The Legend of Heroes: Trails through Daybreak

The Legend of Heroes: Trails through Daybreak

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Dante Jul 6, 2024 @ 7:02am
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OPTIMIZATION GUIDE Legend Of Heroes Trails Through Daybreak
This guide will help you do all the basic and advanced settings for this game and will also let you optimize your game for best visuals with better performance.

There are tons of graphics settings in Legend of Heroes Trails Through Daybreak which is why I could not make a text based guide as the wall of text would be massive. So instead I made a video guide which I think also makes it very easy to follow.

OPTIMIZATION VIDEO GUIDE:
https://youtu.be/pqvT4wXZwZg

[UPDATES]:
- Came to know later that WATER SHADING does work but only after reloading a save file or restart of game. Still the difference is very minimal and costs 6fps on my setup, so I don't think it is worth it.
- It seems I was looking at the wrong place for PORTRAIT ANTI ALISIASING. That feature does work but only on the portraits that appear in dialogue boxes. I recommend to keep that setting on.
- If you are having unstable frame-times/frame-pacing issues, go to the properties of the games .exe file and in COMPATIBILITY tab, check DIASBLE FULLSCREEN OPTIMIZATIONS. Then hit APPLY and OK.

I hope this guide was helpful. You can ask any questions related to the guide here or as a Youtube comment and I will always be there to reply and sort out any problems.

Good Luck and Happy Gaming :)
Last edited by Dante; Jul 17, 2024 @ 7:40am
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Showing 1-15 of 28 comments
jmporkbob Jul 6, 2024 @ 8:44am 
The TTS kind of bothered me, but as someone who is also very much into graphics settings, I thought you did a pretty good job of explaining what they are to the average person.
Dante Jul 6, 2024 @ 9:02am 
Originally posted by jmporkbob:
The TTS kind of bothered me, but as someone who is also very much into graphics settings, I thought you did a pretty good job of explaining what they are to the average person.
Much appreciated buddy :)
Last edited by Dante; Jul 6, 2024 @ 9:02am
Dante Jul 6, 2024 @ 4:52pm 
Updated the main post.
SuperShadonicX Jul 7, 2024 @ 7:08am 
Chad post is chad. I remember this guy gave an optimization guide for Tekken 8 as well. Real helpful. Requesting sticky.
king_of_jamaica Jul 7, 2024 @ 8:25am 
Don't turn on SGSSAA and leave Local Shadowing set to High at most and you're probably good on most modern GPUs.

Even on a decent GPU you can't crank everything up to max. I've got a 4070 Ti, slightly overclocked, and with all the settings cranked at 2560x1440 I was getting sub-60 while moving around town.
Nishimo Jul 7, 2024 @ 4:42pm 
Do you guys think a mobile GTX 1050 Ti can run the game at 1080p and stable 60fps on medium/default console settings? I want to play the game, but I left my desktop PC at home and only have my old laptop for now.
ojvdh Jul 7, 2024 @ 5:22pm 
Originally posted by Nishimo:
Do you guys think a mobile GTX 1050 Ti can run the game at 1080p and stable 60fps on medium/default console settings? I want to play the game, but I left my desktop PC at home and only have my old laptop for now.
Absolutely as long as you use a midrange preset or temper with the settings.
Clumsy_Sage Jul 7, 2024 @ 5:52pm 
I think you may wanna look at showing your FPS on the screen with whatever settings your showing otherwise we have to just take your word for it.
Dante Jul 7, 2024 @ 11:57pm 
Originally posted by Clumsy_Sage:
I think you may wanna look at showing your FPS on the screen with whatever settings your showing otherwise we have to just take your word for it.
I felt that before you buddy but the problem is I use Nvidia overlay to monitor FPS/GPU usage and Nvidia Shadowplay does not record the overlay that shows FPS. Please dont tell me to use After burner. That thing is such brain damage to just get set up perfectly and still after that, sometimes it just does not work.

I will try to get some other kind of monitoring tool later, and link the comparison video of max vs recommended, to show that I actually was getting 118 FPS on 1440p after the changes vs 76 FPS on max :)
Last edited by Dante; Jul 8, 2024 @ 12:00am
Caveman Jul 8, 2024 @ 1:49am 
That text to speech is brain damaging.
But otherwise good work.
Dante Jul 8, 2024 @ 7:28am 
Originally posted by Caveman:
That text to speech is brain damaging.
But otherwise good work.
Sorry for buddy but I am a stammer person IRL. My voice stutter more than GTX 750 playing Horizon Forbidden West on Max setting :D That info I added in the video description from the start.
BTW thanks for the compliment. I hope you get an enjoyable experience in this game :)
Last edited by Dante; Jul 8, 2024 @ 7:29am
Tr0w Jul 8, 2024 @ 12:12pm 
Dunno why they didn't just add DLSS, FSR, and XeSS
jmporkbob Jul 8, 2024 @ 12:40pm 
Originally posted by Tr0w:
Dunno why they didn't just add DLSS, FSR, and XeSS
They can't. Falcom's engine doesn't natively support pixel motion vector data, so the port would have to implement it all from scratch and that would take at least a couple months worth of time that will never be funded by NISA. Falcom would realistically need to add it on their end for the initial releases. And given how many years it took Falcom to take the Switch seriously as a launch platform in Japan, even if their life depended on it I couldn't see them adding temporal reconstruction stuff to the engine until at least a decade after it becomes ubiquitous in the industry lol.
Last edited by jmporkbob; Jul 8, 2024 @ 12:45pm
king_of_jamaica Jul 8, 2024 @ 1:43pm 
Originally posted by jmporkbob:
Originally posted by Tr0w:
Dunno why they didn't just add DLSS, FSR, and XeSS
They can't. Falcom's engine doesn't natively support pixel motion vector data, so the port would have to implement it all from scratch and that would take at least a couple months worth of time that will never be funded by NISA. Falcom would realistically need to add it on their end for the initial releases. And given how many years it took Falcom to take the Switch seriously as a launch platform in Japan, even if their life depended on it I couldn't see them adding temporal reconstruction stuff to the engine until at least a decade after it becomes ubiquitous in the industry lol.
This. Falcom's engine is at least a generation behind in graphics tech. In some cases probably two generations behind.

That said, if they only did one thing to update the engine, I would want it to be TAA and reconstruction support(once you have TAA support, reconstruction is super simple apparently). Leave everything else exactly as it is now, but just add TAA and DLSS/XeSS/PSSR.

I want a temporally stable image without shaving 30fps off my framerate, and their texture work is already so poor that adding the blur of a temporal solution really wouldn't matter.
Clumsy_Sage Jul 8, 2024 @ 4:50pm 
Originally posted by king_of_jamaica:
Originally posted by jmporkbob:
They can't. Falcom's engine doesn't natively support pixel motion vector data, so the port would have to implement it all from scratch and that would take at least a couple months worth of time that will never be funded by NISA. Falcom would realistically need to add it on their end for the initial releases. And given how many years it took Falcom to take the Switch seriously as a launch platform in Japan, even if their life depended on it I couldn't see them adding temporal reconstruction stuff to the engine until at least a decade after it becomes ubiquitous in the industry lol.
This. Falcom's engine is at least a generation behind in graphics tech. In some cases probably two generations behind.

That said, if they only did one thing to update the engine, I would want it to be TAA and reconstruction support(once you have TAA support, reconstruction is super simple apparently). Leave everything else exactly as it is now, but just add TAA and DLSS/XeSS/PSSR.

I want a temporally stable image without shaving 30fps off my framerate, and their texture work is already so poor that adding the blur of a temporal solution really wouldn't matter.

Whats worse this a whole new engine they developed for this. Its basically like a unreal engine update if you want a comparssion. Just the same old engine just updated but not to unreals extent.
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