Tales of ARISE

Tales of ARISE

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Havoc 2021年9月12日 0時23分
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Arise-SDK v29 - Skit resolution/NPC distance fix (supports new update)
v29 released with support for 7th April 2022 game update!

Hopefully all the Arise-SDK features should be working fine, what I've tested seems to be working without issues at least (and I've double-checked that all the offsets to patch seem correct), there's always a chance something might have changed which stops one of the fixes from working though - if anyone finds something broken please let me know about it!

(eg. the EnableResolutionFix setting seems to prevent game from changing resolution itself now, so it's no longer enabled by default, if you want to enable it make sure to add a r.SetRes line to your Engine.ini, inside a [SystemSettings] section - I'm not sure if this fix is even needed anymore really, maybe can be removed in a later update)

v29 has only been tested with the 7th April 2022 update, earlier updates might also still work, but I haven't tried them myself.

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(Now includes a fix to make 30/60FPS cutscenes run at your native refresh rate!)

Latest download can be found on NexusMods: https://www.nexusmods.com/talesofarise/mods/5

(would appreciate if you can update your links to point there instead!)

This should help fix the NPC distance issue by changing the fadeout/despawn distances - if you have any problems with it please let me know!

Cutscene resolution can also be changed to be closer to your actual in-game resolution, should improve quality & reduce aliasing of them a lot!

This'll also automatically unlock the dev-console for you, and allow loading in loose cooked files, without them needing to be pak'd (also allows files to be hot-swapped at runtime without a relaunch needed, should be useful for modders testing their changes)

The issue with screen resolution being changed on startup should also be fixed too (if the fix doesn't work straight away, try setting the Engine.ini cvar as detailed in the readme)

Achievements aren't affected by this DLL at all, so no need to worry about that!

For test builds & source code check my github: https://github.com/emoose/Arise-SDK/releases/latest

Check out my similar fixes for other games too: Automata-LodMod[www.nexusmods.com] for NieR Automata, and DQXIS-SDK[github.com] for Dragon Quest XI S.

Support
If Arise-SDK helped you out and you'd like to help support development in some way, please consider donating a coffee at https://ko-fi.com/emoose - I'm grateful for anything you could help with!
最近の変更はHavocが行いました; 2022年4月26日 7時39分
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496-510 / 762 のコメントを表示
Xbob42 の投稿を引用:
Anyone have any idea what's going on with the color shifting going on when I move the camera here in Thistlym?

Not sure if it's happening anywhere else, only noticed it a minute ago in two separate spots. Now it's driving me crazy.

https://www.youtube.com/watch?v=I7_gwLVDfzM
If using havoc's .INI file, delete this line r.SceneColorFringeQuality = 0 and see if that was the problem.
CarlosNeri の投稿を引用:
Xbob42 の投稿を引用:
Anyone have any idea what's going on with the color shifting going on when I move the camera here in Thistlym?

Not sure if it's happening anywhere else, only noticed it a minute ago in two separate spots. Now it's driving me crazy.

https://www.youtube.com/watch?v=I7_gwLVDfzM
If using havoc's .INI file, delete this line r.SceneColorFringeQuality = 0 and see if that was the problem.
Thanks, unfortunately that didn't seem to be it.
Xbob42 の投稿を引用:
CarlosNeri の投稿を引用:
If using havoc's .INI file, delete this line r.SceneColorFringeQuality = 0 and see if that was the problem.
Thanks, unfortunately that didn't seem to be it.
have you tried to disable Global ilumination? as i said before in the previous page
Kaldaien 2021年9月23日 11時43分 
CarlosNeri の投稿を引用:
Kaldaieℵ₀ の投稿を引用:
I would steer users clear of wf.

Unreal Engine is using BitBlt model here, so the least efficient windowed mode possible. Special K can override that and get Flip model windowed mode (same performance as fullscreen exclusive), but barring that, the game's borderless mode will add 2 frames of latency.
I tried using SKIF on the cracked copy, as I don't buy incomplete games that don't work, but SKIF didn't work; this shows a message related to DX 11 version 10, something like that.
Can you please not post messages like that here? I run the very real risk of being banned for a year just for replying to you, and other users face (a much smaller ban duration) as well.

If you pirated the game, keep it to yourself.
N7 2021年9月23日 15時29分 
(´◓Д◓`) の投稿を引用:
HI, is there any way to fix the banind(flickering?) on the hair and edges of objects in the animation scene?
here is the picture
https://i.imgur.com/t42dpLn.jpeg
and
https://i.imgur.com/PM2p7Vs.jpeg
:steamhappy:

Yea I've noticed the shadow banding on Shionne's hair as well.
Kaldaieℵ₀ の投稿を引用:
CarlosNeri の投稿を引用:
I tried using SKIF on the cracked copy, as I don't buy incomplete games that don't work, but SKIF didn't work; this shows a message related to DX 11 version 10, something like that.
Can you please not post messages like that here? I run the very real risk of being banned for a year just for replying to you, and other users face (a much smaller ban duration) as well.

If you pirated the game, keep it to yourself.
ok man, but I only addressed you because I figured this was a problem related to your software and that you needed to know. The intention was just to inform.:steamthumbsup:
Not to put too fine a point on things, but if SK only worked with Steam/GOG releases, that would be a result I could get behind.
N7 の投稿を引用:
Yea I've noticed the shadow banding on Shionne's hair as well.
Doubt this will ever be fixed. Most I would expect is maybe a tweak that ups the number of gradients on the banding. It's less easy to spot, but the gradient—the number of bands—steadily doubles as objects get closer to the camera (or halves as they get further away). The only time I've ever seen this improved is when the rendering is essentially bypassed altogether, such as with ENB in Skyrim.
Thanks for the skit resolution fix. I sent a coffee your way :)


retsa2b の投稿を引用:
Not to put too fine a point on things, but if SK only worked with Steam/GOG releases, that would be a result I could get behind.
Not sure I understand.

SK works with Steam / GOG / Windows Store games pretty effortlessly, the only things it does not work with are UWP, Vulkan, Windows 7 and pirated Steam games :)
I'm saying I wouldn't altogether mind if SK didn't function with non-legit games, though it sounds as though that's already a thing, in which case 👍
最近の変更はretsa2bが行いました; 2021年9月23日 19時47分
Kaldaien 2021年9月24日 0時01分 
retsa2b の投稿を引用:
I'm saying I wouldn't altogether mind if SK didn't function with non-legit games, though it sounds as though that's already a thing, in which case 👍
lol, yeah. It famously does not work in pirated games. Search Google for "Kaldaien Piracy."

That has created so many headaches for me over the years, and _STILL_ Steam's stupid forum moderators continue banning me for somehow "promoting piracy." It's all a sick joke, I think.
Is there a way to get this to work in Linux with Proton?

retsa2b の投稿を引用:
N7 の投稿を引用:
Yea I've noticed the shadow banding on Shionne's hair as well.
Doubt this will ever be fixed. Most I would expect is maybe a tweak that ups the number of gradients on the banding. It's less easy to spot, but the gradient—the number of bands—steadily doubles as objects get closer to the camera (or halves as they get further away). The only time I've ever seen this improved is when the rendering is essentially bypassed altogether, such as with ENB in Skyrim.
:steamsad:
最近の変更はMIYABABAREが行いました; 2021年9月24日 9時11分
Havoc 2021年9月24日 10時07分 
Updated emoose.ini to 0.5, this improves framerate by about 10FPS on my HW from the last emoose.ini: https://www.nexusmods.com/talesofarise/mods/5?tab=files

Changes:
- removed r.PostProcessingColorFormat change (thanks to N7's suggestion about the optimization section)
- adjusted r.Shadow.DistanceScale to 1.5 (and changed MaxCSMResolution to match)

If you have spare frames feel free to change them back, I don't really think the r.PostProcessingColorFormat is worth it though, seems to have a slight effect on foliage edges, but even UE4 docs say that ColorFormat 1 is "unreasonable"

E:
Ryousuke の投稿を引用:
IchigoMait の投稿を引用:
Why would it disable reflections?
Isn't that setting about "DownSampledScreenScaleTO14" of "ScreenSpaceReflectionColor".

Well 0 disable it completely, very easy to see this in the palace
Ahh you were right about that, comparison here:
0 compared to 1: https://imgsli.com/NzMyNTk
1 compared to 12 (12 being vanilla game): https://imgsli.com/NzMyNjA
Going from 12 to 1 does seem to affect perf a little too, when I'm running with vsync disabled at least, I'll have to give it a try next time I drop below 60.

(E2: updated emoose.ini to 0.5.1 which changes this to 1 for now, maybe next version will change to 6 instead if this does have a perf impact, many thanks to Ryousuke for noticing this!)

E3: seems r.Shadow.DistanceScale can be patched so you can set it above 2, seems to work fine, but of course increasing DistanceScale will require MaxCSMResolution to be increased too for quality not to be affected... DistanceScale 2 already needs 8192 resolution, so going above it might not be an option for some :/

Been trying to look into increasing cascade count above 1, if that was possible we could probably increase shadow distance without the perf/resolution impact of DistanceScale, haven't had any luck yet though.

I'm thinking they might be using a custom shadow shader that doesn't support cascades, but haven't actually confirmed that yet - it's either that or the shadows are maybe meant to be precomputed during game cook, but they never precomputed above 1 cascade, so we might not have the data needed to increase it further :(
最近の変更はHavocが行いました; 2021年9月24日 13時48分
Havoc の投稿を引用:
- removed r.PostProcessingColorFormat change (thanks to N7's suggestion about the optimization section)
- adjusted r.Shadow.DistanceScale to 1.5 (and changed MaxCSMResolution to match)

If you have spare frames feel free to change them back, I don't really think the r.PostProcessingColorFormat is worth it though, seems to have a slight effect on foliage edges, but even UE4 docs say that ColorFormat 1 is "unreasonable"

What was exactly changed regarding r.PostProcessingColorFormat? In the latest ini it is still 1 while stating that game default is 0. Maybe something from previous versions or should we just delete that line?

And about r.Shadow.DistanceScale being proportional to MaxCSMResolution. Does it make sense for me to be using 1.2 with a resolution of 8192 or is there any reason for keeping this values proportional to each other? I'm running 1.2 at 8192 because it makes shadows more defined in while still drawing them at a decent distance.

But again. Thank you so much for keeping this updated and thanks a lot for your constant tests and comparisons. Thank you for keeping an eye here, listening to feedback and taking your time adding notes to explain all the changes.

Thank you!
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