Tales of the Abyss: Difference between revisions

The old instructions were out of date and no longer worked on pcsx2 nightly builds. everything I've written can be tested in game. including the way to avoid the Daath teleport soft lock.
(Extra workaround option + typo fixes)
(The old instructions were out of date and no longer worked on pcsx2 nightly builds. everything I've written can be tested in game. including the way to avoid the Daath teleport soft lock.)
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|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=If you set a resolution that's higher than the game's native resolution, a "ghost" effect will occur.
|Workaround=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.)
 
|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.
 
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.
* '''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:''' 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.
* '''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.  
}}
}}


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|IsFixed=0
|IsFixed=0
|IssueLevel=0
|IssueLevel=0
|Description= When upscaling you could see black lines forming in rectangle form.
|Description= When upscaling you could see black lines form in the game's skyboxes in a rectangular pattern.  
|Workaround= Go into Config > GSdx > Plugin Settings > Set mipmapping to Full and Enable HW Hacks > Trilinear Filtering > Trilinear.
|Workaround= for non plug in PCSX2 nightly builds (newest builds), go to config < graphics > hacks < Skipdraw Range < 100 < 361
 
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.
}}
}}


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|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 casueing a soft lock till you reload your save
|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.
|Workaround= None. save frequently (as you should)
|Workaround= None. (edit:Hold up on the control stick during the teleport to avoid the soft lock.) save frequently (as you should)
}}
}}


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