Tales of the Abyss: Difference between revisions

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Split these into two issues.
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== Trivia ==
== Trivia ==
* Original names: '''テイルズ オブ ジ アビス''' (SLPS-25586) & (SLPS-73252)
* Original names: '''テイルズ オブ ジ アビス''' (SLPS-25586) & (SLPS-73252)
== Some settings information ==
==== Which hardware renderer to use? ====
* Direct3D 11
** Faster (uses less GPU) of the two
** Simpler to operate (less options to mess with)
* OpenGL
** Seems to be more stable/accurate (less frame drops / stutter)
** More options to help defer GPU resources if Vram is limited
==== Options that have the largest impact on visual quality ====
* Resolution - If you can spare the GPU horsepower putting the resolution to 2x or 4x native is the best option to improve visuals of TotA
* Half-Pixel offset - The blending/mixing of the native picture can stand to be improved by enabling either of the listed half-pixel offset settings
** Normal (Vertex) - The more accurate of the two methods as the crystal grid artifacts don't appear, but has a pixel wide flashing bar on the left and top sides (can help be mitigated by increasing the resolution and thus decreasing the size of the flashing when down-sampled to the screen)
** Special (Texture) - Fixes the mixing/blending without the flashing bars, but crystal grids can occur (only observable at title screen so far)
* FXAA - When using resolution settings under 2x-4x, this shader option helps sharpen the game, but for anything higher it is unnecessary
* Shade Boost - Enabling this feature allows the tweaking of brightness, contrast, and color saturation (these settings should be calibrated into your monitor first, BUT if the emulator/game is displaying odd enough from other applications/games then try tweaking with this option)
==== Other graphical notes ====
* Vsync - Standard and Adaptive didn't seem to improve stuttering/frame-drops and in two reproducible instances would cause it
* The various tick-box rendering hacks - None seemed to help GPU usage or stability in anyway and would sometimes cause a pixel wide streak from top left to bottom right of the screen 
* Lines Reappearing - Switching between the  half pixel offset:: (normal (vertex))and  half pixel offset:: (special (texture)) should remedy the issues. (I think only one time it wouldn't work - aRciii)
   
   
== Known Issues ==
== Known Issues ==
{{Issue
{{Issue
|IssueName=Rectangular outlines in the skybox and image ghosting
|IssueName=Teleporter miscalculation causing a soft lock
|IsFixed=2
|IssueLevel=1
|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=Hold the left analog up when being teleported to avoid getting stuck in the ground.
}}
 
==Non-Issues==
{{Issue
|IssueName=Rectangular outlines in the skybox when upscaling
|IsFixed=0
|IsFixed=0
|IssueLevel=0
|IssueLevel=-1
|Description=When upscaling you can see black lines form a repeating rectangular pattern in the game's skyboxes.
|Description=When upscaling, you can see black lines form a repeating rectangular pattern in the game's skyboxes.
|Workaround= For the outlines, you will need to set the Skipdraw range to 355-359. To do so on 1.6.0 go to "Config' > 'Video (GS)" > 'Plugin Settings' > "Advanced Settings and hacks" menu (you need to check the box first). To do so on 1.7.X go to "Config" > "Graphics Settings" > "Hacks" tab. Alternatively for NTSC-U version (CRC?) you can use the following pnach by sergx12 on the pcsx2 forums:
|Workaround=For the NTSC-U version (CRC?) you can use the following pnach by sergx12 on the pcsx2 forums:
<pre>
<pre>
patch=1,EE,205E570C,extended,00000000
patch=1,EE,205E570C,extended,00000000
</pre>
</pre>
* For the image ghosting, set Half Pixel Offset to "Vertex". It may not resolve all of it, but should clear up most of it.
}}
}}
{{Issue
{{Issue
|IssueName=Teleporter miscalculation causing a soft lock
|IssueName=Image ghosting when upscaling
|IsFixed=0
|IsFixed=1
|IssueLevel=1
|IssueLevel=-1
|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.  
|Description=When upscaling, there is heavy ghosting.
|Workaround=Hold the left analog up when being teleported to avoid getting stuck in the ground.
|Workaround=
|LastTestedOn=v1.7.5947
|LastTestedBy=TheTechnicican27
}}
}}


== Gameplay Screenshots ==
== Gallery ==
<spoiler show="Show images" hide="Hide images">
{{SpoilerTable|caption=Show images|text=
<gallery widths="350px" heights="200px">
<gallery widths="350px" heights="200px">
ToA Gameplay - Ghosting Fixed 001.jpg|<center><small>1. Ghosting fixed with the patched GSdx - Sheridan</small></center>
ToA Gameplay - Ghosting Fixed 001.jpg|<center><small>1. Ghosting fixed with the patched GSdx - Sheridan</small></center>
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File:Shader config.PNG|<center><small>(aRciii)my current shader settings</small></center>
File:Shader config.PNG|<center><small>(aRciii)my current shader settings</small></center>
</gallery>
</gallery>
</spoiler>
}}
 


{{Tales series}}
{{Tales series}}


{{ForumLinksList|list=
{{ForumLinksList|list=
*[http://forums.pcsx2.net/Thread-Tales-of-the-Abyss-SLUS-21386-U--28906 Tales of the Abyss (SLUS 21386) (U)]
*[https://forums.pcsx2.net/Thread-Tales-of-the-Abyss-SLUS-21386-U--28906 Tales of the Abyss (SLUS 21386) (U)]
*[http://forums.pcsx2.net/Thread-Tales-of-the-Abyss-SLPS-25586-J--30325 Tales of the Abyss (SLPS 25586) (J)]}}
*[https://forums.pcsx2.net/Thread-Tales-of-the-Abyss-SLPS-25586-J--30325 Tales of the Abyss (SLPS 25586) (J)]}}
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