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Old 03-26-06, 11:07 AM   #217
5H4RP
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Default Re: Oblivion Tweaking

Quote:
Originally Posted by AstroCat
Yeah I'm making progress...

Check this out:

Use uGridsToLoad=7

fTileTextureDivisor=4.0000
fSurfaceTileSize=8192.0000
uNumDepthGrids=5

It's close but it doesn't quite go far enough... I think I have to up uNumDepthGrids=5 to maybe 7.

Try mine and see if we can fix this, we are close!!!
Well I upped the uNumDepthGrids= 7 and it looks great Astrocat...however the alpha issue I spoke of earlier is still there.
I think it's important to keep both the uNumDepthGrids and uGridsToLoad numbers the same. Currently I'm not even worried about performance until we can get the display issues resolved.

I am seeing a large radial hole when I enter the water (starting from the docks in front of the tutorial sewer). Try running along the shore, or getting attacked along the shore...I see some flashing graphical corruption. This could be related to collision radius or RAI radius...dunno. I'm totally guessing there. It's very odd.

fSurfaceTileSize=8192.0000....perhaps cause of the larger value (originally 2048) the water surface can't properly subdivide? Or maybe the alpha issue is causing it not to divide. /baffled.
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Old 03-26-06, 11:24 AM   #218
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Default Re: Oblivion Tweaking

Don't have it yet... it's tough! So close sometimes but nothing is perfect except the default.

Ok...official forums back up... I'm gonna keep this thread going over there, maybe we can get more help.

http://www.elderscrolls.com/forums/i...&#entry5049657

I started a new thread in the Mods forum:
http://www.elderscrolls.com/forums/i...owtopic=299805

Last edited by AstroCat; 03-26-06 at 12:03 PM.
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Old 03-26-06, 11:39 AM   #219
5H4RP
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Default Re: Oblivion Tweaking

Try this:

[Water]
fAlpha=0.5000
uSurfaceTextureSize=2056
SSurfaceTexture=water
SNearWaterOutdoorID=NearWaterOutdoorLoop
SNearWaterIndoorID=NearWaterIndoorLoop
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFrameCount=32
uSurfaceFPS=12
bUseWaterReflectionsMisc=1
bUseWaterReflectionsStatics=1
bUseWaterReflectionsTrees=1
bUseWaterReflectionsActors=1
bUseWaterReflections=1
bUseWaterHiRes=1
bUseWaterDisplacements=1
bUseWaterShader=1
uDepthRange=125
bUseWaterDepth=1
bUseWaterLOD=1
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
uNumDepthGrids=3
bUseObliqueFrustumCulling=1

With these new values I'm not seeing any problems on my end in front of the sewer tutorial docks. The alpha problem is now gone. Can someone check water depth?...it could be off be a foot or three and that concerns me.
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Old 03-26-06, 11:50 AM   #220
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Default Re: Oblivion Tweaking

But are you using: uGridsToLoad=7

I get serious reflection issues because uNumDepthGrids=3 is set too low.
This needs to be at least 5, maybe even 7 or 9.
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Old 03-26-06, 12:03 PM   #221
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Default Re: Oblivion Tweaking

For fixing the water reflection problem...

I started a new thread in the Mods forum:
http://www.elderscrolls.com/forums/i...owtopic=299805
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Old 03-26-06, 12:05 PM   #222
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Default Re: Oblivion Tweaking

Something I stumbled upon which might be helpful:

Performance around oblivion gates was really bad on my SLI rig; when I checked the SLI AFR meter was down to a tiny bar in the center as soon as an oblivion gate was drawn (even if it was behind other objects/the landscape). Performance drop around 55%, and since those gates are drawn as soon as the cell they are in is loaded (unaffected by object LOD distance), this was obviously pretty bad.

The fix was to disable the refraction shader in the INI. Water looks exactly the same, so I believe refractions are only used for those air-ripples around oblivion gates.

bUseRefractionShader=0

I guess the difference on single-GPU machines will be pretty small, but if you use SLI and have poor performance around oblivion gates, give it a try.
(sry if this was posted before; did a quick search and did not find anything. and thanks to jolle for pointing me in the right direction )
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Old 03-26-06, 12:09 PM   #223
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Default Re: Oblivion Tweaking

Good find, Bluesteel. Anything fire related (not sure about lava since I haven't played the game beyond the tutorial but I'm assuming so) will use the refraction shader too.
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Old 03-26-06, 12:18 PM   #224
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Default Re: Oblivion Tweaking

FYI

http://www.tessource.net/files/file.php?id=1869

Here is a save file for right before you exit the tutorial sewers. My prayers have been answered
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Old 03-26-06, 01:49 PM   #225
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Default Re: Oblivion Tweaking



So beautiful. I just need to fix the missing Alpha water and its all set.

Here are the values I used:

uGridDistantTreeRange=25
uGridDistantCount=30
uGridsToLoad=9

[Water]
fAlpha=0.5000
uSurfaceTextureSize=128
SSurfaceTexture=water
SNearWaterOutdoorID=NearWaterOutdoorLoop
SNearWaterIndoorID=NearWaterIndoorLoop
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFrameCount=32
uSurfaceFPS=12
bUseWaterReflectionsMisc=1
bUseWaterReflectionsStatics=1
bUseWaterReflectionsTrees=1
bUseWaterReflectionsActors=0
bUseWaterReflections=1
bUseWaterHiRes=1
bUseWaterDisplacements=1
bUseWaterShader=1
uDepthRange=125
bUseWaterDepth=1
bUseWaterLOD=1
fTileTextureDivisor=3.7500
fSurfaceTileSize=7168.0000
uNumDepthGrids=4
bUseObliqueFrustumCulling=1
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Old 03-26-06, 01:59 PM   #226
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Default Re: Oblivion Tweaking

Hmm I am still seeing serious reflection issues to the far left shore facing off the dock.

Can you take a look, and post a screenshot of it right from there.

Let us know if you get the alpha to work.
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Old 03-26-06, 02:22 PM   #227
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Default Re: Oblivion Tweaking

I have found a temporary reflection solution I'm happy with so far.

[General]
uGridDistantTreeRange=17
uGridDistantCount=35
uGridsToLoad=9

edit : this water works even better with uGridsToLoad=7

[Water]
bUseWaterDepth=0
uNumDepthGrids=6

This gives me pretty solid water with accurate reflections but no Alpha when above the water. I'm keeping this one till sombody finds a better solution!

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Last edited by smallSHEEP; 03-26-06 at 04:56 PM.
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Old 03-26-06, 02:43 PM   #228
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Default Re: Oblivion Tweaking

I don't have the game yet BUT:

Originally both these numbers are odd, we know the engine needs uGridsToLoad to be odd. Next: 5 divided by 3 is 1,66667.
uGridsToLoad=5
uNumDepthGrids=3

Let's say we find two other odd numbers that divided gives the exact same number.
uGridsToLoad=15
uNumDepthGrids=9

This is probably extremely hard on the poor machine but maybe someone could try anyways? (Loading 225 squares compared to 25 squares originally...)

the two best tries this far seems to be:
uGridsToLoad=9
uNumDepthGrids=6

and

uGridsToLoad=7
uNumDepthGrids=5

Both of these tries gives numbers close to 1,666 when divided.
hmmmm...
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