Tales of Berseria

Tales of Berseria

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Kaldaien Jan 11, 2017 @ 12:21am
Tales of Berseria "Fix" - v 0.10.2 [21:9 Support] - (3/1/17)
Please refer to this post for support.

I do not monitor this thread anymore
Last edited by Kaldaien; Jul 4, 2017 @ 2:20pm
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Showing 2,191-2,205 of 3,326 comments
Geogi Feb 17, 2017 @ 7:25am 
Originally posted by Kaldaien:
Fix the texture LOD bias. A positive bias is usually the cause of that. A slight negative bias should remove it.

Originally posted by Kaldaien:
0.9.8.2 also includes a "Best Practices" section for tuning SGSSAA. I appear to have left a few bits of information out though, so here's a screenshot with the settings I use to balance memory bandwidth requirements with 4X SGSSAA @4K on my GTX 1080.

Actually, my LOD bias was already negative: it was around -0.13 which I think was the default because I don't remember touching that setting. Out of curiosity I duplicated your settings and the problem with skits still shows up (and again, only with SGSSAA active). I have a GTX 980 Ti and that's more than enough for 1080p btw.

I'd be happy to help if you need more testing, otherwise I can live with it. It breaks immersion a bit but playing with anti-aliasing is better imo.
Kaldaien Feb 17, 2017 @ 7:32am 
Have you done something like force anisotropic filtering on your driver settings? That's not a good thing to do, it creates artifacts like this.
Antitype Feb 17, 2017 @ 7:37am 
Just a shot in the dark, maybe you are clamping/not allowing negative bias? That often comes along with forcing AF.

I'm not getting that glitch with my previous settings or the same as Kaldaien posted. I couldn't test a skit with Rokurou and Eleanor specifically though.
Kaldaien Feb 17, 2017 @ 7:51am 
Speaking of clamping, part of the problem is texture filtering repeating texture coordinates.

If for some reason texture sampling is ever done anywhere but the center of a pixel (this shouldn't happen on UI stuff), then the GPU takes the 4 nearest pixels int he texture and averages them together. It can actually pull pixels from the other side of a texture if repeating coordinate modes are enabled.

That Clamp-Non-Power-of-Two option is basically what I'm discussing, only it applies to two very specific textures in the game. I can probably isolate the vertex shaders used for skits and then apply coordinate clamping to all textures that way. This is non-standard behavior caused by the driver, but that's how you fix it even if you don't really know why the driver's doing it :P
Geogi Feb 17, 2017 @ 7:52am 
Originally posted by Kaldaien:
Have you done something like force anisotropic filtering on your driver settings? That's not a good thing to do, it creates artifacts like this.

No, everything is on default settings including the global options. Only AA isn't (override 4x, custom transparency) but it seems TBF/SpecialK is doing that (I tried setting it to the default value and it changed back after setting SGSSAA 4x from TBF's config UI in game).

Originally posted by Antitype:
Just a shot in the dark, maybe you are clamping/not allowing negative bias? That often comes along with forcing AF.

I'm not getting that glitch with my previous settings or the same as Kaldaien posted. I couldn't test a skit with Rokurou and Eleanor specifically though.

Default setting for negative bias (allow), the clamping setting from TBF (if that's what you mean) does not affect the issue.

It happens in every skit btw, although some characters have it worse than other (barely noticeable on Magilou, really bad on Laphicet).

Originally posted by Kaldaien:
If for some reason texture sampling is ever done anywhere but the center of a pixel (this shouldn't happen on UI stuff), then the GPU takes the 4 nearest pixels int he texture and averages them together. It can actually pull pixels from the other side of a texture if repeating coordinate modes are enabled.

Now that you mention it, it really looks like the "box" is really the sprite wrapping around: every dark "border" coincides with a dark color on the other side. Magilou looks fine because she has mostly skin around the moving parts while Laphicet can bend over in the skits meaning there's the upper "nothing" to account for, which results in an obvious black line...
Last edited by Geogi; Feb 17, 2017 @ 8:12am
Kaldaien Feb 17, 2017 @ 8:26am 
Yeah, I am very familiar with this problem :) I know what is going on, I'm just at a loss for explaining why it's happening.

Are you using a custom resolution that's an odd dimension by any chance? Those funky DSR resolutions that end in 5s and 3s never do anyone any good.


Anyway, grab this DLL: https://github.com/Kaldaien/TBF/releases/download/tbfix_098/tbfix.dll


I have three check boxes that will solve various anti-aliasing related texture problems for drivers that are behaving strangely. They're under the Textures / Experimental tab -- these are VERY experimental and the settings are not saved to the INI file, at this point I just want to verify that clamping those texture coordinates doesn't spill-over and cause problems with other stuff.
Kaldaien Feb 17, 2017 @ 8:45am 
Oh, and by the way. The reason NVCPL keeps setting transparency anti-aliasing is because that is what SGSSAA is :)

It's the transparency supersampling option, only with the normal check for transparency removed. Thus it applies to every pixel on screen regardless whether it belongs to an alpha blended render pass.

It was originally a driver bug, but they turned it into a feature that only developers have access to. You'll never see it listed in NVCPL.
Last edited by Kaldaien; Feb 17, 2017 @ 8:46am
bebopaloobop Feb 17, 2017 @ 8:47am 
Using the latest version, I can't take screenshots in the menu at all. If I press the screenshot button while on the Equipment screen, for example, it won't take the screenshot until I've exited the menu and am in-game. It will also take a screenshot if I open the TBFix HUD, but obviously it's just of the HUD itself.

Screenshot of my settings: http://i.imgur.com/YYRrLPZ.png
Kaldaien Feb 17, 2017 @ 8:56am 
Originally posted by bebop:
Using the latest version, I can't take screenshots in the menu at all. If I press the screenshot button while on the Equipment screen, for example, it won't take the screenshot until I've exited the menu and am in-game. It will also take a screenshot if I open the TBFix HUD, but obviously it's just of the HUD itself.

Screenshot of my settings: http://i.imgur.com/YYRrLPZ.png

That's normal. That button queues up a screenshot that's only triggered when there's a frame drawn that has a HUD in it :)

The menu screen has no HUD. There would be nothing but a black screen if I were to take the screenshot immediately.
Last edited by Kaldaien; Feb 17, 2017 @ 8:56am
bebopaloobop Feb 17, 2017 @ 9:02am 
Originally posted by Kaldaien:
Originally posted by bebop:
Using the latest version, I can't take screenshots in the menu at all. If I press the screenshot button while on the Equipment screen, for example, it won't take the screenshot until I've exited the menu and am in-game. It will also take a screenshot if I open the TBFix HUD, but obviously it's just of the HUD itself.

Screenshot of my settings: http://i.imgur.com/YYRrLPZ.png

That's normal. That button queues up a screenshot that's only triggered when there's a frame drawn that has a HUD in it :)

The menu screen has no HUD. There would be nothing but a black screen if I were to take the screenshot immediately.

I'd ask why you changed it then, since it worked differently when the feature was first introduced and allowed me to take screenshots just fine on the Equipment/Fashion screen without the text or menu elements, just the character model and background.
Kaldaien Feb 17, 2017 @ 9:02am 
Originally posted by tfam26:
Originally posted by Kaldaien:
Have you done something like force anisotropic filtering on your driver settings? That's not a good thing to do, it creates artifacts like this.

Well ♥♥♥♥, that is news to me Kal glad you mentioned it. I take it the in-game AF is still "safe" to use correct?

Also, would it be possible for you to add contrast, vibrance or perhaps even HDR shaders to your mod so no one has to fumble with Reshade or driver color profiles /beg?

In-game AF is fine, yeah. It's mostly tile-based games (think DIsgaea) where Anisotropic Filtering is the number one evil.

AF changes the shape and size of pixels the GPU averages when filtering textures (normally it would fetch a 2x2 square of pixels and average those), as soon as the surface that's been textured is positioned at an angle rather than face-on that all changes and the GPU will fetch weird elongated shapes of pixels instead of squares :)

It gets downright evil on a sloped plane like Disgaea uses. Oh, and it's also really evil in games that use idTech5/6 for similar reasons. It picks up pixels from unrelated images.



As for contrast enhancement, etc. I _could_ do this, but ReShade already exists and does this stuff a million times better than I could :) I prefer to work with the game's shipping assets and enhance those most of the time.
Last edited by Kaldaien; Feb 17, 2017 @ 9:06am
Kaldaien Feb 17, 2017 @ 9:04am 
Originally posted by bebop:
Originally posted by Kaldaien:

That's normal. That button queues up a screenshot that's only triggered when there's a frame drawn that has a HUD in it :)

The menu screen has no HUD. There would be nothing but a black screen if I were to take the screenshot immediately.

I'd ask why you changed it then, since it worked differently when the feature was first introduced and allowed me to take screenshots just fine on the Equipment/Fashion screen without the text or menu elements, just the character model and background.

It hasn't been changed. It has always worked that way. I don't know what button you were pressing befor,e but it certainly wasn't the HUDless screenshot.
bebopaloobop Feb 17, 2017 @ 9:13am 
I took this screenshot just now by rolling back to 0.9.3.1 and using the default HUDless screenshot keybinding. Maybe it was never intended to work this way, but it did, and is a good feature IMO.

http://i.imgur.com/M16gSWh.jpg
Black99 Feb 17, 2017 @ 9:52am 
Is fixeable low-quality textures? Before was with nice quality and I didn't have that problem of spirters (black lines, like box) but for some reason the game is bugged lol. With the .dll posted above and checked these optiones now is fixed, but this textures is bothering me...

http://images.akamai.steamusercontent.com/ugc/158027122749245681/A106033A2CD6DDAE3CBEEF063B93F15E077D48D1/
Kaldaien Feb 17, 2017 @ 10:04am 
Originally posted by bebop:
I took this screenshot just now by rolling back to 0.9.3.1 and using the default HUDless screenshot keybinding. Maybe it was never intended to work this way, but it did, and is a good feature IMO.

http://i.imgur.com/M16gSWh.jpg

Only problem is, I don't know why that even works. I do know it's triggered after a blur filter that I had to remove, however. It's next to impossible to support both of those things.
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