This thread was created to answer the most commonly asked questions about fakeHDR+AA (as tweaked by me)


Reason for this thread

There were a lot of questions that seemed to be asked over, and over through the last threads.
This is my attempt to answer the most common ones as well as have a place for open discussion on the subject.
Also would love to hear what you've done with it, and see your screenshots.

Who made it possible?

Timeslip created the original fake HDR mod.
Shirosae wrote a different version of the .fx file for that mod.
Nicoroshi, Sir Drake, and many others tweaked that .fx file.

Who will it work for?

(Oblivion specific)

Pretty much anyone who:
Owns a card that doesn't support the in game HDR.
Owns a card that doesn't support HDR+AA.
Who thinks the game's HDR is a little overdone, and would like to have control over how the effects are rendered.

What exactly is it?

It's a post process shader that creates effects like the ones the 'in game' HDR does.

How do I change the effects to what I want?

Shirosae gave a great explaination of the different lines in the .fx file he wrote which can be found in this thread on page 6 post 116

How do I install it?

1. Go >>>Here<<< , and download Timeslip's 'cut down version 1.2' (This is the version the code in the OP is written for).

2.Follow the installation instructions for that mod.
(Basically drop the d3d9.dll file in the Oblivion Directory (where the Oblivion.exe is located), and the fakeHDR.fx file in the Oblivion\Data\Shaders folder).

3. Open the fakeHDR.fx file with notepad. Right click\select all\delete.

4.Copy\Paste the code from the OP of this thread into that folder.

5. Play, and enjoy.

Important Notes:
A.Be sure and uncomment the resolution in the code that you play the game in. (currently it's set for 1280x1024).
B.If using an ATI Graphics card please read Timeslip's readme for details regarding the ATT compatibility patch


How do I get rid of it if I don't like it?

Delete the d3d9.dll file in Program Files\Bethesda Softworks\Oblivion, and the fakeHDR.fx file in Oblivion\Data\Shaders.
This will remove the mod.

Are there any drawbacks?

Yes, but only a few.
1.FPS hit. How much seems to be highly system specific. You won't know for sure until you load it up, and try.
Most systems reported between 3-10 FPS difference between HDR, and Fake HDR+AA.
For those with really high FPS the hit was greater due to a 'soft framerate cap' explained by Shirosae here:

QUOTE
I think what's happening is: The Shader runs once per pixel, per frame.

So at high framerates (and yours certainly are), the shader is working MUCH more often than on my system, for example. Your high screen resolution just compounds the problem.

In effect, the shader causes a soft framerate cap. So yeah, you're right, the shader can only go so fast, because after a certain speed the system requirements to go faster get astronomical.


2. Overbright vendor menu screens. (training, buy/sell, etc.)
Example
Example Dark UI Mod


3.Iris effect affecting screen brightness while closing containers or exiting certain menus.(until the eye adjusts)
Note: The duration, and darkness of this is controlable in the .fx file.

Conclusion

I hope this answers the questions of those who are trying this for the first time without the need to wade through almost 400 posts.
I'm still tweaking the .fx (a little), but believe I've gotten it close to where I'm happy with it.

Current changes to my version of the .fx

1. Increased the vibrance of colors some.
2. Increased the amount of bloom effect.
3. Slowed down the iris effect a little to make it more noticable.

I've always liked the in game HDR, but found it to be overdone.
With this version I've decreased the amount to where I feel it gives the effects without being overblown.

Tastes will vary so play with it until you're happy with it.


Here is the .fx file for the cut down (trimmed) version of Timeslip's mod.

Be sure to uncomment the "static const float2 rcpres = " that matches your in game resolution
NOTE: THE CUT DOWN VERSION RUNS FASTER


CODE
//These variables will get set automatically
texture tex1;
texture tex2;
//float2 rcpres;
float CurrentEye;
//float CurrentBrightness;

sampler s0 = sampler_state { AddressU = Clamp; AddressV = Clamp; texture = <tex1>; };
sampler s1 = sampler_state { texture = <tex2>; };

//Use these to modify the behaviour of the dll
bool SinglePixel=false;
bool AffectMenus=false;
int ToggleKey=107;
int ToggleSinglePixelKey=109;
int ToggleAffectMenusKey=106;
float ReactionSpeed=0.95;

//Current Settings
static const float BloomScale = 0.65;
static const float HDRScale = -0.38;
static const float HDRAdjust = -0.10;

//rcpres must be set to the reciprical of your screen resolution
//static const float2 rcpres = { 0.0015625, 0.0020833333333 };    //640x480
//static const float2 rcpres = { 0.00125, 0.0016666666667 };    //800x600
//static const float2 rcpres = { 0.0009765625, 0.0013020833 };    //1024x768
//static const float2 rcpres = { 0.000625, 0.0008333333333 };    //1600x1200
static const float2 rcpres = { 0.00078125, 0.0009765625 };     //1280x1024

float2 PixelKernelH[13] =
{
    { -6, 0 },
    { -5, 0 },
    { -4, 0 },
    { -3, 0 },
    { -2, 0 },
    { -1, 0 },
    {  0, 0 },
    {  1, 0 },
    {  2, 0 },
    {  3, 0 },
    {  4, 0 },
    {  5, 0 },
    {  6, 0 },
};

float2 PixelKernelV[13] =
{
    { 0, -6 },
    { 0, -5 },
    { 0, -4 },
    { 0, -3 },
    { 0, -2 },
    { 0, -1 },
    { 0,  0 },
    { 0,  1 },
    { 0,  2 },
    { 0,  3 },
    { 0,  4 },
    { 0,  5 },
    { 0,  6 },
};

static const float BlurWeights[13] =
{
    0.002216,
    0.008764,
    0.026995,
    0.064759,
    0.120985,
    0.176033,
    0.199471,
    0.176033,
    0.120985,
    0.064759,
    0.026995,
    0.008764,
    0.002216,
};


float4 Bloom( in float2 Tex : TEXCOORD0 ) : COLOR0
{
    float4 Color = tex2D( s0, Tex );
    float tempHDRScale=(0.70*smoothstep(0.00,0.75,CurrentEye))+HDRScale;
    float4 Color2=0;    
    for (int i = 0; i < 13; i++)
    {    
        Color2 += tex2D( s1, Tex + (PixelKernelH[i]*rcpres) ) * BlurWeights[i];
          Color2 += tex2D( s1, Tex + (PixelKernelV[i]*rcpres) ) * BlurWeights[i];
    }
    float4 Curvemod = (0.70*Color);
    Color = clamp((0.30*Color)+((0.70-Curvemod+tempHDRScale)*pow(Color,2))+((Curvemod-tempHDRScale)*(1-pow((1-Color),2))),0,1);
    Color2 *= (BloomScale-(0.00*CurrentEye));
    return clamp(Color + Color2,0,1);
}

float4 HDRBrightPass( in float2 Tex : TEXCOORD0 ) : COLOR0
{
    float4 color = tex2D( s0, Tex );
    float tempbright = clamp((0.27*color[1])+(0.67*color[2])+(0.06*color[3]),0,1);
    float HDRAdjustBias = (0.18*pow((1-CurrentEye),3));
    float curvemod = (0.25*tempbright);
    float4 colorbias = (1-pow((1-color),2));
    float4 adjust = clamp(((color-CurrentEye)-HDRAdjust-(HDRAdjustBias)),0,1);
    color = clamp((8*pow(adjust,5)),0,1);
    //color += clamp(tex2D( s1, Tex ) - (2*(CurrentEye + 0.10)) ,0,0.75); //Uncomment this line for retina burn
    color = clamp(((1-curvemod+HDRAdjustBias)*color)+((curvemod-HDRAdjustBias)*colorbias),0,1);
    color.a = 1;
    return color;
}

technique T0
{
    pass p0 { PixelShader = compile ps_2_0 HDRBrightPass(); }
    pass p1 { PixelShader = compile ps_2_0 Bloom();    }
}


Here are a couple of screenshots with the .fx file above.
Imp
Deer
Lava River
Mytic Dawn Hideout
Clannfear Runt
Sunset
Ruins
Sigrid

Since tastes vary.........
One of our members (Kekkonen) started a thread on Digital Vibrance that works well with the fakeHDR mod to add more color.
Personally I like the setting at just above none to add more color, and vibrance without running into the problems of shadowed areas going black, and textureless by tweaking the HDRscale value too low.
Play with it, and find what works for you.
ARrrrg...i need 300 more dollars for my new rig...my screenshots with this computer look HORRIBLE compared to yours lol, again, nice job ^^.
My 7900GTX busted when i installed the 9x.xx drivers. eVGA are nice enough to be doing a mass "recall" of sorts atm. Gonna Cross-ship me a new card.

Once my PC is working again, ill be at it in the fx file.
i have modified the bloom effects in the .ini file, so do i have to undo them when I use this mod?
thanks
Nope Radeon. When you "install" this . Just turn off Bloom, so that Bloom and HDR option is set to off or none.
You can add bloom if you would like (at the cost of a couple of FPS) for more options to control the way it looks.
Personally I started with Bloom enabled, but now run with Bloom turned off because you can control the bloom effect from inside the fakeHDR shader.
Like Macc says. Bloom isn't required.
Nicoroshi, I've almost got things tweaked to the point of satisfaction, and I've actually gone back to using bloom on top of Fake HDR (using more in-game bloom and a little less BloomScale creates less text/HUD blur). I was wondering, since you've had experience tweaking bloom, if there's any way to blur the image more without making the whole thing brighter. Any ideas? fAlphaExterior=x just brightens the whole thing... I'm so close. I'll post screens once I'm there.

Thanks in advance,
-SHeLL
I believe that the pixel blur you're going for cannot be reproduced in the .ini under [Blurshader].
This effect is created in the .fx file of fakeHDR though.
Have you tried my latest version of the .fx? It's in the first post of this thread, and has made the vendor menus much more readable (although still a little bright. see example pic in OP).

EDIT: be sure to expand the image to see the true effect. the image is 1280x1024.
BloomScale in the .ini does blur the image, but like Bloom, it distorts all the colors. I just wish there was a way to create blur without bright. Nevertheless, pictures shall come soon...
Funny. I couldn't get the "glow" effect no matter how I tweaked the Bloomscale in the .ini.
Is this the 'blur' you're refering to, or am I misunderstanding the question?
does the overbright HUD have been fixed?
QUOTE(Towelie @ May 27 2006, 08:30 PM) *

does the overbright HUD have been fixed?

Yes, and No.
With the current revision of the .fx file in the first post the HUD is not overbright, but the vendor menus still are (although much more readable).
Also the blurring of the text during conversations has been repaired.
Bump for a great innovation smile.gif
Just so you know;

The shader you've posted here, Nicoroshi, is designed for the full version of the shader.

CODE
CODE
//These variables will get set automatically
texture tex1;
texture tex2;
float2 rcpres;
float CurrentEye;
float CurrentBrightness;

sampler s0 = sampler_state { AddressU = Clamp; AddressV = Clamp; texture = <tex1>; };
sampler s1 = sampler_state { texture = <tex2>; };

//Use these to modify the behaviour of the dll
bool SinglePixel=false;
bool AffectMenus=false;
int ToggleKey=107;
int ToggleSinglePixelKey=109;
int ToggleAffectMenusKey=106;
float ReactionSpeed=0.95;

//Current Settings
static const float BloomScale = 0.70;
static const float HDRScale = -0.40;
static const float HDRAdjust = -0.10;

float2 PixelKernelH[13] =
{
{ -6, 0 },
{ -5, 0 },
{ -4, 0 },
{ -3, 0 },
{ -2, 0 },
{ -1, 0 },
{ 0, 0 },
{ 1, 0 },
{ 2, 0 },
{ 3, 0 },
{ 4, 0 },
{ 5, 0 },
{ 6, 0 },
};

float2 PixelKernelV[13] =
{
{ 0, -6 },
{ 0, -5 },
{ 0, -4 },
{ 0, -3 },
{ 0, -2 },
{ 0, -1 },
{ 0, 0 },
{ 0, 1 },
{ 0, 2 },
{ 0, 3 },
{ 0, 4 },
{ 0, 5 },
{ 0, 6 },
};

static const float BlurWeights[13] =
{
0.002216,
0.008764,
0.026995,
0.064759,
0.120985,
0.176033,
0.199471,
0.176033,
0.120985,
0.064759,
0.026995,
0.008764,
0.002216,
};


float4 Bloom( in float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color = tex2D( s0, Tex );
float tempHDRScale=(0.70*smoothstep(0.00,0.75,CurrentEye))+HDRScale;
float4 Color2=0;
for (int i = 0; i < 13; i++)
{
Color2 += tex2D( s1, Tex + (PixelKernelH[i]*rcpres) ) * BlurWeights[i];
Color2 += tex2D( s1, Tex + (PixelKernelV[i]*rcpres) ) * BlurWeights[i];
}
float4 Curvemod = (0.70*Color);
Color = clamp((0.30*Color)+((0.70-Curvemod+tempHDRScale)*pow(Color,2))+((Curvemod-tempHDRScale)*(1-pow((1-Color),2))),0,1);
Color2 *= (BloomScale-(0.2*CurrentEye));
return clamp(Color + Color2,0,1);
}

float4 HDRBrightPass( in float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 color = tex2D( s0, Tex );
float tempbright = clamp((0.27*color[1])+(0.67*color[2])+(0.06*color[3]),0,1);
float HDRAdjustBias = (0.18*pow((1-CurrentEye),3));
float curvemod = (0.25*tempbright);
float4 colorbias = (1-pow((1-color),2));
float4 adjust = clamp(((color-CurrentEye)-HDRAdjust-(HDRAdjustBias)),0,1);
color = clamp((8*pow(adjust,5)),0,1);
//color += clamp(tex2D( s1, Tex ) - (2*(CurrentEye + 0.27)) ,0,1); //Uncomment this line for retina burn
color = clamp(((1-curvemod+HDRAdjustBias)*color)+((curvemod-HDRAdjustBias)*colorbias),0,1);
color.a = 1;
return color;
}

technique T0
{
pass p0 { PixelShader = compile ps_2_0 HDRBrightPass(); }
pass p1 { PixelShader = compile ps_2_0 Bloom(); }
}



For the cut down dll (which is faster), you'd want something like;

CODE
//These variables will get set automatically
texture tex1;
texture tex2;
//float2 rcpres;
float CurrentEye;
//float CurrentBrightness;

sampler s0 = sampler_state { AddressU = Clamp; AddressV = Clamp; texture = <tex1>; };
sampler s1 = sampler_state { texture = <tex2>; };

//Use these to modify the behaviour of the dll
bool SinglePixel=false;
bool AffectMenus=false;
int ToggleKey=107;
int ToggleSinglePixelKey=109;
int ToggleAffectMenusKey=106;
float ReactionSpeed=0.5;

//Current Settings
static const float BloomScale = 0.95;
static const float HDRScale = -0.50;
static const float HDRAdjust = -0.05;

//rcpres must be set to the reciprical of your screen resolution
//static const float2 rcpres = { 0.0015625, 0.0020833333333 };    //640x480
//static const float2 rcpres = { 0.00125, 0.0016666666667 };    //800x600
static const float2 rcpres = { 0.0009765625, 0.0013020833 };    //1024x768
//static const float2 rcpres = { 0.000625, 0.0008333333333 };    //1600x1200

float2 PixelKernelH[13] =
{
    { -6, 0 },
    { -5, 0 },
    { -4, 0 },
    { -3, 0 },
    { -2, 0 },
    { -1, 0 },
    {  0, 0 },
    {  1, 0 },
    {  2, 0 },
    {  3, 0 },
    {  4, 0 },
    {  5, 0 },
    {  6, 0 },
};

float2 PixelKernelV[13] =
{
    { 0, -6 },
    { 0, -5 },
    { 0, -4 },
    { 0, -3 },
    { 0, -2 },
    { 0, -1 },
    { 0,  0 },
    { 0,  1 },
    { 0,  2 },
    { 0,  3 },
    { 0,  4 },
    { 0,  5 },
    { 0,  6 },
};

static const float BlurWeights[13] =
{
    0.002216,
    0.008764,
    0.026995,
    0.064759,
    0.120985,
    0.176033,
    0.199471,
    0.176033,
    0.120985,
    0.064759,
    0.026995,
    0.008764,
    0.002216,
};


float4 Bloom( in float2 Tex : TEXCOORD0 ) : COLOR0
{
    float4 Color = tex2D( s0, Tex );
    float tempHDRScale=(0.75*smoothstep(0.00,1.00,CurrentEye))+HDRScale;
    float4 Color2=0;    
    for (int i = 0; i < 13; i++)
    {    
        Color2 += tex2D( s1, Tex + (PixelKernelH[i]*rcpres) ) * BlurWeights[i];
          Color2 += tex2D( s1, Tex + (PixelKernelV[i]*rcpres) ) * BlurWeights[i];
    }
    float4 Curvemod = (0.70*Color);
    Color = clamp((0.30*Color)+((0.70-Curvemod+tempHDRScale)*pow(Color,2))+((Curvemod-tempHDRScale)*(1-pow((1-Color),2))),0,1);
    Color2 *= (BloomScale-(0.00*CurrentEye));
    return clamp(Color + Color2,0,1);
}

float4 HDRBrightPass( in float2 Tex : TEXCOORD0 ) : COLOR0
{
    float4 color = tex2D( s0, Tex );
    float tempbright = clamp((0.27*color[1])+(0.67*color[2])+(0.06*color[3]),0,1);
    float HDRAdjustBias = (0.10*pow((1-CurrentEye),3));
    float curvemod = (0.35*tempbright);
    float4 colorbias = (1-pow((1-color),2));
    float4 adjust = clamp(((color-CurrentEye)-HDRAdjust-(HDRAdjustBias)),0,1);
    color = clamp((8*pow(adjust,5)),0,1);
    //color += clamp(tex2D( s1, Tex ) - (2*(CurrentEye + 0.10)) ,0,0.75); //Uncomment this line for retina burn
    color = clamp(((1-curvemod+HDRAdjustBias)*color)+((curvemod-HDRAdjustBias)*colorbias),0,1);
    color.a = 1;
    return color;
}

technique T0
{
    pass p0 { PixelShader = compile ps_2_0 HDRBrightPass(); }
    pass p1 { PixelShader = compile ps_2_0 Bloom();    }
}


The latter shader is what i'm running right now. Your milage may vary depending on what you like, your monitor's colour balance, whether you wear glasses etc.

The only difference really is that i've removed the CurrentBrightness reference, the initial declaration of rcpres, and manually set the rcpres a little later on.


Also; Yes, the shader still affects the HUD. It will always do this until it stops being a post-process shader and is somehow integrated into the game engine.

No, you don't need Bloom active, or HDR active.

Yes, it has an FPS hit. No, we can't tell you how much it will be.
Install it for yourself and see if you like it.
I decided to try this again using the latest settings posted. But I have a curious problem with it - when I exit the game, it completely locks up my system and I have to hard reboot. I don't have this problem without the fakehdr, so I'm wondering if maybe the dll isn't unloading or something? Any way to fix this?
QUOTE(Luchaire @ May 28 2006, 08:21 AM) *

I decided to try this again using the latest settings posted. But I have a curious problem with it - when I exit the game, it completely locks up my system and I have to hard reboot. I don't have this problem without the fakehdr, so I'm wondering if maybe the dll isn't unloading or something? Any way to fix this?

I don't have this problem so wouldn't know where to direct you.
Shirosae, and Timeslip have a much better understanding of the d3d9.dll than I do.
Sorry I couldn't be more help.
Hopefully one of those guys chimes in with some enlightenment for you.

EDIT: Thanks Shirosae. I'll modify the OP to state the version needed for the .fx I have posted.

Also feel that some people (like me) that play @ 1280x1024, and want to use the cut version of the shader might need this:

CODE
static const float2 rcpres = { 0.00078125, 0.0009765625 };     //1280x1024
Alright.
I modified the settings in the trimed version of the .fx to reflect my current tweaking, and added a line for the 1280x1024 resolution.
Then I did some testing.

I found that Shirosae is correct. (no surprise there really).
The cut down version is faster.

I took 2 screenshots outside, and in motion(running), in 3rd person.1 2
One outside running in first person. 1st person
,and one outside in battle (1st person) In Battle


I found my framerates increased in all instances by ~5-10 over the full version.
Though your results will vary from mine I feel the cut-down version is a winner.

Here's the cut-down version of the .fx that reflect my tweaks.
CODE
//These variables will get set automatically
texture tex1;
texture tex2;
//float2 rcpres;
float CurrentEye;
//float CurrentBrightness;

sampler s0 = sampler_state { AddressU = Clamp; AddressV = Clamp; texture = <tex1>; };
sampler s1 = sampler_state { texture = <tex2>; };

//Use these to modify the behaviour of the dll
bool SinglePixel=false;
bool AffectMenus=false;
int ToggleKey=107;
int ToggleSinglePixelKey=109;
int ToggleAffectMenusKey=106;
float ReactionSpeed=0.95;

//Current Settings
static const float BloomScale = 0.70;
static const float HDRScale = -0.40;
static const float HDRAdjust = -0.10;

//rcpres must be set to the reciprical of your screen resolution
//static const float2 rcpres = { 0.0015625, 0.0020833333333 };    //640x480
//static const float2 rcpres = { 0.00125, 0.0016666666667 };    //800x600
//static const float2 rcpres = { 0.0009765625, 0.0013020833 };    //1024x768
//static const float2 rcpres = { 0.000625, 0.0008333333333 };    //1600x1200
static const float2 rcpres = { 0.00078125, 0.0009765625 };     //1280x1024

float2 PixelKernelH[13] =
{
    { -6, 0 },
    { -5, 0 },
    { -4, 0 },
    { -3, 0 },
    { -2, 0 },
    { -1, 0 },
    {  0, 0 },
    {  1, 0 },
    {  2, 0 },
    {  3, 0 },
    {  4, 0 },
    {  5, 0 },
    {  6, 0 },
};

float2 PixelKernelV[13] =
{
    { 0, -6 },
    { 0, -5 },
    { 0, -4 },
    { 0, -3 },
    { 0, -2 },
    { 0, -1 },
    { 0,  0 },
    { 0,  1 },
    { 0,  2 },
    { 0,  3 },
    { 0,  4 },
    { 0,  5 },
    { 0,  6 },
};

static const float BlurWeights[13] =
{
    0.002216,
    0.008764,
    0.026995,
    0.064759,
    0.120985,
    0.176033,
    0.199471,
    0.176033,
    0.120985,
    0.064759,
    0.026995,
    0.008764,
    0.002216,
};


float4 Bloom( in float2 Tex : TEXCOORD0 ) : COLOR0
{
    float4 Color = tex2D( s0, Tex );
    float tempHDRScale=(0.70*smoothstep(0.00,0.75,CurrentEye))+HDRScale;
    float4 Color2=0;    
    for (int i = 0; i < 13; i++)
    {    
        Color2 += tex2D( s1, Tex + (PixelKernelH[i]*rcpres) ) * BlurWeights[i];
          Color2 += tex2D( s1, Tex + (PixelKernelV[i]*rcpres) ) * BlurWeights[i];
    }
    float4 Curvemod = (0.70*Color);
    Color = clamp((0.30*Color)+((0.70-Curvemod+tempHDRScale)*pow(Color,2))+((Curvemod-tempHDRScale)*(1-pow((1-Color),2))),0,1);
    Color2 *= (BloomScale-(0.00*CurrentEye));
    return clamp(Color + Color2,0,1);
}

float4 HDRBrightPass( in float2 Tex : TEXCOORD0 ) : COLOR0
{
    float4 color = tex2D( s0, Tex );
    float tempbright = clamp((0.27*color[1])+(0.67*color[2])+(0.06*color[3]),0,1);
    float HDRAdjustBias = (0.18*pow((1-CurrentEye),3));
    float curvemod = (0.25*tempbright);
    float4 colorbias = (1-pow((1-color),2));
    float4 adjust = clamp(((color-CurrentEye)-HDRAdjust-(HDRAdjustBias)),0,1);
    color = clamp((8*pow(adjust,5)),0,1);
    //color += clamp(tex2D( s1, Tex ) - (2*(CurrentEye + 0.10)) ,0,0.75); //Uncomment this line for retina burn
    color = clamp(((1-curvemod+HDRAdjustBias)*color)+((curvemod-HDRAdjustBias)*colorbias),0,1);
    color.a = 1;
    return color;
}

technique T0
{
    pass p0 { PixelShader = compile ps_2_0 HDRBrightPass(); }
    pass p1 { PixelShader = compile ps_2_0 Bloom();    }
}


Be sure to use the trimed version of the d3d9.dll with this, and uncomment the "static const float2 rcpres = " line that matches your in game resolution.

EDIT:Added this to the OP
QUOTE(nicoroshi @ May 28 2006, 03:34 PM) *

CODE

//rcpres must be set to the reciprical of your screen resolution
//static const float2 rcpres = { 0.0015625, 0.0020833333333 };    //640x480
//static const float2 rcpres = { 0.00125, 0.0016666666667 };    //800x600
//static const float2 rcpres = { 0.0009765625, 0.0013020833 };    //1024x768
//static const float2 rcpres = { 0.000625, 0.0008333333333 };    //1600x1200
static const float2 rcpres = { 0.00078125, 0.0009765625 };     //1280x1024



What would one put in here for 1152x864?

EDIT: Nevermind, I think I got it.
QUOTE(Luchaire @ May 28 2006, 06:10 PM) *

What would one put in here for 1152x864?

EDIT: Nevermind, I think I got it.

For those who didn't get it:
CODE
static const float2 rcpres = { 0.0008680555555556, 0.00115740740740740741 };     //1152x864
Okay, this cut-down version with the last shader.fx you posted above: very good. Other than the known issues, it's practically indistinguishable from real HDR. The framerate hit is much more acceptable, too (I lose 3-4fps with 4xAA and FakeHDR, which I can pretty easily afford). And it doesn't lock up my system on exit like the "full" version does.

A+ wink.gif

QUOTE(Luchaire @ May 28 2006, 08:04 PM) *

Okay, this cut-down version with the last shader.fx you posted above: very good. Other than the known issues, it's practically indistinguishable from real HDR. The framerate hit is much more acceptable, too (I lose 3-4fps with 4xAA and FakeHDR, which I can pretty easily afford). And it doesn't lock up my system on exit like the "full" version does.

A+ wink.gif

Shirosae's the man.
He's the one who pointed me in that direction ( the cut down version).
I just applied my tweaks to the .fx he, and Timeslip came up with.

I too would like to thank Timeslip, and Shirosae for their creation, and the means to tweak it to my liking.
Currently outdoors my game hovers in the 35 + or - 5 to 7 range with indoors FPS well beyond my LCD's refresh rate.

Bravo! bows to the Mod Gods

BTW: I'm glad you like the tweaks, and I'd love to see the screenies.
Yes! It is faster. I think. I don't believe that's the version you personally sent me is it Nicroshi?

But since I applied it, the game seems faster, though I have stopped turning on the FPS counter, because if it is on, I get too bugged.

biggrin.gif
No Underdawg,
I sent you a full version (before the latest tweaks as well) for you to try.
This is the cut version with my current tweaked values applied ( the 2nd .fx file in the OP).
This is the file I'm currently using on my rig.
Glad to see people happy smile.gif


The cut down .dll was funny;

At the time, i had really started digging into the shader. This was around version 0.5-0.7.
While i was working on that, Timeslip released several versions, and the cut down mod.

So i didn't really bother testing the cutdown .dll too much until the other day, when i was replying to someone in some thread and noticed Timeslip saying that the .dll itself caused more performance hit than applying the shader.

Previously i was in the process of writing the shader, so i attributed differences to the fact that the shader itself was changing. Not so this time - so i actually put some effort in biggrin.gif


Amazed that it took me so long to suggest this, considering that i had your FPS problems in mind.



I kinda, kinda wish i had more room in the shader to play with.
I like the idea of adding noise to the 'dark' curve balance, and leeching the colour - to simulate the purely-rod function of a human eye. There's definitely no space for that right now in the shader, though. It'd mean adding another pass just for the colour bias.

I suppose i could replace the 'color' variable within the dark colourbias with 'tempbright' which is a grayscale biased version of the same. Then i could add a clamp(currenteye-0.8,0,0.2)*noise function at the end where the bloom is added to the biased 'original' sample.

I'd also like to play with the retinaburn, so that there was basically a completely seperate texture sample just for that, so you can have much more realistic retinaburn.

Then i'd be able to turn retinaburn up in this noisy dark scene, so that things are bright but less distinct and a bit blurry.


What i really need to do is sit down with a book on HLSL programming and learn how to do this stuff properly.
I've been searching through these topics, and pasted an fx-file over an fx-file but I'd like to get an answer to a simple question. I liked how the colors were in the normal Oblivion HDR, but that caused more fps hit than this one and I couldn't use AA with it.

How could I deepen the colors even more? I'd like it more if there was a bit more candy. smile.gif

Thanks for the awesome work!

Also, what is all this hassle with some shader toggle and pressing +? tongue.gif
Hi guys, I tweaked alot. I didn't like original setting, so I tried shirosae's on which didn't work better so I made my own setting which changes the orig setting in these lines:
CODE
float ReactionSpeed=0.0;

and:
CODE
static const float BloomScale = 0.5;
static const float HDRScale = -0.5;
static const float HDRAdjust = 0.15;

the results are these:
Pic 1
Pic 2
However you surely noticed, that I've changed ReactionSpeed to 0, because I thought it changes too much. So I'd like to add an limit to which it changes. Like normally it changes from 100% to 0% (just guessing), I'd like it to change from 100% to 70%. Got my point? I'm talking about changing when i look on the sky or my feet/looking straight.
QUOTE(Anchakor @ May 29 2006, 02:33 PM) *

However you surely noticed, that I've changed ReactionSpeed to 0, because I thought it changes too much. So I'd like to add an limit to which it changes. Like normally it changes from 100% to 0% (just guessing), I'd like it to change from 100% to 70%. Got my point? I'm talking about changing when i look on the sky or my feet/looking straight.


ReactionSpeed doesn't alter how much your 'iris' contracts or dilates, it changes how quickly it contracts or dilates.


You want to make it so your iris has a smaller range of adaption, right?

CODE
float4 Bloom( in float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color = tex2D( s0, Tex );
float tempHDRScale=(0.70*smoothstep(0.00,1.00,CurrentEye))+HDRScale;
float4 Color2=0;
for (int i = 0; i < 13; i++)
{
Color2 += tex2D( s1, Tex + (PixelKernelH[i]*rcpres) ) * BlurWeights[i];
Color2 += tex2D( s1, Tex + (PixelKernelV[i]*rcpres) ) * BlurWeights[i];
}
float4 Curvemod = (0.30*Color);
Color = clamp((0.70*Color)+((0.30-Curvemod+tempHDRScale)*pow(Color,2))+((Curvemod-tempHDRScale)*(1-pow((1-Color),2))),0,1);
Color2 *= (BloomScale);
return clamp(Color + Color2,0,1);
}


Try this.


QUOTE
I've been searching through these topics, and pasted an fx-file over an fx-file but I'd like to get an answer to a simple question. I liked how the colors were in the normal Oblivion HDR, but that caused more fps hit than this one and I couldn't use AA with it.

How could I deepen the colors even more? I'd like it more if there was a bit more candy. smile.gif

Thanks for the awesome work!

Also, what is all this hassle with some shader toggle and pressing +? tongue.gif


I'm not sure what you mean by 'deepen'. Do you mean increased colour saturation? The problem with a non-floating point system (like this one), is that if you keep adding or subtracting from a colour values (which is a 3-4 point vector), then you invariably approach pure white / pure black. The result is that in my shader, middle intensity colours are enhanced, while colours on the upper or lower range of brightness tend to get squished into black or white.

To increase saturation, you'd first need to program the shader to perform calculations for each channel, and keep each colour balance in check. I don't know how you'd do this without a floating point system.

Then, you'd alter the balance slightly to overcompensate.


Hassle? The only thing i can think of is that the toggle on/off key for the shader doesn't appear to work on some systems.
i was wondering, you guys seem to be pretty good at writing shaders, so would you consider writing a few unique shaders for the game? im thinking specifically of motion blur (for when you move the mouse quickly. maybe check out how the impact blur shader is written) and depth of field focus blur (im imagining this one would be pretty difficult to write, bu hey, i had to ask)

anyway, if you guys would consider working on these, it'd be awesome smile.gif
QUOTE(scud808 @ May 29 2006, 03:59 PM) *

i was wondering, you guys seem to be pretty good at writing shaders, so would you consider writing a few unique shaders for the game? im thinking specifically of motion blur (for when you move the mouse quickly. maybe check out how the impact blur shader is written) and depth of field focus blur (im imagining this one would be pretty difficult to write, bu hey, i had to ask)

anyway, if you guys would consider working on these, it'd be awesome smile.gif


Motion blur is possible. Just take the previous frame and blend it with the current one. It would be similar to the current retinaburn.

Depth of Field isn't (that i know of). This is a post process shader, so there's no access to Z (buffer) data.


Think of this post-process shader like a very quick, very simple version of photoshop that does the same thing to every frame after the game has rendered it.
shirosae, props first for your hard work on this little gem of excellence. Secondly, if you do rewrite some pieces of code, would you consider adding a full-screen blur variable? Not bloom that would lighten the screen, but just a blur effect. I tried to emulate True HDR and this as well as a little missing color vibrance were all I lacked.

Thank you,
-SHeLL
QUOTE(shirosae @ May 29 2006, 11:48 AM) *

Motion blur is possible. Just take the previous frame and blend it with the current one. It would be similar to the current retinaburn.

Depth of Field isn't (that i know of). This is a post process shader, so there's no access to Z (buffer) data.
Think of this post-process shader like a very quick, very simple version of photoshop that does the same thing to every frame after the game has rendered it.



ok cool. i figured depth of field might not be possible. if you get time though, id be raell keen to see how a motion blur shader would look smile.gif
shirosae: Thanks for an answer! However I am probably going to use my current setting.
QUOTE(Anchakor @ May 29 2006, 09:42 AM) *

shirosae: Thanks for an answer! However I am probably going to use my current setting.

Anchakor,
If I'm not mistaken that's Timeslip's .fx (slightly modified) from the full version of the FakeHDR mod he created.
Shirosae's version of the .fx (modified) is the one in the OP, and set up a little differently than Timeslip's.
You may want to give it a try. (just for giggles)

Also recommend trying the cut version for a little less of a FPS hit.
Yeah, I tried Shirosea's setting, but it didn't work well:
http://www.elderscrolls.com/forums/index.p...dpost&p=6547241
Saw those videos? Thats a problem, I like my current setting (slightly modified Timeslip's default) however I'd like to try some new ideas. Did anyone actually manage to tweak Fake HDR to look like those screens on tessource?
QUOTE(Anchakor @ May 29 2006, 11:21 AM) *

Yeah, I tried Shirosea's setting, but it didn't work well:
http://www.elderscrolls.com/forums/index.p...dpost&p=6547241
Saw those videos? Thats a problem, I like my current setting (slightly modified Timeslip's default) however I'd like to try some new ideas. Did anyone actually manage to tweak Fake HDR to look like those screens on tessource?

The only screens I saw on TESSource were of Timeslip's mod which were kinda washed out in the color department.

Have you tried my tweaked version?
QUOTE(nicoroshi @ May 29 2006, 08:31 PM) *

The only screens I saw on TESSource were of Timeslip's mod which were kinda washed out in the color department.

Have you tried my tweaked version?

I meant these screens:
1 2 3

Post your tweaked version!
QUOTE(Anchakor @ May 29 2006, 11:36 AM) *

I meant these screens:
1 2 3

Post your tweaked version!

Yep, those are the washed out ones I saw.

Would you like it to look like This, This, This, or This?

If the answer is, "Yes" then install the trimmed version of Timeslip's d3d9.dll into the Oblivion folder (where the .exe is), and copy/paste the 2nd .fx (code)from the first post of this thread into the OB\Data\Shader\fakeHDR.fx file (select all within the file\ delete\ paste in the new. (Do not delete the file itself)).
And Bingo! Enjoy.

sorry if I took it step, by step. I did that for the benefit of those who haven't done this before.
I posted this in one of the other threads, but I'll repost it here, just in case anyone's not aware of this already. As a workaround to the 'overbright menus', you can install a mod called Dark UI. This retextures just about every menu in the game to give it a dark brown background with light writing, and, at the same time, makes them a little more PC-centric and sorts a few niggles. The thread for it, including download links, is here.
Thanks Zmidponk.
I'll give it a try.
That's about the last issue with this that I have. Although I've increased the contrast some to make it readable, and kinda gotten used to the overbrightness of it. It would be nice to have a fix/workaround for it kinda like Max Tael's NE mod to fix the washed out sun/sky issue.
I seem to remember you mentioning it before ( in a previous thread ), but was still busy tweaking the shader and wanted to leave it at default so I could see the results my tweaks had on the menus.
Thanks again for the reminder.
I tried the full version with Shirosea's settings (I think) and it seems like blood flickers excessively on walls. Also, what would the code be for

//static const float2 rcpres = { 0.000625, 0.0008333333333 }; //1600x1200

at 1440x900?
QUOTE(Dorign @ May 29 2006, 01:41 PM) *

I tried the full version with Shirosea's settings (I think) and it seems like blood flickers excessively on walls. Also, what would the code be for

//static const float2 rcpres = { 0.000625, 0.0008333333333 }; //1600x1200

at 1440x900?

1/1440=.000694444444444
1/900=.001111111111111

Therefore:
CODE
static const float2 rcpres = { 0.000694444444444, 0.0011111111111 };   //1440x900


Hope this clears it up for anyone without a resolution mentioned already.

Also I've tried Dark UI.
I like it, and I'm going to keep it, but even though it deals with the overbright background on the vendor menus it still leaves the icons overbright (ones across the bottom).
I guess it's going to be a matter of taste.
Here's a pic both ways for those trying to decide.

Normal

Dark UI Mod

Edit: My main reason for sticking with the Dark UI mod is the fact that you see quite a few more items at a time removing the need for excessive scrolling when a large inventory is being viewed. (I think the map is bigger as well). Nice mod.
Hey Bethesda!

Give Shirosae a well paying job!

I'm Serious.

biggrin.gif

*Bows Down to His Greatness Shirosae*

bowdown.gifbowdown.gifbowdown.gif

The Darnified BT Menus Mod is great too! I use it myself.
QUOTE(underdawgIV @ May 30 2006, 01:15 AM) *

Hey Bethesda!

Give Shirosae a well paying job!

I'm Serious.

biggrin.gif

*Bows Down to His Greatness Shirosae*

bowdown.gifbowdown.gifbowdown.gif

The Darnified BT Menus Mod is great too! I use it myself.


I think i might be on the wrong continent for that tongue.gif

Also, everyone should be thanking Timeslip really, for making any of this possible and generally hacking games to bits.
QUOTE(shirosae @ May 29 2006, 10:35 AM) *

Hassle? The only thing i can think of is that the toggle on/off key for the shader doesn't appear to work on some systems.


I would like to know more about those toggles. In the .fx file are three lines:

int ToggleKey=107;
int ToggleSinglePixelKey=109;
int ToggleAffectMenusKey=106;

I understand only the first line (toggle shader on/off). What do the others do?

Also I would like to know how do you know which number refers to which key on the keyboard. I have reassigned my in-game shortcut keys to the numpad keys (because I like to play with the curser keys and want the shortcuts nearby). For some reason assigning the higher number keys didn't work, so I assigned the / * - + keys isntead. Now I need some other key to toggle the shader on or off.

I want to toggle the shader off whenever I do business and use the inventory and vendor menues which tend to be too bright sometimes (not always!).

Thanks if you can give me any hints!

Cer
After spending some time with this "mod," I must give serious kudos to Timeslip. I personally think you're being too modest; this is, in fact, actual HDR, even if, technically speaking, not very good HDR.

However, it accomplishes what we want out of HDR, (at least mostly) and manages to do so with better performance, as well as AA support for non-R5xx cards, and it works on non-SM 3.0 cards as well.

I'm still tweaking with the settings myself; I do like how it adjusts the bloom and flare, though I'm currently not too keen on much of the tone-mapping results, particularly in dark areas, such as dungeons or outdoors at night.

Pretty much, I find that the "low bloom" suggested settings (in the "default" DLL) are perfect for dawn and dusk, and the higher-bloom settings are great for midday. However, I'm still trying to find a good balance that will look best at noon, as well as looking good in dark areas.

I think it should also be worth noting that the hot keys don't work for my system, either. Then again, it may be because I'm using Windows ME. I haven't tried this with XP x64 yet. (my other Windows OS)

QUOTE(Cer @ May 30 2006, 01:19 PM) *

I would like to know more about those toggles. In the .fx file are three lines:

int ToggleKey=107;
int ToggleSinglePixelKey=109;
int ToggleAffectMenusKey=106;

I understand only the first line (toggle shader on/off). What do the others do?

Also I would like to know how do you know which number refers to which key on the keyboard. I have reassigned my in-game shortcut keys to the numpad keys (because I like to play with the curser keys and want the shortcuts nearby). For some reason assigning the higher number keys didn't work, so I assigned the / * - + keys isntead. Now I need some other key to toggle the shader on or off.

I want to toggle the shader off whenever I do business and use the inventory and vendor menues which tend to be too bright sometimes (not always!).

Thanks if you can give me any hints!

Cer

The other two keys are for, respectively:
  • Key 109: Use single-pixel tone-maps. To process HDR, each frame, the game takes a "tone-map," where it judges the overall brightness of the screen; for better realism, this average is weighted toward pixels in the center. This toggle will set the shader to, instead of sampling the whole screen, just sample the pixel in the very center. This might result in some screwy brightnening effects, (such as if you look at the dark side of a pillar, outside, on a bright day) or darkening effects, (looking at a fire in a cave might cause the whole screen to become very dark) but it will significantly improve performance.
  • Key 106: Changes if the shader will work on menus. Originally, since the shader is a post-processing effect, it would apply to even menus, and could make them exceptionally bright. Eventially, the shader was modified so that it wouldn't apply to menus. This key can change that, though; I believe by allowing it to brighten menus, it may also get rid of the strange "darkness" that happens right after CLOSING those menus.
QUOTE(shirosae @ May 30 2006, 12:36 AM) *

I think i might be on the wrong continent for that tongue.gif

Also, everyone should be thanking Timeslip really, for making any of this possible and generally hacking games to bits.


Ok. Timeslip too! Doesn't he not have the game or something? And just the wrote the damn thing because he wanted to?

bowdown.gifbowdown.gifbowdown.gif
They both rock in my opinion.
Glad to see others as happy as I am. =-)

Saw some "High Quality Screenshot" threads, and thought I'd post a few here:

1280x1024 FakeHDR+4xAA 16xAF all sliders maxed except self, and grass shadows.

Signpost
Cave Entrance
Spriggan
Shrine
Burma
Closed Gate

If that doesn't count as "High Quality" I don't know what does.
Hats off to the "Mod Gods"

Edit: (sp)
Its about time i get back into this. eVGA are going to (hopefully) post out my new 7900GTX tomorrow should have it in by Friday, fingers crossed. (Thursday for all you American people, which i think makes up for 85% of this board and probably 90% of this topic/project)

EDIT: Whats this "cut" version i head about, breifly read about it. Geez you guys move fast while i have been MIA biggrin.gif
QUOTE(Macc @ May 30 2006, 07:03 PM) *

Its about time i get back into this. eVGA are going to (hopefully) post out my new 7900GTX tomorrow should have it in by Friday, fingers crossed. (Thursday for all you American people, which i think makes up for 85% of this board and probably 90% of this topic/project)

EDIT: Whats this "cut" version i head about, breifly read about it. Geez you guys move fast while i have been MIA biggrin.gif

The cut version runs faster than the full. ( Thanks Shirosae for pointing that out ).
There is a .fx ( the second one ) in the OP that reflects my current tweaks and works with the trimmed version of the d3d9.dll that Timeslip created. (Check his download site for it).

The pics in my last post were taken using that setup.

Remember to uncomment your screen resolution. (It's currently set for 1280x1024)
QUOTE(underdawgIV @ May 31 2006, 02:22 AM) *

Ok. Timeslip too! Doesn't he not have the game or something? And just the wrote the damn thing because he wanted to?

bowdown.gifbowdown.gifbowdown.gif

I do have the game, I just don't have a computer capable of running it. I can wonder around the tutorial dungeon, but cant leave it. 1346.gif (This is my excuse for the awful state of the default shader, because I couldn't actually see what it looked like in game.)

In any case, I also live on the wrong continent. And don't have a beard, either. wink.gif
Just wanted to post my experience here:

I run a AMD Athlon 3000 @ 2400 MHz (normal is 1800) with 2GB RAM @250MHz and a NVIDIA 6800GT with 256MB. I don't see any framerate difference between the full and trimmed version of the DLL. When removing the DLL I don't see any framerate difference between HDR on and off. Using the fakehdr gives me a drop of 3 FPS. I play at 1024*768 and my teststing spot is in Choroll on a hill within grass next to the castle looking to the south exit having the round window of the cathedral in my upper right corner of the screen. With reduced grass (mingrass=120) max view and without own shadows I get 15 FPS with fakehdr. Pressing the + button turns off the shader and increases my FPS to 18.
Since I don't know which key toggles the single pixel thing, I tried to set the setting in the INI to true. However, I don't see any difference (in game and FPS wise).

My conclusion is that my CPU power is so great compared to my grafics card that it doesn't really matter what kind of shader I use (but then again, I shouldn't get any FPS drop, no?)

Also:
I still would like to assigne a different button to the shader toggle. Does anyone know which key has which code?
QUOTE(Cer @ May 31 2006, 07:42 AM) *

Also:
I still would like to assigne a different button to the shader toggle. Does anyone know which key has which code?

They are standard virtual key codes. The complete list is here.
Thank you Timeslip, that was exactly what I was looking for! Guess I try to set up F12 as toggle key (code is 123)


QUOTE(Nottheking @ May 30 2006, 06:28 PM) *

I'm still tweaking with the settings myself; I do like how it adjusts the bloom and flare, though I'm currently not too keen on much of the tone-mapping results, particularly in dark areas, such as dungeons or outdoors at night.

Pretty much, I find that the "low bloom" suggested settings (in the "default" DLL) are perfect for dawn and dusk, and the higher-bloom settings are great for midday. However, I'm still trying to find a good balance that will look best at noon, as well as looking good in dark areas.


Same for me. I tried different fakehdr.fx files and always found situations where the screen was too bright or too dark. I was assuming that this will be 'corrected' with the eye-adapt thing.
What I want is a more natural appearance. I don't think that a torch in a cave shouldn't blind me as the sun would do. If anyone has figuered out the settings for this, please post them here! (best would be a galery of settings with screenshots so everyone could easily pick 'his' setting.
QUOTE(Timeslip @ May 31 2006, 04:52 AM) *

I do have the game, I just don't have a computer capable of running it. I can wonder around the tutorial dungeon, but cant leave it. 1346.gif (This is my excuse for the awful state of the default shader, because I couldn't actually see what it looked like in game.)

In any case, I also live on the wrong continent. And don't have a beard, either. wink.gif


The default shader, for all its simplicity, was what caught my eye and got me interested in playing with it. Well, that and knowing that you did MGE tongue.gif

Any idea why the toggle doesn't seem to work on non-XP systems?


Also: I have a beard. What does this have to do with anythying? tongue.gif
QUOTE(shirosae @ May 31 2006, 05:59 PM) *

Any idea why the toggle doesn't seem to work on non-XP systems?

Haven't got a clue. If I had to guess, I'd say that on non XP systems, when a fullscreen application creates a direct input device in exclusive mode, the normal windows keyboard functions stop working. My shader uses GetAsyncKeyState instead of hooking oblivions direct input device, so it would be affected too. I don't have a non-XP system to test it on though.

QUOTE(shirosae @ May 31 2006, 05:59 PM) *

Also: I have a beard. What does this have to do with anythying? tongue.gif

One of the many myths of games development; all decent programmers have beards. Probably helps cool the brain or something. wink.gif
QUOTE(Timeslip @ May 31 2006, 06:16 PM) *

Haven't got a clue. If I had to guess, I'd say that on non XP systems, when a fullscreen application creates a direct input device in exclusive mode, the normal windows keyboard functions stop working. My shader uses GetAsyncKeyState instead of hooking oblivions direct input device, so it would be affected too. I don't have a non-XP system to test it on though.


Some examples;

During FFXI, Irfanview capture toggle works on 2k, but not XP.

Fraps works on FFXI on both, but not on Far Cry on 2k.

Your toggle works on xp, but not on my 2k.

Irfanview capture toggle doesn't work with Oblivion on xp or 2k. Fraps toggle works on both, unless ATI Tools is running.

It seems pretty random.



QUOTE(Timeslip @ May 31 2006, 06:16 PM) *
One of the many myths of games development; all decent programmers have beards. Probably helps cool the brain or something. wink.gif


{Sweets}
QUOTE(Cer @ May 31 2006, 01:33 AM) *

Thank you Timeslip, that was exactly what I was looking for! Guess I try to set up F12 as toggle key (code is 123)
Same for me. I tried different fakehdr.fx files and always found situations where the screen was too bright or too dark. I was assuming that this will be 'corrected' with the eye-adapt thing.
What I want is a more natural appearance. I don't think that a torch in a cave shouldn't blind me as the sun would do. If anyone has figuered out the settings for this, please post them here! (best would be a galery of settings with screenshots so everyone could easily pick 'his' setting.

I'm not sure which .fx you are using, but I did some testing, and found my torch to have good color, and not be too bright (like the sun) using my tweaked trimmed version from the OP.

Example

Might want to give this version a try, or lower the "static const float BloomScale" value to where the torch is the correct color/brightness for you.

Unfortunately this would lower the amount of reflection brightness off white surfaces as well.

To submit multiple .fx files I feel would be a waste of time seeing as everyone is going to have a different opinion as to what 'looks good'. I don't want to submit 2000 .fx files with screenshots only to have someone not be happy with any of them, and flame me for it (not to mention the space it would require).

The only way to get exactly what you want is to do like I did, and take the time to tweak it to your tastes.

I expect people to do that with the version I posted.
It was mainly submitted as the settings I like, and to be a starting point for others.
I tried the .fx that shirosae posted on the 1st page. Now I tested yours from the OP and its better smile.gif
I agree, I need to tweak the settings myself until I am satisfied. A good thing is that I can turn off the shader by pressing a key.
I use now the line:

int ToggleKey=123;

but it is still the + key that toggles the shader. Any idea why?
QUOTE(Cer @ Jun 1 2006, 06:58 AM) *

I tried the .fx that shirosae posted on the 1st page. Now I tested yours from the OP and its better smile.gif
I agree, I need to tweak the settings myself until I am satisfied. A good thing is that I can turn off the shader by pressing a key.
I use now the line:

int ToggleKey=123;

but it is still the + key that toggles the shader. Any idea why?

As far as the toggle, I have no idea.
The toggle doesn't work for me. My only thoughts are that my ( and maybe your) keyboard are not set up the same way from the manufacturer as Timeslip's. I'm on a logitech multi-media keyboard. I assumed it was set up per Microsoft standards, but it may not be.
Just a guess really.

As far as my version of the .fx file. I'm thinking of lowering the Bloomscale value a little (maybe to .60 or so).
I've had some issues with fog almost being a white out condition.
I'm thinking that a lower Bloomscale value will help this though I haven't tested it yet.

Also found that screenshots taken (with the same .fx file) on different computers get slightly different results.
I'm figuring that it's hardware related in some way.

I was playing a little with the retina burn line of the shader that Shirosae wrote.
Cool effect.
I'm not satisfied with the results yet. ( kinda like a 60s LSD flashback ).
I'll play with it some more when I have time, and see what I can come up with.
QUOTE(nicoroshi @ Jun 1 2006, 10:18 PM) *

As far as the toggle, I have no idea.
The toggle doesn't work for me. My only thoughts are that my ( and maybe your) keyboard are not set up the same way from the manufacturer as Timeslip's. I'm on a logitech multi-media keyboard. I assumed it was set up per Microsoft standards, but it may not be.


I use a Logitech multimedia keyboard, too, and the toggle works fine for me - which is quite handy for vendor menus. wink.gif

One thing I've done though, that might work if you haven't already tried it -- change this .ini line:

bBackground Keyboard=0

to a 1. Before I did that, none of my keyboard functions (such as volume control) worked in game; it might be that this is what enabled the toggle as well.

Or not. Fickle is Oblivion. wink.gif

QUOTE(Luchaire @ Jun 1 2006, 07:38 PM) *

I use a Logitech multimedia keyboard, too, and the toggle works fine for me - which is quite handy for vendor menus. wink.gif

One thing I've done though, that might work if you haven't already tried it -- change this .ini line:

bBackground Keyboard=0

to a 1. Before I did that, none of my keyboard functions (such as volume control) worked in game; it might be that this is what enabled the toggle as well.

Or not. Fickle is Oblivion. wink.gif

Thanks!
Never even thought to look in the .ini
Got my ini the way I liked it long before tweaking the shader.
Then got so involved in the shader values that I forgot about the .ini value you mentioned.

It's the simple things that seem to elude us.
Gratuitous bump.