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Author Topic: No Self Shadowing In 360's Oblivion  (Read 179 times)

Foe-hammer

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No Self Shadowing In 360's Oblivion
« Reply #15 on: April 04, 2006, 03:17:00 PM »

QUOTE(lowendfrequency @ Apr 4 2006, 01:53 PM) View Post

Back before the game was released, I would have been bummed to learn that news.  But now that I've experienced the game I really couldn't care less about the self shadowing, or the whole soft-shadow issue either. The game does an excellent job of impressing me as it is.


I agree.

QUOTE
Ok, not trying to be mean, but can I see some hands from people that really care that "self shadowing" is not present? Who is looking at their character long enough to even notice?


It's not so much self-shadowing in your character (i usually only use fps view), but seeing self-shadowing in NPC's, creatures, monsters and such of the world.
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Keshire

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No Self Shadowing In 360's Oblivion
« Reply #16 on: April 04, 2006, 04:05:00 PM »

QUOTE(twistedsymphony @ Apr 4 2006, 10:46 AM) View Post

Even with the firmware hack you can't mod games, the disc is still signed so you can't change anything.


Full disc or just the XEX? I'm under the impression that just like xbox only the main executable is signed. So messing with the actual content was fair game.

anyways, here's the ini for comparison to PC settings. I trimmed some none video and gameplay settings.

CODE

[General]
bAutoClearCacheDrive=0
STestFile1=Oblivion.esm
bRunMiddleLowLevelProcess=1
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
uGridDistantCount=24
uGridDistantTreeRange=14
uGridDistantCountCity=4
uGridDistantTreeRangeCity=4
uGridsToLoad=5
fGlobalTimeMultiplier=1.0000
fAnimationDefaultBlend=0.1000
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=1
bKeepPluginWhenMerging=0
SLocalSavePath=d:\Saves\
SLocalMasterPath=d:\Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=2
uExterior Cell Buffer=36
bPreloadIntroSequence=1
iFPSClamp=0
bUseThreadedMorpher=1
uiFaceGenMaxEGMDataSize=6388608
uiFaceGenMaxEGTDataSize=15165824
bExternalLODDataFiles=1
bCreateShaderPackage=0
bCreateOptimizedXMLArchive=0

[Display]
fDecalLifetime=10.0000
iPresentInterval=2
iMaxDecalsPerFrame=10
bActorSelfShadowing=0
bEquippedTorchesCastShadows=0
bShadowsOnGrass=0
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=0
bAllow20HairShader=1
bAllowScreenShot=1
iMultiSample=2
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bDoCanopyShadowPass=1
bDrawShadows=1
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=0
iLocation X=0
bFull Screen=1
iSize W=1280
iSize H=720
iAdapter=0
iScreenShotIndex=2
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=75.0000
fNearDistance=10.0000
iDebugTextLeftRightOffset=80
iDebugTextTopBottomOffset=50
bShowMenuTextureUse=1
iDebugText=2
bLocalMapShader=1
bDoImageSpaceEffects=1
fShadowLOD2=400.0000
fShadowLOD1=200.0000
fLightLOD2=1500.0000
fLightLOD1=1000.0000
fSpecularLOD2=800.0000
fSpecularLOD1=500.0000
fEnvMapLOD2=800.0000
fEnvMapLOD1=500.0000
fEyeEnvMapLOD2=190.0000
fEyeEnvMapLOD1=130.0000

[Water]
fAlpha=0.5000
uSurfaceTextureSize=128
SSurfaceTexture=water
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFrameCount=32
uSurfaceFPS=12
bUseWaterReflectionsMisc=0
bUseWaterReflectionsStatics=0
bUseWaterReflectionsTrees=0
bUseWaterReflectionsActors=0
bUseWaterReflections=1
bUseWaterHiRes=0
bUseWaterDisplacements=1
bUseWaterShader=1
uDepthRange=125
bUseWaterDepth=1
bUseWaterLOD=1
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000

[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=1

[HAVOK]
bDisablePlayerCollision=0
bTreeTops=0
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
bHavokDebug=0
bAddBipedWhenKeyframed=0
bHavokPick=0
iSimType=4
iNumHavokThreads=3
iUpdateType=0
iHavokSkipFrameCountTEST=0
iMaxPicks=40
iEntityBatchRemoveRate=1000
fJumpAnimDelay=0.75
fMaxTime=0.016666666667
fMoveLimitMass=95.0000
fChaseDeltaMult=0.5000
fHorseRunGravity=3.0
fQuadrupedPitchMult=1.0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800

[GamePlay]
bDisableDynamicCrosshair=0
bSaveOnTravel=1
bSaveOnWait=1
bSaveOnRest=1
bCrossHair=1
bGeneralSubtitles=0
bDialogueSubtitles=1
bInstantLevelUp=0
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000

[SpeedTree]
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=512
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=1.0000
bEnableTrees=1
bForceFullLOD=0

[BackgroundLoad]
bUseBackgroundFileLoader=1
bCloneModelsInBackground=1
bSelectivePurgeUnusedOnFastTravel=1
bLoadBackgroundFaceGen=1

[LOD]
fLodDistance=500.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
bDisplayLODLand=1
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0

fLODFadeOutMultActors=5.0000
fLODFadeOutMultItems=2.0000
fLODFadeOutMultObjects=5.0000

fLODFadeOutObjectMultComplex=0.8
fLODFadeOutItemMultComplex=0.8
fLODFadeOutActorMultComplex=1.0

fLODFadeOutObjectMultCity=1.0
fLODFadeOutItemMultCity=1.0
fLODFadeOutActorMultCity=1.0

fLODFadeOutObjectMultInterior=1.0
fLODFadeOutItemMultInterior=1.0
fLODFadeOutActorMultInterior=1.0

fLODMultLandscape=1.0000
fLODMultTrees=1.5000
fLODMultActors=1.0000
fLODMultItems=1.0000
fLODMultObjects=1.0000

iFadeNodeMinNearDistance=400
fLODFadeOutPercent=0.9000
fLODBoundRadiusMult=3.0000

fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=1.0000

fTalkingDistance=2000.0000

[Weather]
fSunGlareSize=600.0000
fSunBaseSize=250.0000
bPrecipitation=1
fAlphaReduce=1.0000
SBumpFadeColor=255,255,255,255
SLerpCloseColor=255,255,255,255
SEnvReduceColor=255,255,255,255

[Grass]
iMinGrassSize=80
fGrassEndDistance=3000.0000
fGrassStartFadeDistance=2000.0000
bGrassPointLighting=1
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=2
fWaveOffsetRange=1.7500
fTexturePctThreshold=0.3000

[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000

[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1

[BlurShaderHDR]
fTargetLUM=1.2000
fUpperLUMClamp=1.0000
fGrassDimmer=1.3000
fTreeDimmer=1.2000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.7000
fSunlightDimmer=1.3000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=1.5000
fBrightClamp=0.350
fBlurRadius=4.0000
iNumBlurpasses=2
iBlendType=2
bDoHighDynamicRange=1

[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.7000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2

[GethitShader]
fBlurAmmount=0.5000
fBlockedTexOffset=0.0010
fHitTexOffset=0.0050

[DistantLOD]
bUseLODLandData=0
fFadeDistance=12288.0000

[Archive]
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=0
bUseArchives=1
sArchiveList=D:\data\Meshes\Oblivion - Meshes.bsa, D:\data\Textures\Oblivion - Textures.bsa, D:\data\Sounds\Oblivion - Sounds.bsa, D:\data2\Voices Dialogue\Oblivion - Voices Dialogue.bsa, D:\data\Voices NonDialogue\Oblivion - Voices Nondialogue.bsa, D:\data\Misc\Oblivion - Misc.bsa
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bigbubba7373

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No Self Shadowing In 360's Oblivion
« Reply #17 on: April 04, 2006, 09:47:00 PM »

the xbox 360 reflects more than just terrain in the water,i also have seen the xbox 360 version does in fact have self-shadowing
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Keshire

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No Self Shadowing In 360's Oblivion
« Reply #18 on: April 04, 2006, 09:57:00 PM »

For the topic at hand.

bActorSelfShadowing=0
bEquippedTorchesCastShadows=0
bShadowsOnGrass=0
bAllow20HairShader=1
bDoCanopyShadowPass=1
bDrawShadows=1
bUseRefractionShader=1
bUse Shaders=1
bDrawShaderGrass=1


bUseWaterReflectionsMisc=0
bUseWaterReflectionsStatics=0
bUseWaterReflectionsTrees=0
bUseWaterReflectionsActors=0
bUseWaterReflections=1
bUseWaterHiRes=0
bUseWaterDisplacements=1
bUseWaterShader=1


???
bAllowScreenShot=1


I'm assuming the game uses the ini. Can't see why it wouldn't. But currently there's no way to test it.
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Altima NEO

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No Self Shadowing In 360's Oblivion
« Reply #19 on: April 05, 2006, 02:13:00 AM »

360 Screenshot
So thats a screenshot I took of the same guy, on xbox 360.

IPB Image
Heres a comparision between the three screenshots, PC with self shadowing off, pc with self shadowing on, and xbox 360

Youll notice (yes, even though its a bad self shadow) its very obvious that his head is casting a shadow on his body (and pretty much his whole left side(his left, your right)), however this shadow is clearly not visible on the 360 version, and is comparable to the pc version with self shadowing off.

Please remember, self shadowing is very different from shading!

youll also notice some difference in the lighting between pc and 360, thats because the PC uses HDR and 360 uses bloom (i believe)

and yes i have nothing better to do =P
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Foe-hammer

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No Self Shadowing In 360's Oblivion
« Reply #20 on: April 05, 2006, 03:15:00 AM »

I beleive that you are correct on all except the HDR on the 360.  From what i understand, both the PC and the 360 use a form of fake HDR.
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lowendfrequency

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No Self Shadowing In 360's Oblivion
« Reply #21 on: April 05, 2006, 08:01:00 AM »

QUOTE(squarejawhero @ Apr 5 2006, 05:24 AM) View Post

I thought the 360 was using true HDR and 4xAA which was disabled on the PC?



While it's true that you can't run both HDR and AA on the PC at the same time,  neither of them feature true HDR.  Oblivion uses a post-proccess bloom effect that also modifies the contrast and saturation of the image being rendered.  It's actually a nice effect, but I think that it's a huge lie for game developers and graphics chip mfgs to claim that they can pull of HDR.  True HDR occurs at the light emmiting stage, which in turn determines the shading of each individual pixel BEFORE rendering occurs.

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Altima NEO

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No Self Shadowing In 360's Oblivion
« Reply #22 on: April 05, 2006, 11:29:00 AM »

lol, i knew i should have left that comment out

lets not get off topic here, I just wanted to show that 360 didnt have self shadowing enabled
the proof is in the ini, and the screenshot
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