Tales of Symphonia

Tales of Symphonia

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Kaldaien Feb 5, 2016 @ 2:34am
Tales of Symphonia "Fix" - v 0.10.5 [New DLC Manager] - (10/16/16)
Please refer to this post instead:

http://steamcommunity.com/groups/SpecialK_Mods/discussions/6/2741975115064747798/

I will not be posting in the public forums until Valve hires more professional moderators and/or implements an ignore button to make them obsolete.
Last edited by Kaldaien; May 11, 2017 @ 10:43pm
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Showing 1-15 of 4,202 comments
TrowGundam Feb 5, 2016 @ 2:36am 
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, 2016 @ 2:36am
Kaldaien Feb 5, 2016 @ 2:37am 
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.
Kaldaien Feb 5, 2016 @ 2:41am 
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
TrowGundam Feb 5, 2016 @ 2:43am 
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. :)
Kaldaien Feb 5, 2016 @ 2:50am 
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, 2016 @ 2:51am
texhnolyze Feb 5, 2016 @ 2:51am 
Oh boy, here we go!

Thanks a lot!
TrowGundam Feb 5, 2016 @ 2:58am 
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.
Tom_Heartbreakz Feb 5, 2016 @ 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 !
Caex Feb 5, 2016 @ 3:02am 
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; Feb 5, 2016 @ 3:04am
Kaldaien Feb 5, 2016 @ 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.
Kaldaien Feb 5, 2016 @ 3:06am 
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, 2016 @ 3:06am
TrowGundam Feb 5, 2016 @ 3:07am 
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).
TrowGundam Feb 5, 2016 @ 3:09am 
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.
TrowGundam Feb 5, 2016 @ 3:15am 
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, 2016 @ 3:18am
Kaldaien Feb 5, 2016 @ 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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