bluesky404 发表于 2011-6-24 10:03

[Relz]Oblivion Graphics Extender v3

本帖最后由 bluesky404 于 2012-3-23 12:43 编辑

官方讨论帖

Downloads & Links

Pre-requisites:
OBSE - v0020 or greater is required.
DirectX Update

OBGE Wiki

Oblivion Graphics Extender Project Page @ TES Nexus

OBGE Liquid Water @ TES Nexus
OBGE Liquid Water Official Thread

OBGEv2 Source Code Repository
OBGEv3 Source Code Repository
Oblivion Shader Database

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.

我什么都不知道,所以关于mod说明,兼容性等任何东西都别问我
链接错的话帮我修复一下~~

linqilinquan 发表于 2011-6-24 10:04

表示渣卡无福消受

bluesky404 发表于 2011-6-24 10:07

@2L
渣卡也用不起

lilibei 发表于 2011-6-24 10:11

看不上喔

elvish0921 发表于 2011-6-24 10:15

用不起,伤不起

sqqxnnlove 发表于 2011-6-24 10:58

本帖最后由 sqqxnnlove 于 2011-6-24 11:01 编辑

ABC看了头晕,伤不起,意思是一些图像增强。。。。略懂略懂。本本电脑用不起

tiancaishu 发表于 2011-6-24 11:05

至少把有什么更新发上来啊

obge v3升级了?

tiancaishu 发表于 2011-6-24 11:07

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.

chenyang82 发表于 2011-6-24 11:27

OBGE 哥表示很抓狂。。。。。。。。。。

fengmo99 发表于 2011-6-24 11:56

{:3_151:}渣显卡只能围观。

mjxy 发表于 2011-6-24 12:14

{:3_134:}把帧数压到10帧以内

优希堂 发表于 2011-6-24 12:32

obge的画面虽然很好很华丽
可惜游戏付出的代价是在太大
显卡不好只能膜拜...

deadhunt0201 发表于 2011-6-24 13:33

{:3_134:}渣卡渣机表示如果用了会很受伤

ichigocheng 发表于 2011-6-24 13:44

渣电脑围观,表示原版中特效最多30帧,打了MOD只能开低特效,不然就经常跳出

mjxy 发表于 2011-6-25 17:49

Downloads & Links

Pre-requisites:
- v0020 or greater is required.
The OBGE project...
bluesky404 发表于 2011-6-24 10:03 http://bbs.3dmgame.com/images/common/back.gif

又更新了- -{:3_134:}

OBGEv3 should not be used alongside previous versions of OBGE, and is backwards-compatible with mods made for older versions of OBGE for the time being.

*Attention*
If you are having any problems, please read the Bethesda Oblivion forum thread and the FAQ very carefully before posting. If your question is not answered, then list your problem in detail with the contents of your OBGEv2.log and shaderlist.txt in spoiler tags.

See the readmes included in the respective OBGE packages for more information.

Updates:


3.0.1 POM - added missing Lighting.hlsl include file, this will fix the _blank_ textures as shaders couldn't get compiled
3.0.1 Standalone Effects - replaced LoadShader by LoadEffects, LoadShader always did auto-enable every effect it finds, LoadEffect does not
3.0.1 Retro-Core - little optimization, shouldn't make any practical difference

3.0.1 Core - fixed a CTD caused by a combination of some mods with OBGE, fixed unhookable D3D
3.0.1 Developer Window - synced changes with the regular Core
3.0.1b Retro-Core - synced changes with the regular Core

UEUT 发表于 2012-3-23 12:40

老滚4也用屏幕环境光遮罩??????
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