Tales of the Abyss: Difference between revisions
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adding graphical settings and best practices
(→Gameplay Screenshots: added my own settings and addressed the ghosting issues) |
(adding graphical settings and best practices) |
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(2 intermediate revisions by the same user not shown) | |||
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<spoiler show="Settings" hide="Hide"> | <spoiler show="Settings" hide="Hide"> | ||
* Speedhacks: | * Speedhacks: | ||
** | ** INTC sping detection | ||
** Wait loop detection | |||
** mVU Flag hack | |||
** MTVU | |||
</spoiler> | </spoiler> | ||
|Graphics=GSdx 0.1.16 AVX2 (ToTA 05052015) | |Graphics=GSdx 0.1.16 AVX2 (ToTA 05052015) | ||
<spoiler show="Settings" hide="Hide"> | <spoiler show="Settings" hide="Hide"> | ||
* Renderer: | * Renderer: OpenGL(Hardware) | ||
* Large Framebuffer | * Large Framebuffer | ||
* Internal Resolution: | * Internal Resolution: (12x) 6144x5376 | ||
* Texture Filtering: Bilinear (PS2) | * Texture Filtering: Bilinear (PS2) | ||
* Anisotropic | * Anisotropic filtering 16x | ||
* Mipmapping (Ins) Full (slow) | |||
* CRC Hack level Aggressive | |||
* DATE Accuracy Full (slow) | |||
* Blending accuracy high | |||
* Hardware Hacks: | * Hardware Hacks: | ||
** Preload Frame Data | |||
** Trillinear Filtering: Ultra/slow | |||
** Align Sprite | |||
** Merge Sprite | |||
** Half pixel offset: Special (texture) | |||
** Round sprite: full | |||
* Shader Configuration: | * Shader Configuration: | ||
** Texture Filtering of Display: disabled | |||
** FXAA: Enabled | ** FXAA: Enabled | ||
</spoiler> | </spoiler> | ||
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* SPU2-X 2.0.0 | * SPU2-X 2.0.0 | ||
* LilyPad 0.12.1 | * LilyPad 0.12.1 | ||
|Comments= Updating as i play the game! | |Comments= Updating as i play the game! -7-31-2020 | ||
|Tester=aRciii | |Tester=aRciii | ||
}} | }} | ||
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* 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) | ||
== Best Settings == | |||
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 | |||
== Known Issues == | == Known Issues == | ||
{{Issue | {{Issue |