's inability to compile the shader effects you are trying to load. Make sure that you spell the names of the shaders in your shaderlist.txt EXACTLY as they should be, with the .fx extension, and you have the DirectX update linked to above installed. 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 is not working with OBGEv2. How do I fix this?
A: To fix this, open up the mod's shader file, and replace all instances of 'half' in it with 'float', then save the file. The shader will now work.
Q: The ordering of the objects on the screen is messed up! 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. 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 stop any effect that uses the depth buffer to stop working properly. This currently includes the SSAO (both versions), Depth of Field, Godrays 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: My Godrays is just a searchlight in clear weather.
A: Godrays are best displayed in cloudy weather types, from 6 to 8 in the mornings and evenings. However, if you get the searchlight effect, you have to edit the shader's FOV setting to match your ingame FOV. Example would be if your playing Oblivion on a 95 FOV, you have to edit your Godrays to a 95 FOV. To edit the shader, change the value of "#define fov", near the beginning of the file, to the value of your FOV.
Q: Why do objects in the distant have weird black stuff on them when fog weather is active?
Q: Using the SSAO shader does weird things to stuff underwater. What gives?
A: This is an unintended side effect of the SSAO effect. It occurs because the SSAO shader applies its effect regardless of the presence of fog, which would otherwise hide it. This can only be fixed when information about fog distances becomes available to the shader, until which time the bug is remain.
Q: SSAO demolishes my FPS; any ideas?
A: First, try the SSAO Performance shader, which has a slightly lower quality effect, but a great reduction in performance hit over the full SSAO shader. The easiest way to improve your frame rate while using the full SSAO shader is to reduce the sample size, and correspondingly increase the sample area. BDBB recommended values of:
ssao_sample_size = 1
ssao_sampling_area = 9.2
Q: Can the SSAO shader be optimised any more?
A: It is not possible to optimise the shader any further without access to information about the surface normals from the graphics renderer. As it is, the shader has to work these out from scratch, and this is what reduces performance the most.
Q: How do I get the EdgeAA effect?
A: The EdgeAA effect is part of the Edge Detection shader, to enable the effect change the following variables as shown:
flgEdgeMask = 0;
flgEdgeAA = 1;
Q: Where is the src folder with the source code?
A: Scanti has set up a GitHub repositary. That means you will always have access to the latest version of his code and people can contribute their own code to the project. The site is linked to above in the 'Downloads' section.[/CENTER]
A: Das Projekt befindet sich gerade in der Beta (und hoffentlich stabilen) Phase. Es wird immer in Bearbeitung sein und kann daher immer kleinere Bugs enthalten.
Sollte dich das abschrecken ist diese Mod eventuell nichts für dich.
F: Benötige ich OBSE? Welche Version?
A: Ja, OBSE wird benötigt! Es sollte immer die letzte verfügbare Version benutzt werden (Download).
F: Benötigt man eine spezielle Hardware für OBGE?
A: Die Shader sin kompatibel mit NVIDIA und ATI Grafikkarten. Godrays, Depth of Field und Color Effects benötigen eine Shader Modell 3 fähige Grafikkarte. Alle Grafikkarten von NVIDIA ab der Geforce 6 Serie (2004) oder neuer unterstützen Shader Modell 3, sowie alle ATI Grafikkarten ab der Radeon X1000 Serie (2005) oder neuer.
F: Wie kann ich mich an dem Projekt beteiligen?
A: Es gibt einige Möglichkeiten sich zu beteiligen
Wenn man Shader programmieren kann, kann man seine eigenen Shader einbringen. Die Shader können in HLSL oder ASM programmiert werden.
Wenn man C/C++ programmieren kann, kann man Scanti bei seiner Arbeit an der OBGE*.dll unterstützen. Kenntnisse von low-level DirectX Effekten sowie OBSE Programmierung
helfen zusätzlich. Die Ablage der Source Code findet man oben unter Downloads.
Wenn man weder C/C++ oder Shader programmieren kann, kann man immer noch interessante Artikel von Grafikeffekten beisteuern oder bei der Fehlerfindung behilflich sein.
Q: I found a bug...
A: Good for you. If you find a bug, please reported 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 (<shader>)". How do I fix this?
A: This results from OBGEv2's inability to compile the shader effects you are trying to load. Make sure that you spell the names of the shaders in your shaderlist.txt EXACTLY as they should be, with the .fx extension, and you have the DirectX update linked to above installed. 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 is not working with OBGEv2. How do I fix this?
A: To fix this, open up the mod's shader file, and replace all instances of 'half' in it with 'float', then save the file. The shader will now work.
Q: The ordering of the objects on the screen is messed up! 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. 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 stop any effect that uses the depth buffer to stop working properly. This currently includes the SSAO (both versions), Depth of Field, Godrays 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: My Godrays is just a searchlight in clear weather.
A: Godrays are best displayed in cloudy weather types, from 6 to 8 in the mornings and evenings. However, if you get the searchlight effect, you have to edit the shader's FOV setting to match your ingame FOV. Example would be if your playing Oblivion on a 95 FOV, you have to edit your Godrays to a 95 FOV. To edit the shader, change the value of "#define fov", near the beginning of the file, to the value of your FOV.
Q: Why do objects in the distant have weird black stuff on them when fog weather is active?
Q: Using the SSAO shader does weird things to stuff underwater. What gives?
A: This is an unintended side effect of the SSAO effect. It occurs because the SSAO shader applies its effect regardless of the presence of fog, which would otherwise hide it. This can only be fixed when information about fog distances becomes available to the shader, until which time the bug is remain.
Q: SSAO demolishes my FPS; any ideas?
A: First, try the SSAO Performance shader, which has a slightly lower quality effect, but a great reduction in performance hit over the full SSAO shader. The easiest way to improve your frame rate while using the full SSAO shader is to reduce the sample size, and correspondingly increase the sample area. BDBB recommended values of:
ssao_sample_size = 1
ssao_sampling_area = 9.2
Q: Can the SSAO shader be optimised any more?
A: It is not possible to optimise the shader any further without access to information about the surface normals from the graphics renderer. As it is, the shader has to work these out from scratch, and this is what reduces performance the most.
Q: How do I get the EdgeAA effect?
A: The EdgeAA effect is part of the Edge Detection shader, to enable the effect change the following variables as shown:
flgEdgeMask = 0;
flgEdgeAA = 1;
Q: Where is the src folder with the source code?
A: Scanti has set up a GitHub repositary. That means you will always have access to the latest version of his code and people can contribute their own code to the project. The site is linked to above in the 'Downloads' section.[/CENTER]
Credits
Scanti (OBGEv2.dll), Wrinklyninja (DepthofField, ColorEffects, Support Plugin), Ethatron (OBGEv3), ShadeMe (Support Plugin), vtastek (SSAO), tomerk (Volumetric und Ring SSAO, Bokeh DoF), Strupekutter
Zuletzt bearbeitet: