Tales of the Abyss: Difference between revisions

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m (the skip draw produces some unforseen negative consequences)
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== Known Issues ==
== Known Issues ==
{{Issue
{{Issue
|IssueName=Ghosting at non-native resolutions.
|IssueName=Rectangular outlines in the skybox and image ghosting
|IsFixed=0
|IsFixed=0
|IssueLevel=0
|IssueLevel=0
|Description=If you set a resolution that's higher than the game's native resolution, a "ghost" effect will occur.
|Description=When upscaling you can see black lines form a repeating rectangular pattern in the game's skyboxes.
|Workaround=A few hacks are required.
For 1.6.0 go to Config > Video (GS) > Plugin Settings > "Advanced Settings and hacks' menu (you need to check the box first) and set the Skipdraw Range to 100-361 and the
For 1.7.X go to Config > Graphics Settings > Hacks tab and set the Skipdraw Range to 100-361 and the Half Pixel Offset to "Vertex". The latter helps with image ghosting.
For the image ghosting, set Half Pixel Offset to "Vertex". It may not resolve all of it, but should clear up most of it.


|Workaround= for non plug in PCSX2 nightly builds (newest builds), go to config < graphics < hacks < and enable half pixel offset normal/vertex. Then change round sprite to full.
'''NOTE:''' The ghosting fix will likely be implemented as an automatic fix in later 1.7 builds, but the Skipdraw hack will likely remain a requirement until accuracy improvements resolve it.
 
For PCSX2 stable and other older builds that use plugins:
A patched GSdx has been made available to fix this issue. After you set this version of GSdx as your active plugin, you have to tick "Enable HW Hacks" under GSdx options, and then enable the "ToA Ghost Fix" hack. Use Native Scaling (x2, x3, etc.) or higher. Don't use custom resolutions or the patch will not work. You can find the patched GSdx [http://forums.pcsx2.net/Thread-tota-s-ghosting?pid=444255#pid444255 here]. (Latest GSdx version of the patch was compiled on May 05, 2015 and is currently available for SSE2, SSSE3, SSE4, and AVX2. Other versions or newer versions in the future can be requested.)
* '''Note:''' The patch causes a 1px border on the left and top side of the screen. This is caused by the offset hack and can't be avoided unfortunately. Compared to the ghosting though it's a very minor issue and still makes it worth using.
* '''Workaround Update:''' Old workaround saved for posterity and clarity, but new link for the files is contained within the thread: [https://www.reddit.com/r/PCSX2/comments/9vau9o/tales_of_the_abyss_upscaling_ghosting_fix/ here], however if you read the comments the ghosting issue should be fixed in developments >1.5.0, but if you still have ghosting then you can manually force the said fix without the files using the graphics plugin setting > advanced settings and hacks > half pixel offset:: (normal (vertex)) and setting the internal resolution to anything not native (it is not recommended to use custom resolutions) as that's what causes the ghosting :P.
* '''Workaround Update 2:''' As the first area is fine with normal vertex, but other later game areas aren't, you could try using texture offsets X = 500 and Y = 300 but it won't fully fix it nor won't skipdraw.
}}
 
{{Issue
|IssueName=Vertical and horizontal lines.
|IsFixed=0
|IssueLevel=0
|Description= When upscaling you could see black lines form in the game's skyboxes in a rectangular pattern.
 
For PCSX2 stable and older versions that support plugins: Go into Config > GSdx > Plugin Settings > Set mipmapping to Full and Enable HW Hacks > Trilinear Filtering > Trilinear.
}}
}}


{{Issue
{{Issue
|IssueName= Teleporter miscalculation causing a soft lock  
|IssueName=Teleporter miscalculation causing a soft lock  
|IsFixed=0
|IsFixed=0
|IssueLevel=1
|IssueLevel=1
|Description= When presented with 5 concurrent Teleporters, the back right (white?) one will teleport you, but put you in the floor and you cant get out of it causing a soft lock till you reload your save. Hold up on the control stick when being teleported to avoid getting soft locked.
|Description=When presented with 5 concurrent Teleporters, the back right (white?) one will teleport you halfway into the floor, unable to get out, effectively causing a soft lock until you reload your game/save.  
|Workaround= None. (edit:Hold up on the control stick during the teleport to avoid the soft lock.) save frequently (as you should)
|Workaround=Hold the left analog up when being teleported to avoid getting stuck in the ground.
}}
}}


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