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Improved Water


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#51
gep5

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In response to post #19514589. #19528919, #19529259 are all replies on the same post.

Ok thanks.

Could support for skin shaders prehas be added at a future date (i.e. lading them through this plugin rather than OBGE)?

It does make it look at lot better as it allows for subsurface scattering.

http://obge.paradice-insight.us/wiki/images/thumb/a/ab/2011-12-08_01.49.07.jpg/960px-2011-12-08_01.49.07.jpg

Edited by gep5, 26 October 2014 - 04:54 PM.


#52
zilav

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In response to post #19522034. #19523564, #19526669, #19528889, #19529479 are all replies on the same post.

I don't use obge or enbs at all. The crash is reproducable for me with that mod + improved water even on a clean new game.

#53
Alenet

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In response to post #19514589. #19528919, #19529259, #19532424 are all replies on the same post.

Not by the IW. IW is only for the water.
It provides only water changes.

#54
Vraksashi

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In response to post #19529864. #19530429, #19530584, #19531659, #19531809, #19532164 are all replies on the same post.

Obge LW has the same problem. What happens when you turn msaa on in the oblivion.ini?

msaa on:
Posted Image

msaa off:
Posted Image

Posted Image

Edited by Vraksashi, 26 October 2014 - 05:16 PM.


#55
astrob0y

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In response to post #19529864. #19530429, #19530584, #19531659, #19531809, #19532164, #19532924 are all replies on the same post.

@Vraksashi, when turning on MSAA (iMultiSample=4 in Oblivion.ini) I disable most of the ENB effects and the game becomes overbright (now I know why so many had an issue with ATE :) )

#56
Alenet

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In response to post #19529864. #19530429, #19530584, #19531659, #19531809, #19532164, #19532924, #19533229 are all replies on the same post.

Enabling MSAA in the ini with the HDR, doesn't produce anything. Oblivion reset the multi sample value on starting.
IW removes the limitation forcing the AA internally on the device.
But it seems that ENB hooks that value and something happens. I think also the problem could be only for nVidia users. The ATI/Intel hardware and nVidia hardware are different and there are different methods to manage the AA and the depth buffer.

I will investigate when I have time. Now i am adding underwater godrays :)

Edited by Alenet, 26 October 2014 - 06:26 PM.


#57
Jasmer

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I've been waiting rather impatiently for this. Soooo excited! Thanks for the new water!

#58
GBRPluss

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Hi everybody.

This mod is fully compatible with OBGE v2 (Retro Core)
I dont see any bugs & artifacts. FPS is good


#59
Alenet

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ATTENTION: i developed the plugin for using the AA and i tested it with the AA enabled. Ingame AA is required by IW to work properly. It is possible that it works also without the AA on some video cards, but i don't know.

Edited by Alenet, 26 October 2014 - 08:18 PM.


#60
Jasmer

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In response to post #19538164.

This water is so perfect I'm happy to drop my performance hogging SGSSAA just to have this in my game lol.

Do you know if it will work with driver forced AA set to enhance application settings?

Edited by Jasmer, 26 October 2014 - 10:30 PM.





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