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OpenMW Shaders

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29 May 2023
@_discord_229621599920324608:t2bot.ioacidzebra * (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
@_discord_229621599920324608:t2bot.ioacidzebra * (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
@_discord_229621599920324608:t2bot.ioacidzebra * (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
@_discord_232158885312462848:t2bot.ioAbdu * The OpenMW water shader has constants that you can play with in the water fragment file. 07:19:35
@_discord_224202247469268993:t2bot.ioDexter Disabling underwater filters possible? 16:06:03
@_discord_224202247469268993:t2bot.ioDexter They interfere. 16:07:27
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30 May 2023
@_discord_800167918733885471:t2bot.ioNot MZLXS#6484 changed their display name from Not MZLXS to Not MZLXS#6484.02:13:24
@_discord_229621599920324608:t2bot.ioacidzebrascreenshot070.jpg
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04:46:47
@_discord_229621599920324608:t2bot.ioacidzebrascreenshot071.jpg
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04:46:47
@_discord_229621599920324608:t2bot.ioacidzebra 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
@_discord_224202247469268993:t2bot.ioDexterscreenshot128.png
Download screenshot128.png
05:19:54
@_discord_224202247469268993:t2bot.ioDexterscreenshot129.png
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05:19:55
@_discord_224202247469268993:t2bot.ioDexter 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
@_discord_224202247469268993:t2bot.ioDexter There was a problem fogging before but it should possible now. 05:22:00
@_discord_224202247469268993:t2bot.ioDexter * There was a problem with fogging before but it should possible now. 05:35:17
@_discord_224202247469268993:t2bot.ioDexter No change except for the game's own vanilla filter. 05:36:55
@_discord_178356627139854347:t2bot.ioCMAugust#6575 That's very cool. 06:03:58
@_discord_252282291689226263:t2bot.ioMiraak#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
@_discord_252282291689226263:t2bot.ioMiraak#1120 Since it could be done over other shaders, eliminating the transparency mess 16:21:45
@_discord_252282291689226263:t2bot.ioMiraak#1120 * Since it could be done over other shaders, eliminating the transparency mess for the ghost fence 16:21:54
@_discord_414058251299192832:t2bot.iowazabear no. 16:41:23
@_discord_414058251299192832:t2bot.iowazabear Fixing ghostfence in NIF is really easy anyways. 16:41:33
@_discord_252282291689226263:t2bot.ioMiraak#1120 Alright 17:15:20
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31 May 2023
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