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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.
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
GeDoSaTo and my mod basically fight over mouse coordinates when this happens and there's no clear winner :P
Thanks a lot!
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:
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.
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.
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.
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.