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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
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Hi, I'm here because I'm having problems with shaders 3.0 in Oblivion. I have a GeForce 6600 256MB, and I wanna use shaders 3.0 because I heard that they increase performance and so...
What should I do? |
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#2 | |
Rear Admiral
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#3 | ||
Grey Wolf
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#4 | |||
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#5 |
Grey Wolf
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From Nvidia's site; Supercharge your gaming with the power of an NVIDIA GeForce 6600 GPU. The NVIDIA® GeForce™ 6600 GPUs deliver best-in-class performance and advanced visual effects for next-generation games. The only GPU in its class with support for Microsoft® DirectX® 9.0 Shader Model 3.0 and with support for PCI Express, the GeForce 6600 delivers ultra-realistic effects, unmatched features, and rock-solid stability so you can play your game the way it’s meant to be played. Available models (the following models are available in both PCI Express and AGP 8X versions): GeForce 6600 GT, GeForce 6600 and GeForce 6600 LE.
Mine is a 6600 LE. So, I'm I already using it? |
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#6 |
Pacific Aces Dev Team
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1. open the Oblivion.ini in /my documents/mygames/oblivion/ with a texteditor like notepad.exe
2. search for bAllow30Shaders=0, set this to bAllow30Shaders=1 3. search for bForce1XShaders and make sure it is set to bForce1XShaders=0 4. save the Oblivion.ini A default installation of Oblivion use only shader model 2.0, now your video card should use shader model 3.0 note: this works only with video cards that supports shader model 3.0 ![]()
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#7 | |
Grey Wolf
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#8 | |
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#9 |
Rear Admiral
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Just ran some FPS tests and I get no difference in FPS between setting this to allow 3.0 or not. As far as textures, I can't tell any difference in that either but I'll rumage around and see if I can see anything. So far, this tweak is not giving me anything.
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#10 |
Pacific Aces Dev Team
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Sorry I forgot an important thing, it is already somewhat longer ago since I made these changes
![]() 5. after the above changes in the Oblivion.ini, start the Oblivion once and load a saved game then quit the game. 6. open the RenderInfo.txt in /my documents/mygames/oblivion/ it will look like mine: Code:
Renderer Device Information: NVIDIA GeForce 7800 GTX nv4_disp.dll RenderPath : BSSM_SV_2_A PSversion : 300 VSversion : 300 VStarget : vs_2_0 PStarget : ps_2_a PS2xtarget : ps_2_a maxPS20inst : 512 3.0 Shaders : yes Image space effects : yes Nonpowerof2textures : yes FP16ARGB blending : yes FP16ARGB filtering : yes High dynamic range : yes Bloom lighting : no Refraction : yes 2.0 hair : yes SLI mode : no Water shader : yes Water reflections : yes Water displacement : yes Water high res : yes Multisample Type : 0 Shader Package : 13 PSversion : 300 VSversion : 300 now look at the last entry Shader Package : 13 that is the shader package number your video card intend to use 7. now open folder \Oblivion\Data\Shaders there are the shader packages and only shaderpackage019.sdp includes the 3.0 capable code 8. rename the shader package your card use to *.bak in my case: shaderpackage013.sdp to shaderpackage013.bak 9. make a copy of shaderpackage019.sdp and rename it to the package for your video cardin my case: copy_of_shaderpackage019.sdp to shaderpackage013.sdp Now Oblivion should use the shader 3.0 package but don't expect new graphic effects, Oblivion uses no special pixel shader 3.0 effects! The difference is the speed of execution of the pixel shader code. With model 2.0 only 512 pixel shader instructions per render pass are possible and Oblivion uses approx. 480 per effect. With model 3.0, 65535 instructions are possible i.e. more light effects can be rendered in one pass. But how far the Oblivion devs implemented these, can't be told without the source code of the shaders.
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#11 |
Rear Admiral
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OK - got it working.
My Render Info text file: Renderer Device Information: Radeon X1900 Series ati2dvag.dll RenderPath : BSSM_SV_2_B PSversion : 300 VSversion : 300 VStarget : vs_2_0 PStarget : ps_2_b PS2xtarget : ps_2_b maxPS20inst : 512 3.0 Shaders : yes Image space effects : yes Nonpowerof2textures : yes FP16ARGB blending : yes FP16ARGB filtering : no High dynamic range : yes Bloom lighting : no Refraction : yes 2.0 hair : yes SLI mode : yes Water shader : yes Water reflections : yes Water displacement : yes Water high res : yes Multisample Type : 0 Shader Package : 16 First the good news - I gained about 1 or 2 FPS outdoors in the western part of the map (I call it the grasslands). Its not much, but it is something. Now the bad news - The shaders are broken which is why it defaults to PS 2.0. Though it is not noticeable most of the time (They are minor and not easily spoted on first glance), I can see where the engine is not sure what shader color to use in certain instances, especially when multiple sources of light are present. A good way to test this is find a cave and to pull out a torch, and simultanously cast a light spell. Close in objects react as expected, but pay particular attention to the more distant objects as you roll the view up and down and to the side. It just doesn't look good once you start to see what it is doing. Obviously PS 3.0 is a work in progress still and probably will be fixed with a future patch. Setting it back to PS 2.0 shaders fixes the rendering errors and upon further investigation, looks way better! Thanks for the tip though! I had high hopes, but since I like to walk around with multiple light sources for maximum brightness, it isn't going to work for me. -S Last edited by SUBMAN1; 06-28-06 at 09:19 PM. |
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