29 May 2023 |
acidzebra | * (I'm on 0.48) I do like the water shaders although refraction is a must for me (but quite costly in fps at the moment), and I guess my shaders have drifted away somewhat from defaults.
I think one of the perceptual issues I have is that at shallow depths things look mostly fine to me (the 'fog' could start a little sooner, limiting the viewing distance), but as you go deeper in the real world the light frequencies would be increasingly filtered out until only blue light remains and finally, darkness. Ingame I don't really see that happening (but one of the other issues is that water everywhere is really quite shallow, Bethesa barely bothered with underwater stuff)
underwater there should be a heavier fog extending downwards in the z direction if that makes sense, at least, that's how my ape brain flails to put it in words. | 05:25:41 |
acidzebra | * (I'm on 0.48) I do like the water shaders although refraction is a must for me (but quite costly in fps at the moment), and I guess my shaders have drifted away somewhat from defaults.
I think one of the perceptual issues I have is that at shallow depths things look mostly fine to me (the 'fog' could start a little sooner, limiting the viewing distance further), but as you go deeper in the real world the light frequencies would be rapidly and increasingly filtered out until only blue light remains and finally, darkness. Ingame I don't really see that happening (but one of the other issues is that water everywhere is really quite shallow, Bethesa barely bothered with underwater stuff)
underwater there should be a heavier fog extending downwards in the z direction if that makes sense, at least, that's how my ape brain flails to put it in words. | 05:57:07 |
acidzebra | * (I'm on 0.48) I do like the water shaders although refraction is a must for me (but quite costly in fps at the moment), and I guess my shaders have drifted away somewhat from defaults.
I think one of the perceptual issues I have is that at shallow depths things look mostly fine to me (the 'fog' could start a little sooner, limiting the viewing distance further), but as you go deeper in the real world the light frequencies would be rapidly and increasingly filtered out until only blue light remains and finally, darkness. Ingame I don't really see that happening (but one of the other issues is that water everywhere is really quite shallow, Bethesa barely bothered with underwater stuff)
underwater there should be a heavier blue fog extending downwards in the z direction if that makes sense, at least, that's how my ape brain flails to put it in words. | 05:57:15 |
Abdu | * The OpenMW water shader has constants that you can play with in the water fragment file. | 07:19:35 |
Dexter | Disabling underwater filters possible? | 16:06:03 |
Dexter | They interfere. | 16:07:27 |
| uldraell#2372 changed their profile picture. | 16:08:59 |
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30 May 2023 |
| Not MZLXS#6484 changed their display name from Not MZLXS to Not MZLXS#6484. | 02:13:24 |
acidzebra |  Download screenshot070.jpg | 04:46:47 |
acidzebra |  Download screenshot071.jpg | 04:46:47 |
acidzebra | I removed the underwater effect shaders but aside from losing the charming sunrays and the fun screenwobble, I don't really see that much difference in the "deep". | 04:46:47 |
Dexter |  Download screenshot128.png | 05:19:54 |
Dexter |  Download screenshot129.png | 05:19:55 |
Dexter | acidzebra above to under transition, no change. It is done in core shaders so works with refraction off too. Zesterer does this too I think. | 05:21:17 |
Dexter | There was a problem fogging before but it should possible now. | 05:22:00 |
Dexter | * There was a problem with fogging before but it should possible now. | 05:35:17 |
Dexter | No change except for the game's own vanilla filter. | 05:36:55 |
CMAugust#6575 | That's very cool. | 06:03:58 |
Miraak#1120 | Would it be possible to do the ghost fences magic in post processing, it would eliminate the most major visual issue with shaders atm | 16:21:02 |
Miraak#1120 | Since it could be done over other shaders, eliminating the transparency mess | 16:21:45 |
Miraak#1120 | * Since it could be done over other shaders, eliminating the transparency mess for the ghost fence | 16:21:54 |
wazabear | no. | 16:41:23 |
wazabear | Fixing ghostfence in NIF is really easy anyways. | 16:41:33 |
Miraak#1120 | Alright | 17:15:20 |
| rfuzzo changed their display name from rfuzzo to rfuzzo#6839. | 20:34:39 |
| rfuzzo changed their display name from rfuzzo#6839 to rfuzzo. | 20:34:41 |
31 May 2023 |
| thealbinopanda#3875 changed their profile picture. | 17:46:39 |
| Aria_EviL#8908 changed their display name from Aria_EviL to Aria_EviL#8908. | 18:57:11 |
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