Water shaders, OpenMW vs MGEXE

Feedback on past, current, and future development.
User avatar
Atahualpa
Posts: 1044
Joined: 09 Feb 2016, 20:03

Re: Water shaders, OpenMW vs MGEXE

Post by Atahualpa » 06 Aug 2018, 17:15

@kuyondo: Just wanted to add that this is "Enhanced Water Shader for MGE XE" (latest update from 2018/08/04). Looks quite good, except for the last image. On the mod page, there are a few more images, most of them looking not so good IMO (the Vivec, ocean, rain, and swampy river images). We should be able to come up with something even more impressing in the future.

User avatar
wareya
Posts: 337
Joined: 09 May 2015, 13:07

Re: Water shaders, OpenMW vs MGEXE

Post by wareya » 06 Aug 2018, 20:03

The last image is actually the most impressive one IMO.
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

User avatar
Atahualpa
Posts: 1044
Joined: 09 Feb 2016, 20:03

Re: Water shaders, OpenMW vs MGEXE

Post by Atahualpa » 06 Aug 2018, 20:16

wareya wrote:
06 Aug 2018, 20:03
The last image is actually the most impressive one IMO.
Technically, yes. It's the colouring that looks a bit odd to me. Kudos to the mod author anyway.
Last edited by Atahualpa on 06 Aug 2018, 20:34, edited 1 time in total.

User avatar
wareya
Posts: 337
Joined: 09 May 2015, 13:07

Re: Water shaders, OpenMW vs MGEXE

Post by wareya » 06 Aug 2018, 20:22

To me the coloring looks extremely good.
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

CMAugust
Posts: 174
Joined: 10 Jan 2016, 00:13

Re: Water shaders, OpenMW vs MGEXE

Post by CMAugust » 06 Aug 2018, 21:43

That looks outstanding. I've wanted to see a water cut feature like the last image for years. It's a shame that comparatively OpenMW still doesn't attract many shader developers, but I suppose anything can happen in the next few years.

mistermoonshine
Posts: 22
Joined: 03 Apr 2018, 20:35
Location: Ireland

Re: Water shaders, OpenMW vs MGEXE

Post by mistermoonshine » 06 Aug 2018, 22:05

If OpenMW were to have a shader like that i hope it would run well, I play with the current water shader disabled because it tanks the framerate.

User avatar
wareya
Posts: 337
Joined: 09 May 2015, 13:07

Re: Water shaders, OpenMW vs MGEXE

Post by wareya » 06 Aug 2018, 22:14

The current water shader tanks the framerate because of the scene reconfiguration for the reflections, not because of the actual shading math. I have a PR that adds more fine-grained reflection options but it's going to conflict with shadows so it's on hold.
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

User avatar
lysol
Posts: 1316
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Water shaders, OpenMW vs MGEXE

Post by lysol » 06 Aug 2018, 22:18

That water shader for MGE looks crazy good. And I agree, especially the last image.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

Sagacity
Posts: 19
Joined: 05 Mar 2019, 12:58

Re: Water shaders, OpenMW vs MGEXE

Post by Sagacity » 08 Sep 2019, 10:50

If anyone is up to the task, the water vertex and fragment shaders are exposed in the base OpenMW file structure, you could theoretically port the other shaders to OpenMW. I don't know if it's 100% possible, but the shader format used by OpenMW should be equivalently capable, if not more, to MGE. Of course, I've not tried so I don't know.

User avatar
AnyOldName3
Posts: 1531
Joined: 26 Nov 2015, 03:25

Re: Water shaders, OpenMW vs MGEXE

Post by AnyOldName3 » 08 Sep 2019, 20:27

Lots of the water's goodness in the vanilla engine is due to the shaders being fed other data that OpenMW isn't feeding its shader. There are improvements to be made that can be done in the shader itself, but to replicate vanilla or most MGE XE shaders perfectly, you'd need a chunk of extra work on the engine side.
AnyOldName3, Master of Shadows

Post Reply