Tales of Symphonia

Tales of Symphonia

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Tales of Symphonia "Fix" - v 0.9.11 [Postprocess Resolution Unlock] - (9/28/16)
Introduction

This game was a technical mess and Namco had a history of making minimal improvements and actually breaking a few things post-launch before simply disappearing.

    I fully expected the game to be abandoned within a month, though happily Namco buckled down and did some actual post-launch work.
      Huzzah!


Problem Description

Namco has repeated some of the mistakes from Tales of Zestiria and made a whole slew of new ones.

    For posterity, the list of things originally fixed will remain here.

  1. The game has a broken (stuttering) framerate limiter
      —the very same one used in Tales of Zestiria.

    • I understand Zestiria's framerate limiter at a deep level and have a polished solution for a polished turd.

  2. The game comes in multiple choices of resolution—all of them 720p

    • There is a menu in-game that lets you pick a resolution, but it is a placebo.

    • Happily you do not have to swallow that pill anymore, Durante fixed the 720p lock and I have corrected UI clipping issues introduced by his initial work.

    • Additionally, TSFix correctly rescales an HDR rendertarget that GeDoSaTo leaves at 720p.

  3. The game's signature art style ... where have you gone?!

    • Durante fixed the missing outlines on characters with zero effort necessary

    • TSFix takes outline enhancement to the next level with weapon outlines and significantly darker anti-aliased edges.

  4. The game lacks effective resource management

      TSFix adds texture caching to speed up menus and other systems that take an absurd amount of time to load in this game.

  5. The game lacks any sort of anti-aliasing

      TSFix adds MSAA support, which even a driver override cannot do for this game.

  6. 720p apparently is not low enough resolution for Namco

    • On 2/22/16 Namco decided the game needed additional blurring
    • TSFix removes this new undocumented feature


Download, Install and Configure
http://steamcommunity.com/sharedfiles/filedetails/?id=618359790

Version History
4K Texture Upscale Project
Current Version: V 0.9.11[github.com]Fix for locked post-processing resolution


Older Versions
V 0.9.10[github.com]Initial Fixes for 9/27 Patch

These versions are not compatible with the 9/27 patch
V 0.9.9[github.com]Alt+Tab Fixes and Anamorphic Widescreen Support
V 0.9.8[github.com](Improved compatibility with Special K v 0.6.x)
V 0.9.6[github.com](Special K 0.6.1 Injector Support)
V 0.9.5[github.com](Special K 0.6.0 Support)
V 0.9.3[github.com](Texture Streaming Performance Tweaks)
V 0.9.0[github.com](Initial 4K Texture Release)
V 0.8.1[github.com](Mouse Cursor and Window Management Fixes)
V 0.8.0[github.com](Achievement Fixes and Debug Enhancements)
V 0.7.1[github.com](Performance Enhancements for Borderless)
V 0.7.0[github.com](Third-Party Blacklist and Window Centering support)
V 0.6.4[github.com](Improved Startup Reliability)
V 0.6.3[github.com](Compatibility fixes for VMProtect removal)
V 0.6.2[github.com](Texture, Input and Enabler Tweaks)
V 0.6.1[github.com](Texture Management Optimizations)
V 0.6.0[github.com](Kaldaien's Old Fashioned Blur-B-Gone)
V 0.5.4[github.com](Outline Enhancements on Stationary Objects)
V 0.5.3[github.com](Outline and UI Clipping Fixes)
V 0.5.2[github.com](Enhanced Signature Scanning and Logging)
V 0.5.1[github.com](Patch Compatibility (2/22/16))
V 0.5.0[github.com](Advanced Outline Rendering)
V 0.4.4[github.com](Adds x360ce Controller Emulation Support)
V 0.4.3[github.com](More Reliable Namco Limiter Bypass)
V 0.4.2[github.com](Namco Framerate Limiter Bypass)
V 0.4.1[github.com](MSAA Optimizations and GeDoSaTo Compatibility)
V 0.4.0[github.com](Anti-Aliasing and Outline Enhancements)
V 0.3.0[github.com](Advanced Texture Management)
V 0.2.4[github.com](Fixed Missing tsfix_enabler.exe Manifest and Aspect Ratio Scaling)
V 0.2.3[github.com](Improved Privilege Elevation System)
V 0.2.1[github.com](D3D9 Performance Enhancements and NVIDIA Driver Improvements)
V 0.2.0[github.com](Significant window management improvements)
V 0.1.1[github.com](Enabler Compatibility Fixes and Better Window Management)
V 0.1.0[github.com](Improved Input processing and Outlines)
V 0.0.4[github.com](Includes all of GeDoSaTo's visual enhancements)
V 0.0.3[github.com](VMProtect Workaround)
V 0.0.2[github.com](Framerate Limiter Fix)
V 0.0.1[github.com](Initial Public Release)


Optional Global Injection

    The appeal of global injection is primarily compatibility with third-party overlays, many startup issues are resolved by using the global injector instead of d3d9.dll. It also adds the Steam achievement unlock sound to all of your Steam games.

Installation is discussed here.


After running and exiting the game with the global injector once:

  1. Move d3d9.ini to %USERPROFILE%\Documents\My Mods\SpecialK\TOS.exe and rename it SpecialK.ini
  2. Move tsfix.ini there.
  3. Delete d3d9.dll and d3d9.pdb.

Log files will now be stored in %USERPROFILE%\Documents\My Mods/SpecialK/TOS.exe/logs
Last edited by Kaldaien; 15 hours ago
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Showing 1-15 of 3,462 comments
Thanks for this! I didn't think you'd have it so quickly. Question, is this like TZFix and incomptible with the hooking that GeDoSaTo uses?
Last edited by TrowGundam; Feb 5 @ 2:36am
v 0.0.1 is ready for testing

I have released an early version of this project that takes care of the two biggest problems I have encountered with the game so far. Most of my free time right now is dedicated to modding Dragon's Dogma, but some of that project is feeding back into this one, and a lot of the things broken in this game were the same things broken in Tales of Zestiria. So I will try to juggle both things at once until that becomes a time management problem.
Originally posted by TrowGundam:
Thanks for this! I didn't think you'd have it so quickly. Question, is this like TZFix and incomptible with the hooking that GeDoSaTo uses?

Only if you force D3D9Ex on. That is not turned on in this project. It was only turned on by default in Tales of Zestiria Fix because I needed a more sophisticated timing mechanism for framerate limiting. This game only runs at 30 FPS right now, so that's not particularly demanding and does not require D3D9Ex for best performance :P
Originally posted by Kaldaien:
Originally posted by TrowGundam:
Thanks for this! I didn't think you'd have it so quickly. Question, is this like TZFix and incomptible with the hooking that GeDoSaTo uses?

Only if you force D3D9Ex on. That is not turned on in this project. It was only turned on by default in Tales of Zestiria Fix because I needed a more sophisticated timing mechanism for framerate limiting. This game only runs at 30 FPS right now, so that's not particularly demanding and does not require D3D9Ex for best performance :P
Ok good to know. Until there is a decent way to force true-AA in this, I'm not sure I could live without GeDoSaTo, especially since Durante added an option for the old-school Cel Shaing. :)
I should point out that if you start messing with different aspect ratio scaling in GeDoSaTo, it might get flaky. The core of this project is based on my Dragon's Dogma aspect ratio mod. I have most of the input processing stuff disabled, but something might still be in the codebase.

GeDoSaTo and my mod basically fight over mouse coordinates when this happens and there's no clear winner :P
Last edited by Kaldaien; Feb 5 @ 2:51am
Oh boy, here we go!

Thanks a lot!
Well, I did notice one thing. With GeDoSaTo I had to keep the ingame resolution set to 1280x720 in order to keep it rendering properly (i.e. not displaying in the top left corner with a huge black area everywhere else). On first boot with this installed, I could only see the top Left of the screen (the opposite of what got before). I set the In-Game resolution to 1080p and I can see the whole screen again. However, I think it did something funky with the upscaling because everything is really pixelated. However the black outlining done by GeDoSaTo (and it's overlay) still show up. The game is also playing like crap, but that might just be because I was remoting into my home computer via Chrome Remote Desktop since i'm at work. I'll try it when I get home later and see if the problem is actually a problem or an artifact of remote controlling my machine.
Her_TOT Feb 5 @ 2:58am 
hello Kaldaien thx for your amazing work once again ! you defeat bamco ahaha ! but make the game 2 more faster for me, using windows 10, gedosato in 8k. Do you have have any idea ? thx guy !
Forgive me, you state that the issues this would fix are "Exactly the same as Tales of Zesteria", but for the uninfromed (Such as myself), would you be so kind as to go more in depth on what this actually does from a performance PoV?

I'm gonna poke around a little and see if I can find more information. Just wondering what the difference between this and the other mod and GeDeSaTo is. I'm at a little bit of a loss for it.

Quickly searched on google, and would love to know if it's the same fixes:

The 30 FPS cap (Author: DrDaxxy)
Stutter caused by Namco's Framerate Limiter
Shimmering Artifacts
7.1 Channel Audio Crashes (PATCHED: 11/3/2015)
Crashes and Audio Distortion caused by Sample Rate
Aspect Ratio on Full-Motion Videos
Aspect Ratio and FOV in the Field
Aspect Ratio in Menus
Last edited by Caex Vaeriar; Feb 5 @ 3:04am
Originally posted by TrowGundam:
Originally posted by Kaldaien:

Only if you force D3D9Ex on. That is not turned on in this project. It was only turned on by default in Tales of Zestiria Fix because I needed a more sophisticated timing mechanism for framerate limiting. This game only runs at 30 FPS right now, so that's not particularly demanding and does not require D3D9Ex for best performance :P
Ok good to know. Until there is a decent way to force true-AA in this, I'm not sure I could live without GeDoSaTo, especially since Durante added an option for the old-school Cel Shaing. :)

Yeah, and that's not even the half of it. They appear to have used lossy DXT compression on the already low-resolution fonts in this game, and the result is a ridiculous amount of "mosquito" noise around letters.

I get the impression from this problem and the texture shimmering in Tales of Zestiria, that Bandai Namco are all blind.
Originally posted by TrowGundam:
Well, I did notice one thing. With GeDoSaTo I had to keep the ingame resolution set to 1280x720 in order to keep it rendering properly (i.e. not displaying in the top left corner with a huge black area everywhere else). On first boot with this installed, I could only see the top Left of the screen (the opposite of what got before). I set the In-Game resolution to 1080p and I can see the whole screen again. However, I think it did something funky with the upscaling because everything is really pixelated. However the black outlining done by GeDoSaTo (and it's overlay) still show up. The game is also playing like crap, but that might just be because I was remoting into my home computer via Chrome Remote Desktop since i'm at work. I'll try it when I get home later and see if the problem is actually a problem or an artifact of remote controlling my machine.

I'd try turning off the AllowBackground setting. That will cause the game's framebuffer to be stretched to match your desktop resolution. It's basically forced fullscreen borderless window mode with the added benefit that you can alt+tab and do other things without a 5 minute pause between switching; I wasn't sure whether to enable it by default or not.
Last edited by Kaldaien; Feb 5 @ 3:06am
Originally posted by Kaldaien:
Originally posted by TrowGundam:
Ok good to know. Until there is a decent way to force true-AA in this, I'm not sure I could live without GeDoSaTo, especially since Durante added an option for the old-school Cel Shaing. :)

Yeah, and that's not even the half of it. They appear to have used lossy DXT compression on the already low-resolution fonts in this game, and the result is a ridiculous amount of "mosquito" noise around letters.

I get the impression from this problem and the texture shimmering in Tales of Zestiria, that Bandai Namco are all blind.
That or they have the same problem as a lot of the older Square-Enix ports and they lost the original assets and couldn't be bothered to reconstruct/redo them for a port. (With a font that is downright lazy). Maybe someone will be able to get texture injection/dumping to work and we can get that fixed. I'd try, but even though I'm a programmer, my forte is more in the technical aspect (AI and other alogrithm programming).
Originally posted by Kaldaien:

I'd try turning off the AllowBackground setting. That will cause the game's framebuffer to be stretched to match your desktop resolution. It's basically forced fullscreen borderless window mode with the added benefit that you can alt+tab and do other things without a 5 minute pause between switching; I wasn't sure whether to enable it by default or not.
Does that mean that it would effectively be running in true 1080p resolution (versus 720p upscaled)? If so I think I could live without 4K downscaling for a little while while the kinks are being worked out.
Welp answered my own question. I set GeDoSaTo to 1920x1080 (just commeting out the 4K line didn't cut it, even with the clearRenderingResolutions line). Everything was a bit worse looking compared to the 4K downscale, but no where near the original 720p. I didn't try wihtout GeDoSaTo though, because I'd miss my cel-shading. :)

Edit: Ok turning off GeDoSaTo did set me back to the 720p upscale look. Guess I'll just keep GeDoSaTo on and set to 1080p till things get to the point I can re-enable the 4K Downscaling.
Last edited by TrowGundam; Feb 5 @ 3:18am
Originally posted by TrowGundam:
Originally posted by Kaldaien:

I'd try turning off the AllowBackground setting. That will cause the game's framebuffer to be stretched to match your desktop resolution. It's basically forced fullscreen borderless window mode with the added benefit that you can alt+tab and do other things without a 5 minute pause between switching; I wasn't sure whether to enable it by default or not.
Does that mean that it would effectively be running in true 1080p resolution (versus 720p upscaled)? If so I think I could live without 4K downscaling for a little while while the kinks are being worked out.

It shouldn't have to upscale anything, to be completely honest. If there's one thing I've learned working on aspect ratio correction in Tales of Zestiria and Dragon's Dogma, it's that some simple vertex shader math is usually all it takes to systematically change the resolution a game runs at for everything but pre-rendered video.

Rescaling pixels, rather than geometry is the lazy way out and it delivers similarly lazy results :P It could well explain why this option was added in a day's worth of work though. And if it is the case that Bandai Namco is just stretching the fixed-resolution framebuffer to fit a user's preference, then no ... nothing I have done here _so far_ changes that.
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