#Elder Scrolls Oblivion

1836 messages ยท Page 2 of 2 (latest)

spring arch
#

yeah, i have that issue too

#

unfortunately i don't know a way around it. we may need to make a mod for the game that hides that texture within a given distance?

#

i don't know how to do that though

late comet
#

i think i can swap the texture to the other grass

#

i might need to download gimp

#

or just rename the grass texture to it

spring arch
#

that wouldn't fix the issue

#

the texture overlays other geometry in interior scenes and causes issues

late comet
#

true

#

could it be a remix thing?

#

ill stop with oblivion for now then until i can find a way to fix it

#

its bugging me

#

i did read about the texture thing happening elsewhere before remix, but they said it was a shader

spring arch
#

in-game it's typically invisible at those close distances i believe

#

but with remix it's rendering, causing issues

late comet
#

i dont think dyndolod will fix it but i can try it

spring arch
#

it's worth a shot

#

i was considering an lod tool for skyrim too

late comet
#

yea theres one for it on nexus

late comet
#

sadly didnt work

#

D:

spring arch
#

aw

late comet
#

that is Morroblivion

#

will mess with the elder scrolls like games when they get stable. since they aren't stable yet sadly

#

i couldnt progress through the morroblivion ship due to the quest ui not poppin up but yea should work fine when oblivion is stable

late comet
#

been away playing video games since the diablo 4 launch, might take a peek sometime down the road to see if anything changed

meager sapphire
spring arch
#

iirc i tried that already

#

i'll look into it again when possible

late comet
#

i've messed with oblivion this morning and found out the sky atmosphere mesh is the reason i have the issues im having, im trying to mess with the nif more to see if i can somehow fix it or i will get a dome around the player and a certain texture messes up everything which reads off the sky nif file mesh. will do more later on today

#

step .7 is being worked on in the pinned

#

will be on it later

late comet
#

posponed will wait til monday

late comet
#

well ill continue on monday and see what i can do but i will not be able to stream it for now because my headset cord tore up

late comet
#

did some with mesh but my edit made the sky black and made distant terrain no more. so ill work on more tomorrow

#

trying to figure out whats making the model have shaders

#

so i can make a clean no dome edit

late comet
#

since i have no way in getting the rtx io or so called new portal remix or portal at all yes its 10 bucks but im poor so yea. any luck with it @spring arch

#

the sky dome edit was a bust and sorry for not updating sooner

#

and disabling or the ground texture of the city makes land disappear totally

#

until i can find out the issue with the shaders i guess im stuck

#

until then everything is sort of outdated

#

the gdrive link has old files but still has the remix 2.0

#

wont update til i find fixes

spring arch
#

@late comet i haven't messed with oblivion in about 2 months now

#

i'll let you know if i do soon

candid cliff
#

I only just returned to y Remix projects as of like.. the last day or so... but good news! I can now siphon mesh data out of .usds for my dumb app ๐Ÿ˜‚

but even better

Removing just vertexlayout from:
rtx.geometryGenerationHashRuleString = positions,indices,texcoords,geometrydescriptor,vertexlayout
(to get: rtx.geometryGenerationHashRuleString = positions,indices,texcoords,geometrydescriptor)
In rtx.conf was able to get mesh hashes... pretty damn solid on my setup. Only exception so far appears to be face/head meshes, probably as part of facial animations or something, but honestly that's not bad at all.
Thanks to whoever was working on messing with this with some help from Mark back whoever knows when with another game.

late comet
candid cliff
late comet
#

ive tried the edits as suggested but it still happens

#

even if i did disable the grass texture the sky and half the landmass is gone

#

the inside city areas are counted as interiors by the construction set same as houses, exteriors would be the other

#

and the grass city on top texture cant even be extracted because the bsa tools say it isnt even there

#

just want a variably working build so people can build upon this and share that way this project isnt abandoned

candid cliff
spring arch
# candid cliff I only just returned to y Remix projects as of like.. the last day or so... but ...

i think that was me. there was some weird behavior i noticed

rtx.geometryAssetHashRuleString - Defines which hashes we need to include when sampling from replacements and doing USD capture.

rtx.geometryGenerationHashRuleString - Defines which asset hashes we need to generate via the geometry processing engine.

iirc from what Mark said, rtx.geometryGenerationHashRuleString should only affect rendering, not captures. he adjusted the debug view accordingly, so the Geometry Hash debug view should be representing rtx.geometryAssetHashRuleString instead. this allows us to see if replacements will be stable

however, it still appears to be showing the debug view for rtx.geometryGenerationHashRuleString instead

#

i think there may be something wrong. sadly as a result, the fix you implemented may not actually benefit stability for replacement meshes

#

it can improve visual stability though

candid cliff
#

My version is out of date

#

Ill update tonight and retest

spring arch
#

this is all the way back from June 1st btw

candid cliff
#

Is the geometry asset rule string stored in captures as "lightspeed_geometry_hash_rules"? If so, we might actually be in luck.

#

My capture I have on my phone for reference lists positions, indicies and geometrydescriptor which as a set of hashing rules appeared to give consistent results last night, either way Ill try to fiddle with it tonight, see if I cant replace something and have it be stable or not.
Odds are good Im just not understanding something, but fingers crossed ๐Ÿคž

late comet
#

anythings worth a try and thank you both for trying, i know things get complicated fallout got sort of there but i dont get what im doing wrong with oblivion

spring arch
#

the default value for it is positions,indices,geometrydescriptor

#

however, you adjusted geometryGenerationHashRuleString, which has positions,indices,texcoords,geometrydescriptor,vertexlayout,vertexshader by default

candid cliff
#

Yea, I was wondering if thats (the lightspeed_..) the same value as rtx.geometryAssetHashRuleString or not, but tbh itll probably be less confusing for everyone if I just worry about that tonight

spring arch
#

they're different

geometryGenerationHashRuleString controls the hashes used for rendering the visuals

geometryAssetHashRuleString controls geometry hashes for captures

#

ah, i missed the edit

#

that lightspeed_ value may be the same, but i don't know if it'd actually affect anything if you modified it is what i mean, since the capture is based on the genetrated geometry hashes already

#

if you do mess with it, i guess let us know ๐Ÿ˜›

candid cliff
#

I dont want to change it, I was just wondering if I could trust it to mirror the asset capture settings

#

So I could see what my asset capture was set to, since Im out and not at my computer atm

spring arch
#

ah

candid cliff
#

So Ill set that and the rendering capture to match each other and try an asset replacement tonight I think.
Hopefully it works so we can make the worlds dirtiest .usd mod that scales the atmosphere mesh to 1000x or something so the sky still works ๐Ÿ˜‚

spring arch
#

customLayerData.SetValueAtPath("lightspeed_geometry_hash_rules", pxr::VtValue(exportData.meta.geometryHashRule));
this is the line that generates it

#

and geometryHashRule by default should be geometryAssetHashRuleString with that edit Mark made

#

so it seems correct

candid cliff
#

Cool cool, that explains why my captures have been moderately sensible even if rendering has been a kaleidoscopic mess

candid cliff
candid cliff
#

Well the good news is the hashes are stable enough with the latest versions etc that mesh replacement is definitely viable in Oblivion, so that's neato
When I've got a bit more time I'll narrow down which mesh is left over after converting all the rest to sky materials (rather than just nukeing everything), and that should, in theory, have the skies fixed up with a few flags and a very very short mod.usda

#

Here's my list of atmosphere mesh hashes:
mesh_D60DA6CF159E10E5
mesh_C724A0034E0C769C
mesh_935EF7CAA5D29A4F
mesh_749F2B280F63AB5A
mesh_74DF66A2C8872B87
mesh_2CA0E15A9E63F62E

errant nymph
#

Have you tried using those hashes in rtx.conf with the setting rtx.skyBoxGeometries?

candid cliff
candid cliff
#

Setting the mesh hashes (prefixed with 0x instead of mesh_ as per what rtx.conf expects) seemed to have the same effect as hiding the geometry with the usda, but is clearly the intended route so since it still works I'll work on that.
Could have also been my texture flags (I think I had some sky textures set to ignore but not all of them) so I went through and changed them all to Sky.... no dice, so I changed them to Sky and UI and at the very least we're back to playable:
(Purple water has to do with my Oblivion settings, not Remix)

rtx.skyBoxGeometries = 0xD60DA6CF159E10E5, 0xC724A0034E0C769C, 0x74DF66A2C8872B87, 0x935EF7CAA5D29A4F, 0x749F2B280F63AB5A, 0x2CA0E15A9E63F62E
rtx.skyBoxTextures = 0x78BF3844C79CB7B4, 0x98303879B8DC6DB2, 0xC76039286ADAA2CF, 0xF41AA3947606302F, 0x55FCD54987D8A8D1, 0x8E2AF9B9E05B4ED1
#

We still need to fix up far away LODs covering over close ground, and some pretty annoying mesh/vertex explosions still coming from somewhere, but Oblivion is actually shaping up quite nicely.

#

Oops, one of those mesh hashes corresponds to the center of the dias in the Temple of The One.
Which one is left as an exercise to the reader ๐Ÿ˜‚
(The little viewer I made to flick through usd meshes quickly didn't have textures ok? ๐Ÿ˜‚ )

late comet
#

looking good

late comet
#

how do you get the hashes maybe thats my mistake

#

i just went ahead and bit the bullet and bought the portal game....

#

hope i has funds in the bank oh well

late comet
#

so i started again now i have this issue and cant find the setting

#

happens if i rotate

late comet
#

well i got outside then i turned around after i saved the textures again, and the game screen froze but i could hear the game

#

ah it disabled the bridge cause of sephamore

candid cliff
#

I got the mesh hashes by doing a capture, and then I made a quick viewer to load meshes from the usd so I could scroll through them quickly one by one and I just wrote down the hashes of the few dome/disk like ones that I saw ๐Ÿ˜…

You could probably get the same result using Omniverse, but it literally took me less time to make the tool with what Ive been making than read the Omniverse EULA so... ๐Ÿ˜‚

late comet
candid cliff
late comet
#

ok fair enough, ill give a look later on

#

it paste itself upon the landscape and if ignored the landscapes gone

solid gulch
late comet
#

will look sometime this week maybe

candid cliff
late comet
late comet
candid cliff
late comet
#

same i just got back into some of it today

candid cliff
#

And maybe we can get a fresh Image for the opening post, show people where we're at too ๐Ÿ‘โœจ

late comet
#

k

#

im using the sewer exit as a base

candid cliff
#

Love it ๐Ÿ˜‚

late comet
#

has no mods

candid cliff
#

Have you been able to get any of the area lighting (torches etc) to work properly? Ive not figured that one out, at least not from a fresh install.

late comet
#

a little bit

candid cliff
#

None of my ingame lights seem to be picked up by remix, except for the sun/directional light in some but not all circumstances

late comet
candid cliff
#

Although that could be fallback lighting, Ive usually got it set to the small area light so I d9nt think so

late comet
#

i know im missing something why its bugging me

#

lol

candid cliff
#

An issue for later I suppose ๐Ÿ˜…

late comet
#

btw i work with the exit i dont have anything in the cell start

#

for now

candid cliff
#

I need to grab snacks and scramble back home. I haven't streamed consistently since my surgery 9 months ago.. or 10.. oh geez. Im on in 40 mins ๐Ÿ˜‚

late comet
#

to bypass the emperor

candid cliff
#

Aaahhhhh

#

Does he cause issues for you, or just slow?

late comet
#

na its when he gets near the death area

#

too much npcs near the end

#

coming over the pillars or w/e

#

after the sign selection

#

he says he knows he's going towards his death

#

when i went to another grid line near the ruins outside i got the runtime crash

#

so ugrids are a problem i guess too

#

when do you get back?

#

gonna prob pull a all night myself

#

btw oblivion reloaded combined works with oblivion while using remix but the original one crashes

#

using it for its shader edits

late comet
#

got the sky finally just had to turn a denoise option off and turn left hand mode on but now i have vertex problems

#

@candid cliff

#

plus how do i get the water back lol

#

and if alpha blend is off the sky moves with you

#

cursor wise

#

gonna throw in omniverse in a bit

#

just kinking the bugs

#

ah its the slaughter fish i dont see the texture ill go kill and see if it pops

#

prob crash since no water

#

thought so

#

lol

late comet
#

fixed the vertex explosion seems the player body was messed up

candid cliff
# late comet when do you get back?

I am Back.
Gonna be dipping in and out, got some cleaning to do and other work I wanna bang out, but I'm keen to spend a bit of time on this all tonight

late comet
#

OK

#

oops

#

caps

#

lol

candid cliff
late comet
#

oh the arms were missing but then another appeared across by the ruins

#

lol

#

and about the terrain i stared at it moving the camera and it seems the ground textures are changing to different ones instead of just one

late comet
#

found out why water isnt rendering, water reflections has to be off in game, but its still purple

#

and no textures show in remix for it

#

tasty water.... vertex explosions are still going, trying to find the cause or i cant look anywhere

#

ok i need help now, something happened

#

btw night sky was working managed to see it with both moons before it did a explosion and then did this

#

well atleast i got a pic of the sky lol

#

and yes textures are selected

#

just not not using omniverse until i find the vertex explosion

#

have a feeling its a plant

late comet
#

if its my end without any edits of the config, then i think i know what it is

late comet
#

will be back to this later found out the vertex explosions are coming from the player again with the new portal prelude version. so ill revert back later today and give another go

late comet
#

note with the rumors of the oblivion remake or remaster on the rise, it wont stop me from using remix

candid cliff
#

@late comet I spent some time working with a fresh install and Remix setup, for the current vertex explosion setup, make sure bForceMultiPass is set to =0, fixed it on a fresh install for me

candid cliff
#

hmm, maybe nevermind; after several game restarts "confirming" it worked, something else is either also causing a similar issue, or was originally responsible

late comet
#

interesting

#

also a plant causes it forgot which one

#

ill check later in the day its 7am right now

#

thanks though

#

oh and ugrid set to 14 actually works set from 5 on a little distance load

#

well close but if i turn the city ground texture appears still, distance works with ugrid set as 14 no higher and yea no explosions

late comet
candid cliff
#

When it does work, this is such a pretty game melziiFeelsWowzii โœจ

late comet
#

yea did you know those count as interiors, cities etc?

#

in the editor it labels them like that, and world is seperate

candid cliff
#

I can get the terrain in the Arcane University to cooperate, but only if I look at it from the right angle ๐Ÿ˜‚

late comet
#

some of the terrain turns grey some reason

#

and reverts back

candid cliff
#

I've had a similar issue tonight, might be a consiquence of the latest builds? Not sure

late comet
#

explosions came back turning texture large to medium in settings

#

no wonder the distance thing added more stuff

#

lol

#

oh wow

#

it makes a seperate texture list

#

i have to do everything again

#

...

candid cliff
#

yea, hashes are calculated from the largest available MIP

late comet
#

np ill do more later lol

#

medium i think might fix it tho

#

large might mess it up

late comet
#

found the explosion

#

its the butterfly

#

cause its a 2d plane i think

late comet
#

nope found the issue

#

every model wearing fur armor has a explosion

#

a ran to the source with no clip on

#

took the armor off the bandit

#

put it on and it still happens

#

with the armor

late comet
#

@candid cliff can you send me your oblivion saved ini in documents? think i messed mine up somehow

#

and a rtx config maybe?

late comet
#

so i used a land distant generator and found out this is part of the generated land,

#

meaning its not only a texture but a fake one, this is used for lod

#

as are these

late comet
#

if alpha blend is off everyone is bald in game and no water

late comet
#

any luck @candid cliff ?

late comet
#

but its invisible in the viewer

#

if edited it messes the distant lod up

#

same number but i dont know if we have terrain geometry just like the sky

#

also in 3rd person view when i rotate the camera white hues appear and disappear all the time

#

alpha blend off solves that

#

but goes hair and water

candid cliff
late comet
#

the explosions

#

also left a message up there

#

lol

candid cliff
#

I had a blissful time with no explosions but they're back so.. uh, no. unfortunately

late comet
#

ah ok

#

back to being unstable game i guess

#

lol

candid cliff
#

The stable bits look way better at least ๐Ÿ˜‚

late comet
#

another sky geometry 0xAE076A717FAD6E9F for the sewer exit outside

#

and then put the model or texture behind the grate to legacy cutout

#

any way havent been to sleep yet been up all night

#

leave info if you got it ๐Ÿ˜›

late comet
#

only if rotated right to get no explosions and the terrain bug

#

i didnt walk there btw i just used the console command tmm 1 to toggle all map markers

candid cliff
#

Found out why y sky was absolutely screwed, if you set Demodulate Roughness = 0.0 under Denoising, it really messes with Oblivion & Remix's Sky rendering ๐Ÿ˜‚
It basically turns your sky into a crashed Windows XP desktop, smeary as all hell ๐Ÿ˜‚

late comet
#

yea or it makes the sky disappear atleast for me. saw the kit message in showcase. ive tried that but i've found out if i go that rout and go back the game, it uses 2 different rtx configs

#

also theres diffuse setting etc in the oblivion ini

#

i messed around but it seems one of those helps the vertex explosions

#

but terrain and water disappear again

#

or just bug out

#

i've also remembered about blue's fallout nv edits but i don't know if they can or will do it for oblivion as well

#

planets work

late comet
#

i see some people doing work with oblivion but don't wana share although im the one who started the project... just seems weird and off when i find stuff in #showcase

#

#general-remix message and i havent seen such a tool when i've asked if she could share but basically just said that it wasn't for grabs or tried to avoid the question

#

@spring arch

#

just makes me lose motivation more and more seeing stuff like this

spring arch
#

it's possible they want to keep it private until it's in a functional state, which would make sense. if this is the same tool that was posted in the fallout 3 chat, i think that's what was implied

#

either way, it is their software and their decision in the end. i understand where you're coming from, but there is plenty of progress to be made without it. i can't really do anything here

late comet
#

progress yes, but im still having issues and i cant even continue when they can, oh well

candid cliff
#

If this is about me, my jenga pile of code is not remotely functional enough to distribute, I spent 3 or 4 hours on stream this week just trying to get DDS encoding to work; Kim is bang on, what I've been working on is for all the Bethesda Creation Engine games (starting with Fallout 3 and Oblivion since they're most similar technically) but I'm not going to share something that people can't actually use yet

It's getting closer, and I'm heckin excited to break ground on it after months of technical issues and being busy with work ๐Ÿ˜ค but nothing I've done can't be done with what we've all already covered in this thread and with Omniverse, to be honest

late comet
candid cliff
#

Ill try and upload my rtx.conf tomorrow night if i get time, maybe make a new guide

late comet
#

i mean you're doing an amazing job btw

#

any clue on the water though, the texture will not pop in remix and stays purple

#

i wish we had geometries like the sky but for terrain lol

candid cliff
#

Good news is with newer remix, oblivion.ini is becoming less important, however:
bNewAnimation=0 I think helps reduce how often models explode, but it could be my imagination

Also dont change default fov in .ini, it wrecks ui scaling
fullbright in ini and by commands seem to act differently? if you havent tried it, try smashing in tlb on the console, it fixes the issue of things randomly going transparent, but it messes with the directional light and I think it might be responsible for a fair few of my crashes
good for a quick screenshot, tho

late comet
#

there we go

#

i also think when we fixed the dome, that its also happening to the terrain

#

thing is thats a skygeometry

#

and theres nothing to fix the terrain one i think

#

cause distant land looks odd

candid cliff
#

water is an issue with rendering in the base game, our best bet is to just replace the material with omniverse

#

turning on tlb causes the game to stop culling nearby terrain lod
I have managed to get ok results with terrain by tagging everything, but again theres more caveats: for some reason any terrain further than 1m or so below you and for a wide range out appears in very aggressive shadow

late comet
candid cliff
#

looks like it defaulted to rasterised

late comet
#

it is

#

but the texture came up in remix

#

at the time

candid cliff
#

Im used to the purple water from getting Olbivion to run on my old compaq back in 2006 ๐Ÿ˜‚

late comet
#

lol yea

#

or 2d trees

candid cliff
#

it might show up if we do the old Oldblivion stuff

late comet
#

ive tried that it crashes now

#

oblivion reloaded does not fix anything and crashes on game load or not at all

#

as well

candid cliff
#

You might need to make sure a shaderpackage001.sdp is present in the data/shaders/ folder

late comet
#

yep still have the shaders

candid cliff
#

copy, rename and move in shaders.sdp distributed with Oldblivion as well if you get the itch to try again

late comet
#

k

#

any edits in your oblivion ini too?

#

i usually turn all shadows off cause remix

#

putting them at 0

#

specular though ive found out has some things

candid cliff
#

I leave all the render passes on atm

late comet
#

have you've been outside the city yet?

candid cliff
#

thankfully it doesn't matter as much now, Ive got remix to load ok on a .ini with the only* modification being disabling fullscreen

#

yep, I've been outside anvil, outside and inside frostcrag spire and traveled to and just inside the shvering isles

#

and frustratingly skingrad castle when my fire was broken :angy:

#

would have looked so siiik

late comet
#

i'm also trying to get animations to look right, the shivering isle entrance particle isnt right some reason

#

just a purple blob

#

lol

candid cliff
#

flagging things as particles deffos helps get rid of the frosted glass look

#

huh

late comet
#

rasterize the particle on sheos mouth in cyrodil

#

and compare

candid cliff
#

yea

late comet
#

im like oh no

#

lol

candid cliff
#

first time I was there it looked okish, second time I had no effect at all as I was testing settings

late comet
#

i wonder about the haskil introduction though when he makes everything black butterflies

candid cliff
#

the butterflies had color for me, deffos tag the butterfly texture as a particle, works great

late comet
#

ah ok

candid cliff
#

goodness knows what other settings I had tho

late comet
candid cliff
#

most important thing right now is probably to ID all the atmosphere mesh hashes and adding them to rtx.conf skyGeometry list

#

hmmm

#

it could be possible that one of the atmosphere meshes is actully a render surface for terrain lod

late comet
#

i think it is too

candid cliff
#

that could explain some of the weirder smearing ive seen with some settings

late comet
#

but if marked as sky, the terrain is gone

candid cliff
#

if you can load captures in Omniverse, you should be able to ID meshes with actual sky textures
my hacky viewer doesn't assign materials atm so I cant tell what materials are applied, yet anyway

late comet
#

i think the land is hashed like a dome but its just a dome made into terrain like you see in omni

candid cliff
#

what i want to do, that you're more than free to do, is to ID sky textures, do a bunch of captures under different weather conditions, get the mesh hashes that have those textures, then set them as sky andremove the sky materials from sky textures

late comet
#

ah ok

#

its only one btw and its the one we have issues with

candid cliff
#

what do you mean by issues

late comet
#

thats the imperial city grass texture

candid cliff
#

yea, the far terrain texture for that map grid

late comet
#

yea

candid cliff
#

but what is the issue?

late comet
#

terrain pops in with it showing and if ignored or anything the terrain is disappeared

candid cliff
#

yep, reset to default oblivion.ini and dont enable tlb in console and nearby lod culling should work

late comet
#

its almost like the camera is confused on what terrain to render lol

candid cliff
#

you need to tag all the terrain textures and enable experimental terrain baking

late comet
#

i tried terrain baking it stretches the texture

candid cliff
#

oh, did you ever change the"up" direction?

late comet
#

zup is on yea

candid cliff
#

good good

#

but yea this is why Ive been trying to nail down a "clean slate" file that works, to avoid the round-and-round of interconnected settings fiddling :S

late comet
candid cliff
#

not really, to be honest
rather than try and reverse engineer how thats configured and making assumptions about your oblivion.ini etc, I just wanted to jot down what lessons Ive learnt so you can take that and try to apply it if you like
all id do is re-enable your render passes in the ini, unset ll your terrain textures, turn on terrain blending, find a stable-ish spot and start tagging and watching which textures help
its a lot of trial and error, but thats sometimes what it comes to

late comet
#

btw ugrid almost worked on 14 but froze after a bit

candid cliff
#

at any rate, ive stayed up waaaaay to late on this tonight, its the AM and ive got work in a few hours, ive gotta crash ๐Ÿ˜…

candid cliff
#

you too (when u get to it)

late comet
#

be awhile just got up lol

#

but will do this later in the day when i have time

#

oblivion remix year 2090

#

lol

zenith crow
#

So I've managed to get it working using the guides posted here. A minimal setup looks like this:

  1. Clean Oblivion install from Steam
  2. Minimal graphics settings, windowed mode
  3. RTX Remix 0.2.0 + latest dxvk-remix + latest bridge-remix
  4. This archive from @late comet : https://drive.google.com/drive/folders/1vfVmESwy94yx9BQW2fgebyOaDaqbkCiK

Things I used from archive:

  1. OBSE folder (extract obse zip first, then copy the OBSE folder to Data)
  2. 4gb patch from Mods folder
  3. Sky mesh fix
  4. rtx.conf
  5. Oblivion.ini

No other mods needed, including unofficial fixes (works fine without them). When I tried to install absolutely everything from archive except for RTX Remix the game crashed after the loading screen.

late comet
#

if not you can experiment

#

the drive link is just a foot in the door, it will be updated when i find a more stable point

#

delete the oblivion ini in documents and retry use a fresh rtx config by running the game atm

#

the ones on the drive are outdated

zenith crow
#

Nope, without Oblivion.ini you'll get artifacts all over the screen. I was able to get it to the 'playable' state only by using Oblivion.ini from your archive. Maybe that's also related to the BlendSettings.ini, I don't know really.

#

Also, distant terrain makes things only worse right now.

late comet
#

yea for now we are working on this

#

im doing the distance thing

late comet
#

ISP is out might be later until I can get the files @candid cliff

candid cliff
#

@late comet as much requested
its no miracle cure and half y hashes in here are cooked, but there it is

candid cliff
#

The Ignore Hashes (and many but not all of the others) in there were largely spat out using my tool to generate them directly from the main texture .bsa, but not all of them seem to have been correct.
Some of them are, but not all.
I have theories about runtime transcoding between block compression formats, and maybe some troublesome mip map levels, but we'll see.

late comet
#

fLandTextureTilingMult= set to 1.000 in the ini and putting #1097339713062441031 message as a particle makes the texture invisible while preserving some of the distant land

candid cliff
#

rtx.skyBoxTextures = 0xDF9EC0D732D6EA36, 0x2695A8CAE62C1976, 0x838060158D9388F6, 0x4892332FB3E86238, 0xBB9486BAFAFE438, 0x3BE439D87BA56738, 0x7FEE219CDCBC0A33, 0xDE206B97DFFB9B3D, 0xFECF9B01C351031C, 0x744CF3D296484BDC, 0xB439C5553C2C4829, 0x8D804858491CED91, 0xE12B4232EF54218F, 0x4B2EDC20B66B914F, 0x3650662DF3DC14AA, 0xF5F05BA53100992A, 0xF9843BB313B4ACF1, 0xFD23D889F3BEE249, 0x21E0555E38A8B15E, 0x9886A9E4FD6B01E, 0x974B2AF616D8C4C0, 0xA74D4DF7873EADC4, 0x813846E409855895, 0x820130535D4660D5, 0x1E26EDF6CED64D5, 0x179CD9D861EA88D4, 0x9215B19F4067EB94, 0xA057271C9071C99D, 0xFAAE4B63AF5E2FCE, 0x626AA618B66F8097, 0x4FFD0BD4CEB91817, 0x3DB5775010E1B5D8, 0x2FF022F6DE8F15AC, 0xB2F31F3332342C23, 0xFBEF80AFD8D4E9E3, 0xB390C5307D8FC20, 0xEFDDDC4D2090A020, 0x421C71D0078C8920, 0xC0A6D88303B18B3A, 0xEABE9A19242D5C3F, 0xA768A3655EC10361, 0xDB6F8096F5F97FA1, 0x714E0920EB64BC43, 0x191084C60942D9ED, 0x65D978022801E3F0, 0xF1E94613D5D38CFC, 0xDF11E397145C0AE4, 0xFAE41FEA21F45564, 0x290A338044D3230C, 0x52BB6824836B8CDF, 0x14DDA69D1CCCBAD3, 0xDF68A1EC6026068, 0x1A9FC5B5319EB92E

#

I finally figured out why half of my hashes were wrong (as generated from .bsa extracts) and here's some fresh xxhashes from the oven

#

These are from the main compressed texture file, and ignore hashes contains almost every normal map and glow map in the entire game.
rtx.ignoreTextures and rtx.terrainTextures do not contain hashes generated from landscapelod yet, and some normal maps have snuck into rtx.terrainTextures as well.

Asides from that, this really does help the game look a lot more sensible with standard settings

#

On the downside, some how I managed to crash my GPU so hard it took out my entire computer, but uhhh yea ๐Ÿ‘€ ๐Ÿ’ฆ

#

I was able to eek out a pretty banging screenshot before it crashed, tho.
Unfortunately with my current mod.usda, remix "falls back to rasterization" (ie black screen) if I try and go outside with it enabled, mind you.

late comet
zenith crow
#

I wish the game wouldn't crash if you jumped into water. Apart from that seems mostly playable.

candid cliff
#

Im still getting really mangled & exploding meshes, but not to the same extent on every load.
While Im still experiencing some sporadic crashes, that's probably the biggest issue Ive got atm.. asides from the very reliable crash Im getting when entering an exterior cell with my replacements enabled ๐Ÿ˜…
I can load an outdoors save and enable replacements, but it sure doesnt like moving between cells after. More testing is needed there on my behalf ๐Ÿ™ƒ

candid cliff
#

Also whipped together a video of the current showstoppers (IMO)
Showcases the vertex explosion under various conditions, I make heavy use of ts (toggle skies), tll (toggle land lod, disables.. well. land lod) and tlb (basically turns off the Specular, Ambient and Diffuse rendering passes on the fly, maybe some other stuff too)

#

The "ghost" double effect goes away with tlb, but probably shouldn't happen regardless.

late comet
late comet
#

needs to be 1 for shader 3

#

@spring arch can we have some updated pins on what @candid cliff did please, i dont have permission it seems

#

and please add in a pin that i wont be updating the google drive link until we get this stable enough, but it can be used as a base

spring arch
#

i can't give pinning permissions unfortunately

#

well, i can, but it'd be chaos

#

would be nice though

late comet
late comet
#

had too sorry

#

i have some captures of the river, it seems the tlb disables the river terrain layout which is practically i guess rendered under the landscape because some of the mesh bleed through the terrain which is the blurry thing we can step in

#

ill check the usd's tomorrow at some point hopefully if i have time to see if i can replace the water

#

anyone willing to help, so i uploaded my so far captures

#

its a raw folder not used yet

#

but delete the sky shaders that come with

#

or it will flicker

#

reloaded does not work

#

terrain baking stretched my land out to where it was not recognizable so i disabled it for now

candid cliff
#

With terrain baking, I was able to get it stable last night (posting from lunchbreak so not at PC)

Set Z as up, should prevent one known instance of "stretching"

Also disable the "use terrain bounding box" as itll use Oblivions distance values without respecting the difference in scene scale, its why you get grey terrain on anything below your feet.

Ive also got some values here that worked reasonably for me.

As long as you disable LOD (tll) and tag all your terrain textures, this setup should work:

==๐Ÿ”ฝ Terrain System ==
โœ… Enable Runtime Terrain Baking
โฌ› Use Terrain Bounding Box
โœ… Clear Terrain Texture Before Terrain Baking โ”Untested effect
5000.00 Cascade Map's Default Half Width
2000.00 Cascade Map's Default Height
50.00 First Cascade Level's Half Width โ”Untested effect
6 Max Cascade Levels โ”Untested effect
2024 Texture Resolution Per Cascade Level

candid cliff
#

Or at least it was stable in the Prison District courtyard.

#

Unfortunately terrain baking discards any replacement material data, but thats a later problem, given how early the terrain baking support even is.

#

Ive got some ideas for this tho.

We could eventually disable terrain baking altogether, and use the Terrain LOD chunks as targets for mesh replacements for pre-baked and remastered terrain.

Since tlb disables the LOD fade anyway, this could kill two proverbial birds with one stone (ugly distaint terrain with local overlap, and the difficulty of general purpose runtime terrain baking support) at the cost of some heavier texture + mesh memory usage which we'll end up with anyway.

Even better, we can then make use of the in-game frustrum culling to cull unseen far terrain, as the chunk you're in should always be rendered.. I think. YMMV but its a possibility.

late comet
#

yea tlb also makes the river terrain meshes gone tho some how

#

i looked at the river and noticed it makes a crater

candid cliff
#

I assume the terrain under the water level is disappearing, is that what you mean?

late comet
#

yea

candid cliff
#

Yea, probably has a basic shader being applied to it.
Might be possible to subvert that with some Oblivion.ini tweaks, idk.

late comet
#

i posted my captures above if you wana look later on

candid cliff
#

Nah, unless there's something specific you want me to check them for?

late comet
#

just how to get the water back, its like ocd in oblivion lol

candid cliff
#

Pretty sure if we disable all water shaders and note down the hash of the all pink texture its using, we should be able to target that for material replacement.
I hope, anyway.

late comet
#

the water is missing now

#

this is a before shot

#

after is when the config came in

#

it didnt render the texture at the time tho

candid cliff
#

Someone mentioned needing to disable the water reflection shader in the .ini or water straight up vanishes, I thought that might have been you but I dont remember ๐Ÿ˜…
Its possible I may have accidentally added the pink texture to my ignore list as well

late comet
#

which was odd when me and preston had the water going in 1.1 of remix

#

i think something changed in the remix coding between

late comet
#

oh the pink one

#

hard to find now lol, so many textures ignored lol

#

if i find the pink one ill open the usd and replace the texture to the actual water one

#

ill rename it to the hash

#

@candid cliff there's tlb in the ini

candid cliff
candid cliff
#

Did some testing and yea seems fine, I must have just been doing something otherwise abnormal with my .ini

full widget
#

how is everything going with all the updates i havent been in for a min

candid cliff
#

Asides from my normals being completely c o o k e d, things have been going fairly well.

full widget
#

finnaly outside i see

#

looks amazing

#

@late comet did you update your drive with the new stuff?

candid cliff
#

Honestly this game keeps surprising me
But yea, in short we're WAY more stable than we were, we've mostly resolved the sky issues... although we need to put together a mod file at some point with the correct sky settings and geometry meshes, under certain conditions meshes still explode, but I'm 90% sure it's a regression with updated versions of the remix dxvk and should be fixable

#

Water is purple, but again that's just a mod file away from fine

full widget
#

ya honestly i was so frustraited i had to take a break

#

then alot happend with life but im back now and ready to get back into it

candid cliff
#

Right the god dang heck on ๐Ÿ˜ค

full widget
#

lol hells yes

#

oh did you hear what xbox did 6 days ago?

candid cliff
#

Uhhh.. no?

full widget
#

anyone with a microsoft aCCOUNT IS NOW ON A STRIKE SYSTEM caps sorry

#

6 days ago everyone is on a new slate so to speak

candid cliff
#

Is this to do with the Minecraft chat thing, or is this something else?

full widget
#

but if you play xbox games or even use office

#

like microsoft office

candid cliff
#

... eaghck
Yea ok I guess I'll need to look into that later

full widget
#

you can get strikes for profanity offenceive language

#

hate speach

#

anything

candid cliff
#

So no filling my word processor with fuck then ๐Ÿคฃ

full widget
#

well they can give you a strike and you can now see it

#

3 strikes you get banned for a month 8 for a year

#

but they made it to were you can see how manny strikes you have

candid cliff
#

I should be fine from a productivity standpoint, I haven't used office since it went to the god-awful online subscription garbage.
And hilariously I do have my own voxel-buildy game I've been building so not missing out there.
But yea, I'll have to look into what is up with that, like.. banning players that glorify geno#!de in game chat is fair enough, but I'm super curious what relevance the system has to MS Office.
But we should probably let this thread get back to the work of beating Oblivion over the head with a bag of traced rays until it learns to cooperate ๐Ÿ˜›

full widget
#

lol yes yes i agree

#

so the water is still being a pain in the ass huh?

candid cliff
#

It's purple ๐Ÿ˜‚
I'm used to it from using Oldblivion back in the day, it's the classic shader error magenta but it does have a solid, consistant hash, so we should be good to replace it with a propper translucent material

#

and if we do, things under water should have the delicious aqua tint even if we don't have the underwater overlay effect

full widget
#

we can use unity assets for that i think..........

candid cliff
#

Any appropriate PBR material could be used. Only considerations will be quality and the texture's licencing.

full widget
#

....... looks like we may have to go looking at nexus

candid cliff
#

true, water replacement mods for Oblivion might well be a good place to look for... well.. water
For Oblivion
๐Ÿ˜‚

full widget
#

lol

candid cliff
#

ngl I did forget about that

full widget
#

well we are going to be makeing this into a mod released on nexus

candid cliff
#

I suppose so, I've spent so long working on tools that I haven't actually worried too much about hosting platform

full widget
#

but really we could see if any one of the water mods work and how well they look

#

if none of them work then we will have to start our own

candid cliff
#

Absolutely
But I've gotta turn in for the night, jsut wanted to let you know things are going pretty well with Remix support & Oblivion before I passed out.
(And I needed to ask for help in the manual remastering assets thread as I am not importing my normals correctly ๐Ÿ™ƒ )

full widget
#

well ill be here tonight i would like to tackle this thing and finnish what we all started

full widget
late comet
full widget
#

well lets get cracklackin at it

late comet
#

emissive blend must be high if its purple

full widget
#

i feel like i need to update everything im still on the old stuff

late comet
#

ah

#

yea

#

drive isnt updated check pins

full widget
#

i did

#

wait they havent updated anything yet?

late comet
#

not since last week

#

check actions in github

full widget
#

what did they update cause im not seeing it

late comet
full widget
#

there updateing the bridge

#

do you have an upsated rtx file?

late comet
full widget
#

HUH seems to be compleately dark

late comet
#

volumetric lighting needs off

#

ill let you mess with it, tell me what you find though. i had some plans today.

full widget
#

ok

floral fern
#

I have oblivion with 180 graphics mods, will rtx remix work?

meager aspen
#

Try and see

full widget
candid cliff
# floral fern I have oblivion with 180 graphics mods, will rtx remix work?

Mesh replacement mods are going to be the best and most useful, texture replacements less so but still might be useful, and anything shader based will almost certainly be a waste due to how Remix works.

As for "works", entirely depends on how much time you're willing to invest to make sure everything is set up correctly and for bugfixing.
Oblivion RTX is on the precipice of stability, but does still have a few key issues.

full widget
#

@candid cliff can you upload your config file?

candid cliff
full widget
#

Hell ya

floral fern
#

how to run remix through mod organizer and skse?

spring arch
#

skse? this is oblivion

floral fern
spring arch
#

you'd just asign obse to Mod Organizer, then run it. it'll hook Remix just fine

floral fern
spring arch
#

running obse_loader should launch remix, no?

#

that's how it works for SKSE, NVSE, and FOSE

floral fern
spring arch
#

i don't understand what the problem is here

#

simply running obse should hook remix with it. running it through mod organizer should do the same

floral fern
spring arch
#

NvRemixLauncher32 is in the game folder alongside the game exe

#

so it should be like path\to\NvRemixLauncher32.exe ".\obse_loader.exe"

spring arch
#

the goal is basically to un obse_loader with NVRemixLauncher32.exe, since that'll force it to hook

#

so in mod organizer, change the launch parameters

floral fern
spring arch
#

yes. then in Arguments you'd want to do .\obse_loader.exe

#

like so

#

except for Oblivion of course. this is the only thing i have set up right now with mod organizer

spring arch
#

did you edit dxvk.conf at all?

#

or bridge.conf

spring arch
#

that shouldn't cause this issue

spring arch
# floral fern

can you show me the window again where you modified the paths?

floral fern
floral fern
#

something like this, but this is without the remix settings

candid cliff
#

My current rtx.conf, as requested, and my Oblivion.ini as well
(I a experiancing the crash when entering ost bodies of water, not a Remix thing, its got to do with the .ini settings but I figured I'd share it before I wipe it so yall know where Im at ๐Ÿ‘ )

One nice thing is I have the movie texture of the menu marked as UI, so you actually get to enjoy the scrolling map bg. It wasn't showing for a while so I leapt at the chance to re-tag it ๐Ÿ˜‚

#

โœจ shiiiiny floors โœจ

candid cliff
late comet
#

pretty

toxic finch
#

Is there a good detailed list of instructions on how to get to this world to work ๐Ÿค”

toxic finch
candid cliff
toxic finch
#

Oh ok

toxic finch
candid cliff
fair vessel
#

Hello, please advise how should I start

candid cliff
late comet
#

same

candid cliff
#

I call this picture... The Apple Cobblestone of your Eye

late comet
candid cliff
late comet
#

can it be replaced?

#

i do know theres a hidden nif file that holds the camera that we cant even extract

candid cliff
#

Oh that's not the problem, I've created a bug report, it's a regression in vertex capture which isn't present in the version of remix that came out 27/05/20223
I've spent.. way too long narrowing that one down

#

Remix is getting confused about the mesh data, I'm not sure why, only theories on how and specific reproduction steps but it results in the exploding meshes we've been running into

#

Or at least thats what my sleep deprived and addled brain thinks ๐Ÿ˜‚

#

In this case, it's the verticies of nearby stone archways getting a little mixed up with the verticies of the protagonist's eye

late comet
candid cliff
#

Submitted after WAY too much faffing about: https://github.com/NVIDIAGameWorks/rtx-remix/issues/245
With any luck, this will make sense to someone who actually understands the code base and we can enjoy the latest DXV Remix build without exploding meshes!

GitHub

Some meshes appear to "explode" when viewed at certain angles, and while which meshes do so differ from run to run as does the severity of the issue, but it always shows up eventually. By...

fair vessel
#

Hello, how to fix this? I placed atmosphere.nif in \Oblivion\Data\Meshes\Sky

#

Also, sometimes camera distances from character in weird way, creating it's twin without texture, and reversing control

late comet
late comet
#

that would be tlb in console in the game

#

and turn volumetric lighting off

fair vessel
#

Understood, much appreciated!

late comet
#

np

#

but any additions to the project will be appreciated

fair vessel
late comet
late comet
#

any fixes yet? @candid cliff

candid cliff
#

Really freaking keen to when I can, tho sanic

late comet
#

when i'm free since the remix update i might take a look again

late comet
#

had a fall resulting in me breaking my char while i hit the floor last month. arms fine but it is extremally sore. so when its healed and i dont forget I'll check things out

spring arch
#

ouch

late comet
#

anyone know what the player camera is so i can set the usda , ty

#

or setting the emmisive mat under looks, because theres so many and i can't pinpoint

#

seems the camera is a model or thats omni's not sure

late comet
#

did enough today , need a mental break

#

still crashes the game if i try going in water or the water is missing, wasnt missing before or crashing. Don't know what happened

late comet
#

@candid cliff new issue outside

#

doubles and shadows and when i move it follows

#

remixed replaced

late comet
#

well the generated triangle culling enables the water but if disabled it fixes the shadows but the double bug is there and water is missing

late comet
#

think i know what i did wrong, i might have messed up my omniverse folder structure. will fix later in the pm very late if it is so

candid cliff
#

Wait holy shit I didnt even notice THE WATER IS THERE

late comet
#

yep now i just need to find out the double bug and the shadows following

#

patched terrain too

late comet
late comet
#

seems on talking with others we need player model and the other player models at the same time but its not doable yet because stuff disappears from the player or npc's if both selections are on

#

i hope its fixed soon because we use first person and 3rd person view

late comet
#

nvm found out why its red wwoops was emmisive

late comet
#

too many errors in the bridge when it crashes with things

#

biggest error dump lol

late comet
#

had to wipe pc but issues still stand with the game

#

yes total wipe of all drives

late comet
late comet
#

same bugs with 4.0

#

messing with the toolkit some to see how i far i can go outside of the interior cells without crashing

candid cliff
#

I literally just finished testing that believe it or not ๐Ÿ˜‚

fair vessel
#

That's great news!

candid cliff
#

Just sorting out closing out my ticket now actually, then it's time to test under remix 0.4

fair vessel
#

Thank you for contributing and informing ๐Ÿ˜„

candid cliff
#

Great job at timing, you couldn't have asked at a more perfect time xD

#

Alright, thats my bookkeeping done, time to try out remix runtime 0.4 melziiHYPEROO

late comet
#

decided to start over since the tool came out. messing with starter area first

#

inside the sewers and prison

#

oh boy

marble wadi
#

Eager to see the results yaylove

late comet
#

paused until later in the day. gonna take forever cause its only one little area, i lost 1 16gb ram stick so its going rather slow. i just wish the tool used less ram

tawdry glade
#

NOOOOOOOOOOOOOOOOOOOOOOO NOT OBLIVION1111!!!!!!!!!!!

hushed elbow
late comet
swift cloud
#

Could be a vram issue because the remix editor doesnโ€™t close the scene viewer when you change tab. Try doing it by restarting remix and running the textures before opening your capture.

spring arch
#

the upscaling process also does not clear VRAM after it's finished, so restart after upscaling

#

according to a github issue on this topic, that should be fixed in the next update for the toolkit

spring arch
#

to confirm: this is fixed now

late comet
late comet
late comet
#

its only way i can think of why im crashing is due to lack of a gpu, i have a 2060 super 8gb and i'm starting to think im going to have to upgrade to continue unless nvidia comes down on the requirements cause alot of cards are super expensive now and days

digital elk
#

Huh, did my first go at Oblivion but this is about as far as I got. I got the rtx.conf off of moddb, and followed the pinned instructions monkaHmm

late comet
late comet
digital elk
#

It's like there's a white dome around the player and I can't get it to be ignored or find a view model that's correct

#

the d3d8to9 that comes with .50 remix works perfectly, I just had to drop remix in it and it ran pepespin

spring arch
#

did you install Oblivion.ini?

#

i just re-tested my old settings and setup info and it all works perfectly fine still, though you no longer need the custom remix build

digital elk
#

Yep, oblivion.ini installed. Found the problem, I'm so silly, I literally made a folder called "Sky Directory" instead of just sky when reading the instructions peepoGiggle

candid cliff
#

Babies first Executable Patch ๐Ÿ˜‚

#

First things first, changing a single character in the executable to change the title name, up next... uhh probably something in the middle but eventually, hopefully, dialing back the frustrum culling a little ๐Ÿ˜‚

#

Honestly AFAIK there are only a few "major" issues left with Oblivion, and with 0.5 it's actually been fairly stable.

  • Culling is a pain in the ass. It's fine but it is rather distracting.
  • Some objects have violent jerky motion-blurring style motions from time to time (even with motion blur turned off, I assume some mix up with instancing & motion vectors)
  • Every now and then depending on what is being rendered the whole damn auto captured materials setup completely breaks and most things go transparent. Honestly this is the worst atm but might be solved by full material replacement.

Asides from that.. yea.

Terrain LoDs can just be turned off (although if we can find a way to offset them down under the terrain or hide them close to the player that'll be perfect)
The game rasterises if menus are open, but that's perfectly playable for the time being.

late comet
#

plus i need to figure out how the terrain is becoming patchy

#

areas are clipping through with sand, rock etc

#

tlb needs to be on or the water does not show

#

anticulling causes the jerking motion btw

candid cliff
late comet
#

might be world transform

#

its been awhile since ive touched the game since its so buggy

candid cliff
# late comet areas are clipping through with sand, rock etc

This I can answer, thats the terrain far LOD clipping over the nornal terrain.
I think in the base game it must be hidden within a radius of you by a shader.
It can be somewhat alleviated by disabling terrain lods with the relevant console command tll (i just had to look the command up but heres a link for posterity and everyone's reference https://en.m.uesp.net/wiki/Oblivion:Console )

There might be a series of ini tweaks we can get away with to avoid needing it, or maybe we can mod the shader to be less broken in Remix

The console is an in-game tool available to PC players. From the console it is possible, while playing the game, to enter commands that will alter most aspects of gameplay, and it is also possible to obtain detailed information about NPCs, creatures, and other items in the game. The console is only available on a PC; there is no way to use the c...

late comet
#

but the terrain lods need to render right or it wouldnt look right at all?

candid cliff
late comet
#

if i knew how to edit sdp shader files

#

when the sdp is editable its all mathimatical code

candid cliff
# late comet if i knew how to edit sdp shader files

Only way I kbow of right now is to launch the game with the Oldblivion launcher, it has a config option to decompile the shaders, and recompile them afterwards.

I was trying to make my own tool a while ago but all it does so far is extract the still compiled shaders from the .sbp container.

Just a heads up Oldblivion decompiles them to the shader assembly intermediary language so perfectly editable but bloody confusing.

I think the DX9 SDK has a tool (dxc?) that can be used on the commandline to do the same, and they also open sourced the tool here : https://github.com/microsoft/DirectXShaderCompiler/tree/main/projects/dxilconv/lib/DxbcConverter

GitHub

This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang. - microsoft/DirectXShaderCompiler

#

(but just use Oldblivion, it works. I haven't tried these other options)

late comet
#

i could mess with it again, might crash since its old enough though

candid cliff
#

Ill check it tomorrow ๐Ÿ‘ (* if i remember ๐Ÿ˜…)

late comet
#

ok

#

i almost downloaded this https://www.nexusmods.com/oblivion/mods/15245 , to see if the shaders included would help

Nexus Mods :: Oblivion

Detailed Terrain updates the technology used to render the game's terrain textures. The traditional shader simply fades from one texture to the next, creating ugly, muddy looking transitions in many

#

another thing, when i try getting near the sewer entrance i crash again so i use another save to get around but yea

candid cliff
#

One thing I did back with remix 0.1.1 was copy the assembly of simple shaders over the top of more complicated shaders.
I could set flat debug colors, I think I was making a spreadsheet of what was responsible for what but remix 0.2 came out shortly thereafter and was way more stable so it didnt end up being nessesary.
Here's a link to some essential reading if you want to try your hand at becoming a DirectX Shader Assembly wizard ๐Ÿ˜… https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx9-graphics-reference-asm-ps-registers-ps-1-x

Pixel shaders depend on registers to get vertex data, to output pixel data, to hold temporary results during calculations and to identify texture sampling stages.

late comet
#

oh gee

#

lol

candid cliff
#

Yea looking at my old notes I was not sad to not need to do this ๐Ÿ˜‚

late comet
#

i would read on it later and try to learn if my brain lets it

candid cliff
#

Thankfully the subset of oocodes for < shader model 3.0 is kuch, much smaller than above 3.0, but still

late comet
#

oldblivion you can force 2.0

candid cliff
#

It definitely feels like trying to learn a different language. Probably because that is literally what is happening ๐Ÿ˜‚

late comet
#

i wish the person who made oldblivion had the source code

candid cliff
late comet
#

ow

#

least i have a 12gb gpu now so i can work on this a little more

candid cliff
#

Oldblivion comes with a precompiled sdp pack of shaders limited to 2.0 commands or older iirc
Abd bless the creator for that too, it was the only way I could even load Oblivion on my machine back in 2006 ๐Ÿ˜…

late comet
#

i think you can even force shader 1 water

#

if able

#

unless we find something that just makes it shader 0

candid cliff
#

Which is why I got so excited about Remix and hopeful for Oblivion.
I kbew from personal experience the tools were out there

late comet
#

and i thought fallout 3 would be easier , nope

candid cliff
late comet
#

fallout 3 has some dome bug

#

comes back even if you fix it

candid cliff
#

Setting an alarm to remind myself for tomorrow to try my hand at fixing that, pretty sure just adding the correct mesh hashes to the rtx.conf ignore meshes list should do the job but I just haven't had the time to try.

late comet
#

i wonder if the shaders have to do with the players camera still

#

if i can find the hidden camera model

#

so i can replace it

candid cliff
#

And it'll be plural. Every weather state has a combination of meshes for various cloud and effect layers.

candid cliff
late comet
#

remember the hidden camera in the players eye

#

the old bug issue

#

in github

candid cliff
#

If you mean the one I reported that had nothing to do with hidden cameras, or at least I am dead certain it was a mesh hash collision issue or perhaps some sort of vertex array mishmash

late comet
#

the one with vertix explosions . but i wonder if its also reading where the player is looking

#

the entire head model could be a cam i dunno

candid cliff
#

My theory was that some objects vertex data would confuse and corrupt Remixs', so as soon as those objects came into view (and were no longer culled by Oblivion) everything would go haywire

#

Also camera =/= model.
It would make intuitive sense that a camera would need some sort of physical presence but it actually doesnt. At the end of the day its just a set of transforms (position, rotation and scale, but no mesh during gameplay)

#

Come to think of it, Im not sure the players head actually renders normally in first person. Not all games even bother, so the camera near clipping plane could be in front of the face.. or there might be no face at all in firat person.

#

Maybe not so relevant but ita got me curious ๐Ÿ˜…

late comet
#

and when you load the scene with the player in remix tools half of stuff is missing

candid cliff
#

That I dont have an answer for melziiBLUBBERSsit

late comet
#

see the terrain is botched

#

but when i went through zone to zone, it seems most of everything rasterized because i didnt select anything. this was with 4.5 to 5

digital elk
#

A little clean up and it comes together nicely. Tagging and then untagging something terrain kinda ruins it temporarily - but a load in/out resets it

solid gulch
spring arch
#

i tried before with no luck

#

but my install does look more correct than that for whatever reason

late comet
#

the land texture thing is a known oblivion bug but with the old fix it seems remix does not touch the fix

candid cliff
#

I just wanted to experiment with getting one asset from capture to enhancement, mesh and all
Instead I got sucked into a 5 and a half hour long Blender + 3D Coat sesh
On the plus side, I think the Imperial City gas lamp looks perty melziiFeelsWowzii
10.8k Tris, and a 2k Texture that honestly I could cut down to 1k just fine.
Some other day I'll make it a little less green and try and get it into the Market District, where it belongs melziiHYPEROO
Ideally in addition to the point light I want to put a candle texture in there too, try out some of the spritesheet animation things the remix materials have.

earnest skiff
candid cliff
#

#1106553248590090351 message
I finally have a somewhat working local dev environment and modified code base (I changed some things gcc does not support) that is able to compile a working copy of WallSoGB & BlueAmulet's Fallout New Vegas RTX Helper mod/plugin, and I'm hoping I should be able to create much of the same for the Oblivion Script Extender plugin format.

I should at least be able to do something about the culling issues we've been having.

It's slow going and it's going to take me a while to have the time to work on this, but it's good news and I wanted to share melziiFeelsWowzii

late comet
#

i hope it comes soon. then we can have a blast working on this

late comet
#

any news on the plugin

#

@candid cliff

candid cliff
# late comet any news on the plugin

No, but Ive got my c++ environment all set up to go (based on compiling WallSoGB/BlueAmulet's nvse lights/no cull plugin)

And I recompiled my header-only Godot xxhash module for Godot, which I was able to use as part to batch convert a bunch of textures for the recent #showcase screenshots.
I mean you can do it by hand with command line and texconv.exe, and Ill have to manually remaster materials eventually, but its a pain to do it that way.

#

@late comet did you want to grab some screenshots and update the first image in your/the first post in this thread?
If u want to feel free to use any of these: #showcase message

late comet
#

@spring arch on the 1st post of thread can you help me show the pics from the imgur link so its updated on the project page

spring arch
#

you just put a direct link to the image from imgur

late comet
candid cliff
#

I think Discord might be getting confused with the multiple links reg. what it should display as an embed.. That said.. copy and pasting the text of the OP into a new post on my own private Discord server (as a test) embedded fine?
Could be something funky with Discord Forums. I am confused and surprised ๐Ÿ˜…

stone cove
#

could you do this with elder scrolls morowind

#

it uses derict X 8

candid cliff
#

There is a project thread for #1097049994156060682

true dove
#

WIth a combo of some settings oldblivion and new remix builds this is getting much more stable

#

I just cant open the remix menu

#

if i could do that itd basically be golden

candid cliff
true dove
#

hmmm its on 0 ill try 1

candid cliff
#

Ahh cool cool

true dove
#

no luck, i wonder if i change open button to my mouse

candid cliff
#

I'll have to poke at it later โค๏ธ

true dove
#

setting it to middle mouse button gives me windows cursor but it doesnt pop up menu

late comet
#

oblivion is somewhat stable with a few crashes without oldblivion because if you use olblivion you will have different texture hashes and models

#

because the shaders

#

im hoping coffee releases the module soon for it so i can try it out soon

#

so im at a standstill for now and looking at updated screenies instead D:

#

oh i havent messed with the remix tools lately. question why does some of the models render and some wont

#

very weird, not to mention opaque models

#

@candid cliff do you have a rtx conf file i can copy from i keep crashing near the sewer exit outside. dont know what i did

candid cliff
late comet
#

ok thats good to know. game still stands as a buggy mess with terrain patches and stuff

candid cliff
candid cliff
late comet
#

im getting more discouraged though everytime skyblivion gets near

candid cliff
#

Ive got a soft spot for the classics, all their warts and their mods. And half of the fun for me is learning all these cool new tools and techniques (and mods like in Fallout 3, it has an amazing mod based on The Cube horror movie I cannot wait to see with path tracing ๐Ÿ˜)
But if you just want to play the classics, but โœจrefreshedโœจ with a fresh coat of paint and with substantially less pain to get there... I get it ๐Ÿ˜‚
I just hope we can have something half decent by Oblivion's 20th year anniversary in a year and a half!

late comet
#

same

#

unless someone backports skyblivion to work with skyrim le and do remix with it

mighty skiff
fair vessel
mighty skiff
fair vessel
late comet
#

@candid cliff I wouldn't trust oldblivion, it seems it was a virus

#

for now i wouldnt use it for the project sadly scanning my pc it found this

candid cliff
toxic finch
candid cliff
toxic finch
#

sky Oblivion will be a 2026 game 100% no way they are making it to 2025

late comet
#

chatgpt telling me whats up

#

I'm moving soon so i will not have time until i get internet again to mess with the project. if anyone wants to test this please do

#

@candid cliff

#

and also thank you @candid cliff taking on the project when im not able too, you're amazing

#

mobile hotspot internet sucks

toxic finch
#

V3 looks pretty interesting I've only used the older versions before

solid gulch
#

its no sense using OBGE

#

Oblivion reloaded is much faster

candid cliff
#

Sorry for my delay and lack of progress on this project in general.

Real life, work, yadda yadda y'all familiar with the struggle as you all feel it yourselves โค๏ธ

But I'm happy to report that I don't see us needing any custom Shader Model 3 shaders, in fact RTX Remix has been the most stable and performant with Oldblivion's bastardised Shader Model 2 / 1.4 shaders; although that difference has gotten pretty insignificant with modern versions of the Remix runtime.

I'm specifically happy about that because reading up on interpreting and re-writing the compiled shader bytecode included with the game was awful and I hated it ๐Ÿ˜‚

Honestly my main sticking point right now is getting a copy of Oblivion Reloaded to compile with g++ thanks to my Sisyphean challenge to avoid Visual Studio and Microsoft's deluge of EULAs I don't want to read ๐Ÿ˜‚

I can get New Vegas Reloaded to compile, but Oblivion's counterpart has proven annoyingly stubborn, and last I touched this I was still bumping into linking errors.

If anyone wants to take a crack at it and doesn't have a brain full of holes, that's what I'd recommend, since the hooks TESReloaded gives you are a huge chunk of what you'll want to tweak how the game renders to smooth out the kinks with RTX Remix Runtime, or even directly integrate RTX Remix API.

It's on the cards for me to take another stab at, but unfortunately other things have priority for now.

late comet
#

What is oldblivion like with 1.4 shaders? Last time I used it remix wasn't showing some of the models for some reason. But also if any of reloaded or anything else is used we have different hashes due to models and textures until replacements can be opted in.

#

I'm not an artist, far from it but if anyone wants to make replacements, I say go for it. Lol hopefully later when no'one is busy we will have time to jab at the project. Irl always first, @candid cliff has done more work than I, but if anyone wants to help, you're welcome to. Maybe remixed oblivion will come to fruition one day.

late comet
#

With limited time anymore due to me being in a mental group home and my only free time is late on weekdays and off weekends, I just don't have time anymore for this but if anyone wants to pickup wherever we left off or if @candid cliff wants the lead go ahead. It will probably be remixed one day but I don't have any time

zenith quiver
#

UE 5.5 Vs RTX Remix. ||Obligatory HDR warning||

zenith quiver
#

getting somewhere I guess.

zenith quiver
#

few more of leyawiin. I don't have hardly any texture replacements done yet though. 5 tops.

zenith quiver
#

some more tweaks ... including the JXR's this time. the png's prob look like trash unless viewed under on a hdr device.

marble wadi
late comet
#

how do, anyone been playing with it?

zenith quiver
#

Hey there Murray. For Me, I gave up on this one for the time being right as the official remaster came out. That along with the other problems the game and remix has presented has sent Me packing back to trying to do something with Morrowind instead.

candid cliff
#

The remaster has had me preferencing Fallout New Vegas first. I still want to sweep down the line (F3, Oblivion.. OG Skyrim etc, if I can get on xoror3d's level then Fallout 4) eventually, but Im just choked for time, and I already have the FNV plugin compiling. (And F3/TES4 wont atm)

shut oyster
#

@candid cliff i know it's a crazy complicated thing to do but i really hope you get it to work with fallout 4.

candid cliff
candid cliff
#

Bit of an odd one today.
One of The Green Team was asking about the state of Oblivion in the #1097049994156060682 thread, and it got me thinking. Had a little time this evening after work so I decided to wade in and see where I'd left things off.
Managed to figure out a few important fixes, actually.

I don't know if I documented my sky fix in here, so you want to crank the "Skip Untextured Draw Calls" (or whatever it's called) part of the "Sky Tuning" menu to something around 9999, that gets the default sky clear colour captured.
Then you want to tag all of your sky textures as sky and with the relatively new RTX Remix Runtime flag to ignore Texture alpha (right at the bottom)
Do that to the lot and hey presto, the sky works. I find a sky brightness of 0.5 is pretty much identical in result to the default rasterised sky, visually.

Doing this also allows the game's default directional sunlight (and moonlight!) to work... sometimes. Either the light casters are getting culled when I look away from where they're coming from, or something else is popping up and blocking them. Either way, enjoy another image of the market district, this time without faked sunlight! Only the real deal today!

Second, to fix distant terrain clipping through everything. This had been infuriating me for ages, and in #1106553248590090351 I was experimenting with flagging LODs as Sky, so they composite over the skybox instead.
Somewhat elegant, but you're only going to get the raster, with whatever messed up settings you have to help Remix thrive.
Turns out there was a property in Documents/My Games/Oblivion/Oblivion.ini the entire time, change:
fLODLandVerticalBias=0 to fLODLandVerticalBias=-1000.0000
That's it. It offsets all distant land / terrain LOD down by 10 meters. Done.

#

Third, if you miss having a background in your inventory, I discovered 3 blank textures. They should be some of the earlier textures captured by Remix and sort close to the top of the texture flagging list in the Runtime.
For my resolution (1280 X 740) their texture hashes were as follows:
027870A95F831C1F
EC32A23016104934
3FD372C760330996
Turns out every time you open your inventory, a render target copy of the main camera blits the current screen over to one of three textures (and with some shader magic makes them all lovely and sepia)
Screwing around setting some combination of these two render targets to Raytrace and these three textures to UI I was able to get a sepia version of what I had pathtraced, but not with your avatar getting the same treatment.
In the end I just set the three with Sky Texture flags, and the result is passable for the time being, and your avatar remains in pathtraced, albeit dark glory.

Finally I finally got my water back, but the rendering of said water is still profoundly broken. (Water diffuse texture hash is 61736BE62FFC6328)
It's a uniform blue expanse, and if I try to replace it with a translucent material the renderer freaks out with any settings and it becomes a sparkling tar pit of graphical errors.
But hey, at least it exists again! catthumb4sad

#

In the middle of moving my rig over to Linux, replaced my motherboard and Windows unactivated itself and I can't find another copy of my key (and the automated phone support is profoundly garbage)
So I'll be a little busy fixing all that, but my HEMA tournaments are over for a few months and other things are chilling out for me too, so hopefully I have more time to lavish on Remix and Bethesda's back-catalogue blob_green_heart

late comet
#

Thinking about this game again

#

Maybe