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Tales of Berseria "Fix" - v 0.9.5

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@Kaldaien Kaldaien released this 12 Feb 17:52
· 40 commits to master since this release

Technical Improvements to Texture / RenderTarget Debugging

- Screenshots queued up for compression in the background will no longer cause the game to crash if Alt+Tab is performed before compression finishes. - Improved Live RenderTarget View's ability to fit excessively large render targets on screen - Corrected VRAM size calculation for resampled textures and properly aligned DXT1-5 memory - VRAM cache limits will come into play quicker now, which may help on seriously low-end hardware. - Added LOD count to the Live Texture View status screen - This won't be entirely accurate if you have Texture QuickLoad enabled - Added function to change the visible texture in Live Texture View - This currently changes the entire set of textures rather than one individual texture, so differences on screen will be the result of ALL modified textures - I intend to fix that in a later version - This only works when you untick the "Highlight Selected Texture In-Game" option - Disabled dumping textures while Texture QuickLoad is on - That was resulting in dumps that were missing mipmap LODs - Implemented sorting on the Live RenderTarget View screen - Your selected RenderTarget should no longer change when the number of render passes does ;)

Multi-pass RenderTargets amortized across alternating frames still flicker even after sorting... they're live one frame, dead the next, then back from the dead the next.

  • This is annoying, but harmless. It is mostly limited to resolution-reduction filters such as bloom and I don't see an immediate need to reverse engineer any of that stuff.

0.9.4: Configurable Screenshot System

- See the Screenshots tab in the control panel - This is the first customizable keybinding, be gentle with it ... Numpad + is a big no-no for binding right now, avoid that ;) - Screenshots are saved in PNG format now unless the Keep Screenshot after Import setting is turned off. - They will take longer to encode in the background, but save tons of disk space. - Performance is unaffected by the background compression process but if you repeatedly mash the screenshot button you may have multiple screenshots queued up for PNG compression in the background - don't do that.

_0.9.4.1_ Fixes minor window activation related problems that were causing issues with the background mute feature (Special K control panel)


0.9.3: Support for Config UI Scaling Has Been Added

- Not all things work correctly at scales > 1.0, but most of the UI is functional.

_0.9.3.1_ Adds HUDless screenshots (Ctrl + Shift + F10), they are integrated with Steam, so your screenshot goes straight into your Steam library and you can delete it after the game if you want.

  • I took special care to remove most blur post-processing while keeping shadows and as much atmospheric post-processing as possible. Unfortunately, just like Tales of Zestiria, some atmospheric bloom effects are tied directly to UI rendering and makes not only this but aspect ratio correct rendering a nightmare.

_0.9.3.2_ Finishes the job for HUDless; with the exception of horrific Steam thumbnail quality.

0.9.2: Render Target View Added to Texture Modding Tools

- This has little to no application for most texture modders, but shows the order render passes happen in (for transparency) - I used the tool already to fix a few problem areas where environmental shadow rescaling was rescaling other render targets it should not have been... so win-win 👍 - Adds Post-Processing Resolution Rescaling - Eliminate annoying shimmering :)

0.9.1: Wait for VBLANK Option Added

- The old timing hack from Tales of Zestiria is back ;) - This requires D3D9Ex and used to require the game actually ran in D3D9Ex mode, but now a dummy D3D9Ex device is created for the sole purpose of timing. - Enabling this will reduce input latency and CPU usage by up to 90% (Ctrl+Shift+C to view CPU usage with the mod's OSD active). - You will need to adjust the limiter tolerance slider to a lower value to make my framerate limiter re-adjust itself more frequently, or framerate will oscillate.