Tales of the Abyss: Difference between revisions

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|wikipedia        = [https://en.wikipedia.org/wiki/Tales_of_the_Abyss Link]
|wikipedia        = [https://en.wikipedia.org/wiki/Tales_of_the_Abyss Link]
|gamefaqslink      = [http://www.gamefaqs.com/ps2/929343-tales-of-the-abyss Link]
|gamefaqslink      = [http://www.gamefaqs.com/ps2/929343-tales-of-the-abyss Link]
|reviewlinks      = {{ReviewLink|[http://www.metacritic.com/game/playstation-2/tales-of-the-abyss Metacritic]|78/100}}
|reviewlinks      = {{ReviewLink|[https://www.metacritic.com/game/playstation-2/tales-of-the-abyss Metacritic]|78/100}}
|gameinfo          = Tales of the Abyss follows the story of the young aristocrat, Luke fon Fabre. Kidnapped seven years ago, Luke returns to his family with no memories of his life before. In order to protect him, Luke's family keeps him confined to the quite lifestyle of the palace. Suddenly, Luke is thrust into the outside world and caught in the workings of the Order of Lorelei and the Oracle Knights who serve as keepers of the prophecy known as the Score. He knows nothing of those who might be his allies or those who are already his enemies. He must learn of the power of friendship and feel the pain of sacrifice. Luke's actions could save the world or destroy it.
|gameinfo          = Tales of the Abyss follows the story of the young aristocrat, Luke fon Fabre. Kidnapped seven years ago, Luke returns to his family with no memories of his life before. In order to protect him, Luke's family keeps him confined to the quite lifestyle of the palace. Suddenly, Luke is thrust into the outside world and caught in the workings of the Order of Lorelei and the Oracle Knights who serve as keepers of the prophecy known as the Score. He knows nothing of those who might be his allies or those who are already his enemies. He must learn of the power of friendship and feel the pain of sacrifice. Luke's actions could save the world or destroy it.
<!-- General props -->
<!-- General props -->
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|GPU=NVIDIA GeForce 8800 GT @ 512 MB
|GPU=NVIDIA GeForce 8800 GT @ 512 MB
|Revision=pre-0.9.7 Beta (r1888)
|Revision=pre-0.9.7 Beta (r1888)
<spoiler show="Settings" hide="Hide">
<!--
* Speed Hacks:
* Speed Hacks:
** EmotionEngine Sync Hacks: Use x1.5 Cycle Rate
** EmotionEngine Sync Hacks: Use x1.5 Cycle Rate
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** IOP x2 Cycle Rate
** IOP x2 Cycle Rate
** Idle Loop
** Idle Loop
</spoiler>
-->
|Graphics=GSdx (r1763)
|Graphics=GSdx (r1763)
|Sound=
|Sound=
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|GPU=AMD Radeon R9 280 @ 3 GB
|GPU=AMD Radeon R9 280 @ 3 GB
|Revision=1.5.0 (dev-2000 g92aa270)
|Revision=1.5.0 (dev-2000 g92aa270)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 0  
** EE Cyclerate: 0  
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** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx 0.1.16 AVX2 (ToTA 05052015)
|Graphics=GSdx 0.1.16 AVX2 (ToTA 05052015)
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D11 (Hardware)
* Renderer: Direct3D11 (Hardware)
* Internal Resolution: 4x Native
* Internal Resolution: 4x Native
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** FXAA: Enabled
** FXAA: Enabled
** Shadeboost: Enabled
** Shadeboost: Enabled
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|GPU=Nvidia Geforce GTX 660 @ 2 GB
|GPU=Nvidia Geforce GTX 660 @ 2 GB
|Revision=1.5.0 (dev-2175 g420f11161)
|Revision=1.5.0 (dev-2175 g420f11161)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 0  
** EE Cyclerate: 0  
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** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx 0.1.16 AVX2 (ToTA 05052015)
|Graphics=GSdx 0.1.16 AVX2 (ToTA 05052015)
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D11 (Hardware)
* Renderer: Direct3D11 (Hardware)
* Internal Resolution: 4x Native
* Internal Resolution: 4x Native
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** FXAA: Enabled
** FXAA: Enabled
** Shadeboost: Enabled
** Shadeboost: Enabled
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|GPU=Nvidia Geforce GTX 1080 @ 8 GB
|GPU=Nvidia Geforce GTX 1080 @ 8 GB
|Revision=1.6.0-20200506140834 (07-05-2020)
|Revision=1.6.0-20200506140834 (07-05-2020)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** INTC sping detection
** INTC sping detection
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** mVU Flag hack
** mVU Flag hack
** MTVU
** MTVU
</spoiler>
-->
|Graphics=GSdx 0.1.16 AVX2 (ToTA 05052015)
|Graphics=GSdx 0.1.16 AVX2 (ToTA 05052015)
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: OpenGL(Hardware)
* Renderer: OpenGL(Hardware)
* Large Framebuffer
* Large Framebuffer
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** Texture Filtering of Display: disabled
** Texture Filtering of Display: disabled
** FXAA: Enabled
** FXAA: Enabled
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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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= 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 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.
<pre>
 
patch=1,EE,205E570C,extended,00000000
For PCSX2 stable and other older builds that use plugins:
</pre>
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.)
* For the image ghosting, set Half Pixel Offset to "Vertex". It may not resolve all of it, but should clear up most of it.
* '''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
{{Issue
|IssueName=Vertical and horizontal lines.
|IssueName=Teleporter miscalculation causing a soft lock  
|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
|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.
}}
}}


== Gameplay Screenshots ==
== Gameplay Screenshots ==
<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>
}}




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