ROM Hack RELEASE Xenoblade: Definitive Edition config files

DunArd's Preset

DunArd

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Hi! I'm new here, thanks to all GBAtemp community for their great work making progress in switch hacking.

Well, after many tests, changing parameters and restarting the game many times, I've come to what I think is the best preset I could create and I would like to share it to get impressions.
These are some of the improvements made:

- Improved lights, shadows and ambient oclussion: Shadows are now more noticeable in places where there is greater contrast (places where the sun directly affects and there are shadows).
- Improved TMAA with sharpness tweaked and antialiasing enabled: I don't like the sharp effect of the original preset, but I also don't like the blurring effect of having only TMAA activated, so I've made adjustments to TMAA's sharpening effect and AA so that it has a good balance between blur and sharpness.
- Rendering optimized: After several tests in Vilia's Lagoon (Idk if this is his correct name in english translation, I'm playing in spanish), the most loaded place and that generates more performance problems than I've been able to get, I've made an adjustment in the resolution and the dynamic resolution which kept the game at 30Fps without hardly losing quality (at least for most of the time in this area).
- Dock mode optimized: Sharpness has also been reduced as despite maintaining 720p resolution the vast majority of the time, the game looked very bad on large 4K TVs as they have very high pixel density due to 720p to 2160p conversion.

Screenshot comparisons v1.0 (Left original, right preset):
2020053110350100-8625352D7931559E8BE3042D46DE9738.jpg 2020053111150300-8625352D7931559E8BE3042D46DE9738.jpg

2020053110351800-8625352D7931559E8BE3042D46DE9738.jpg 2020053111161200-8625352D7931559E8BE3042D46DE9738.jpg

2020053110354200-8625352D7931559E8BE3042D46DE9738.jpg 2020053111165400-8625352D7931559E8BE3042D46DE9738.jpg


Updated config preset to v1.1: Less black level for shadows and more sharpness for dock mode.
Comparison v1.0 - v1.1

2020053115302200-8625352D7931559E8BE3042D46DE9738.jpg 2020053117365800-8625352D7931559E8BE3042D46DE9738.jpg


Updated config preset to v1.2: Fixed a bug with SSR that caused water reflections to glow bright and yellow in dock mode.
Comparison v1.1 - v1.2:
2020053117341300-8625352D7931559E8BE3042D46DE9738.jpg 2020053117361500-8625352D7931559E8BE3042D46DE9738.jpg



Updated config preset to v1.3: Increased TMAA sharpness in dock mode, now look less blurry.
Tweaked resolution: Now dock mode stays at 720p and portable mode stays at 612p. Quality incrased in dock mode and no visible quality decrease in portable mode.
Comparison v1.2 - v1.3 (Dock mode):
https://imgsli.com/MTcyNDg
2020060109002400-8625352D7931559E8BE3042D46DE9738.jpg 2020060109104700-8625352D7931559E8BE3042D46DE9738.jpg

https://imgsli.com/MTcyNDk
2020060109010200-8625352D7931559E8BE3042D46DE9738.jpg 2020060109111600-8625352D7931559E8BE3042D46DE9738.jpg



Updated config preset to v1.4:
- Tweaked resolution and dynamic resolution: now game stays at 30 solid frames in every moment without image quality loss.

- Enhanced bloom, goodray and furblur effects for better battle and Monado effects.


Updated config preset to v1.5:
- Slightly decreased resolution in portable mode and dynamic resolution to avoid performance drops in certain loaded areas. Image quality has only decreased slightly.

- Disabled DoF to avoid performance problems in intermediate and advanced areas of the game.

Frame-rate test in handheld mode (quality of the video has been decreased, doesn't represent ingame quality): https://streamable.com/ag0b9r


Update v1.6:
- Optimized resolution in handheld mode and dynamic resolution for the best possible quality with stable performance.

- Improved indoor lighting and smoothed shadows in outdoor areas.
- Tweaked bloom saturation.

Screenshot comparison between v1.5 and v1.6:

https://imgsli.com/MTczMTI

2020060221010300-8625352D7931559E8BE3042D46DE9738.jpg 2020060221163200-8625352D7931559E8BE3042D46DE9738.jpg

https://imgsli.com/MTczMTQ
2020060220432100-8625352D7931559E8BE3042D46DE9738.jpg 2020060221170000-8625352D7931559E8BE3042D46DE9738.jpg


Update v1.7:
- Fixed a bug that appears in dock mode causing the shadows of the characters to be misrepresented due to dust or a similar effect. It was related with SSR and SSAO.


Update v1.8:
- Fixed a bug that that caused a bluish glow to be seen on objects. Thanks to @PolygonFlux for finding the solution.

Video test with update v1.8:

https://streamable.com/xw8n7d


Highly recomended my OC preset to avoid performance problems:
Code:
; Xenoblade Chronicles DE
[0100FF500E34A000]
docked_cpu=1600
docked_gpu=844
docked_mem=1600
handheld_charging_cpu=1600
handheld_charging_gpu=460
handheld_charging_mem=1600
handheld_cpu=1300
handheld_gpu=460
handheld_mem=1600


lib_nx Preset v1.8 (copy and paste all):
Code:
tonemap=on
ssao=on
bloom=on
godray=on
AntiAliasing=on
ColReduction=on
dof=off
lensFlare=off
aoskip=off

lut=on
luttex1=lutba

cube=cube

toneHistogramLow=0.85
toneHistogramHigh=0.87
tonemax=1.2
tonemin=0.10
tonescale=7.0
toneUpSpeed=0.1
toneDownSpeed=0.5
toneBlmmax=1000
toneBlmmin=0.001
toneBlmmul=100.0

godray_inival=0.95
godray_decay=0.99
godray_scale=1.235

blm_border_sub=1.0
blm_border_mul=0.1
blm_border_sub2=0.0
blm_border_mul2=0.0
blm_border_max=4.0
blm_str1=1.0
blm_str2=1.0
blm_str3=1.0
blm_gauss1=1.1
blm_gauss2=0.9
blm_gauss3=0.9
blm_weight1=0.68
blm_weight2=0.15
blm_weight3=0.19
blm_weight4=0.58
blm_weight5=0.63
blm_deviation1=0.2
blm_deviation2=0.5
blm_deviation3=1.0
blm_deviation4=1.0
blm_deviation5=1.0
blm_saturation1=0.00
blm_saturation2=0.02
blm_saturation3=0.05
blm_saturation4=0.10
blm_saturation5=0.70
blm_emissive_str=9.0
blm_tone_scale=0.05
blm_emissive_max=20.0
blm_emissive_min=0.0

lens_max=1
lens_rot=0
lens_sub=1.5
lens_mul=3.0
lens_weight=0.1
lens_decay=1.0
lens_str=0.9
lens_paMax=4.0
lens_UVDecay=0.290

AA_Sharpness=16.0
AA_Range=0.75
AA_Threshold=0.20
AA_ThresholdMin=0.05

red_sclX=1.0
red_sclY=1.0
red_hdsclX=0.90
red_hdsclY=0.95

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.80
red_AtMinY=0.85
red_AtRate=97.0

ao_Lengs=0.1
ao_LengsRatio=1.98
ao_range=5.7
ao_rangeRatio=1.000
ao_sub=0.02
ao_subRatio=0.150
ao_Mul=2.0
ao_blurRange=0.720
ao_blurScale=0.75
ao_av_Shwstr=0.5

blur=on
blurStr=0.015
blurAlpha=20.0
blurSub=0.025
blurBlurRange=0.16

shadowStr=1.8
shadowHalf=on
shadowColor=0.10, 0.00, 0.05
simShwStr=1.25
simShwIn=0.75
simShwMin=0.20

sRGBMode=on
gamma=10

ao_av_CenterWeight=1.090
ao_av_MaxDistance=0.15
ao_av_MaxRadius=0.2
ao_av_FadeOutStart=70000.0
ao_av_FadeOutDistance=10000.0
ao_av_BlurFallOff=0.050
ao_av_BlurScale=1.6
ao_av_Shwstr=0.5

cam_near=0.1
cam_far=80000.0

avmp01 = 0.5 , 0.5 , 0.5
avmp02 = 0.5 , 0.5 , 0.5
avmp03 = 0.5 , 0.5 , 0.5
avmp04 = 0.5 , 0.5 , 0.5
avmp05 = 0.5 , 0.5 , 0.5
avmp06 = 0.5 , 0.5 , 0.5
avmp07 = 0.5 , 0.5 , 0.5
avmp08 = 0.5 , 0.5 , 0.5
avmp09 = 0.5 , 0.5 , 0.5
avmp10 = 0.5 , 0.5 , 0.5
avmp11 = 0.5 , 0.5 , 0.5
avmp12 = 0.5 , 0.5 , 0.5
avmp13 = 0.5 , 0.5 , 0.5
avmp14 = 0.5 , 0.5 , 0.5
avmp15 = 0.5 , 0.5 , 0.5
avmp16 = 0.5 , 0.5 , 0.5

cloud_h_min=1000.0
cloud_h_max=1100.0

cloud_color = 1.05, 1.00, 1.10

toonDirType = Camera
toonDirBackBright = 1.0
toonDirElevation = 0.1
toonDirPntSptRatio = 0.5
toonDirLightScaleVal = 0.65;
toonDirInOutMin = 0.6
toonIBLScaleVal = 0.28;
toonShadowAlpha = 0.2;
toonCharShadowAlpha = 0.02;
toonCharShadowMin = 0.46;
toonOutlineWidth = 2.3
toonOutlineMaxWidthPixelCoverage = 11.5;
toonOutlineDispOffPixelCoverage = 1.0;
toonRimDirAngleX =  13.40
toonRimDirAngleY = -11.90

rim_color = 1.0, 1.0, 1.0
rim_intensity = 3.00

iblDirectLightIntensity = 1.0
iblSkyIntensity = 1.75
iblBlendBetweenFrame = 30

skyToneDirLightIntensity = 0.25
skyToneAmbientIntensity = 0.40

tssao = on
tssaoRadius = 1.20
tssaoIntensityMul = 1.10
tssaoIntensityPow = 0.16
tssaoOutputAO = 0.45
tssaoPostBlurSharpness = 0.50
tssaoLuminanceCorrection = 0.20
tssaoSelectiveFiltering = on
tssaoWeakenRatio = 0.8

ssr = on
ssrIntensity = 1.0
ssrShinessFade = 0.8
ssrGroundness = 0.73
ssrFadeSec = 5.0

shadowCloud = on
shadowCloudStr = 0.6
shadowCloudSize = 300
shadowCloudScrollDir = 150.0
shadowCloudScrollSpeed = 6.0

shadowRaytraceDistance = 0.20
shadowRaytracePitch = 0.1

tmaa=on
tmaaSharpness_0 = 0.30
tmaaSharpness_1 = 0.32
tmaaSharpness_2 = 0.35
tmaaSharpness_3 = 0.40
tmaaSharpness_4 = 0.42
tmaaSharpness_5 = 0.45
tmaaSharpness_Hnd_0 = 0.50
tmaaSharpness_Hnd_1 = 0.40
tmaaSharpness_Hnd_2 = 0.40
tmaaSharpness_Hnd_3 = 0.44
tmaaSharpness_Hnd_4 = 0.50
tmaaSharpness_Hnd_5 = 0.55
tmaaBlendDefault = 0.05
tmaaBlendPBR = 0.0
tmaaBlendMPF = 0.3
tmaaBlendToon = 0.05
tmaaNewUpScale=on
tmaaSharpnessType=2
tmaaSharpnessAwareIntensity=0.05

shwCharParm = 17.92;
shwHalfLamParm = 1.0;

wetMaxShiness = 0.55
wetDarkness = 0.60
wetShinessScale = 0.7
wetToInsideFrame = 12
wetToOutsideFrame = 24

TransReduction = on
trans_red_sclX = 0.5
trans_red_sclY = 0.5

blur2=on
blur2Str = 10.0
blur2Sub = 0.25
blur2ObjScale = 0.65
blur2CameraScale = 0.8
blur2BlurRange = 0.7
blur2PixelRange = 20.0
blur2HLV = on

gpucount=64

leafSpecColMinShiness = 0.1
leafSpecColMaxShiness = 0.4
leafSpecColRatio = 0.85

furBlur=on
furBlurStr=0.12
furBlurPixelRange=8

lightShaft=on
lightShaftTonemapScale=1.75
lightShaftTonemapLuminance=7.0

reduceDirLightRim = 3.0

monochromeToonId = 128
monochromeFogScale = 0.5

I hope opinions and that you enjoy it :grog:
 
Last edited by DunArd,

TrixNiiSama

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Hi! I'm new here, thanks to all GBAtemp community for their great work making progress in switch hacking.

Well, after many tests, changing parameters and restarting the game many times, I've come to what I think is the best preset I could create and I would like to share it to get impressions.
These are some of the improvements made:

- Improved lights, shadows and ambient oclussion: Shadows are now more noticeable in places where there is greater contrast (places where the sun directly affects and there are shadows).
- Improved TMAA with sharpness tweaked and antialiasing enabled: I don't like the sharp effect of the original preset, but I also don't like the blurring effect of having only TMAA activated, so I've made adjustments to TMAA's sharpening effect and AA so that it has a good balance between blur and sharpness.
- Rendering optimized: After several tests in Vilia's Lagoon (Idk if this is his correct name in english translation, I'm playing in spanish), the most loaded place and that generates more performance problems than I've been able to get, I've made an adjustment in the resolution and the dynamic resolution which kept the game at 30Fps without hardly losing quality (at least for most of the time in this area).
- Dock mode optimized: Sharpness has also been reduced as despite maintaining 720p resolution the vast majority of the time, the game looked very bad on large 4K TVs as they have very high pixel density due to 720p to 2160p conversion.

Comparisons (Left original, right preset):
View attachment 211392 View attachment 211393

View attachment 211394 View attachment 211395

View attachment 211396 View attachment 211397


Highly recomended my OC preset to avoid performance problems:
Code:
; Xenoblade Chronicles DE
[0100FF500E34A000]
docked_cpu=1600
docked_gpu=844
docked_mem=1600
handheld_charging_cpu=1600
handheld_charging_gpu=460
handheld_charging_mem=1600
handheld_cpu=1300
handheld_gpu=460
handheld_mem=1600


lib_nx Preset (copy and paste all):
Code:
tonemap=on
ssao=on
bloom=on
godray=on
AntiAliasing=on
ColReduction=on
dof=off
lensFlare=off
aoskip=off

lut=on
luttex1=lutba

cube=cube

toneHistogramLow=0.8
toneHistogramHigh=0.9
tonemax=1.0
tonemin=0.15
tonescale=7.0
toneUpSpeed=0.1
toneDownSpeed=0.5
toneBlmmax=1000
toneBlmmin=0.001
toneBlmmul=100.0

godray_inival=0.95
godray_decay=0.99
godray_scale=1.235

blm_border_sub=1.0
blm_border_mul=0.105
blm_border_sub2=0.0
blm_border_mul2=0.0
blm_border_max=3.5
blm_str1=1.0
blm_str2=1.0
blm_str3=1.0
blm_gauss1=0.9
blm_gauss2=0.8
blm_gauss3=0.8
blm_weight1=0.63
blm_weight2=0.1
blm_weight3=0.14
blm_weight4=0.53
blm_weight5=0.58
blm_deviation1=0.2
blm_deviation2=0.5
blm_deviation3=1.0
blm_deviation4=1.0
blm_deviation5=1.0
blm_saturation1=0.0
blm_saturation2=0.0
blm_saturation3=0.0
blm_saturation4=0.0
blm_saturation5=0.35
blm_emissive_str=9.0
blm_tone_scale=0.05
blm_emissive_max=20.0
blm_emissive_min=0.0

lens_max=1
lens_rot=0
lens_sub=1.5
lens_mul=3.5
lens_weight=0.1
lens_decay=1.0
lens_str=1.5
lens_paMax=4.0
lens_UVDecay=0.290

AA_Sharpness=16.0
AA_Range=0.75
AA_Threshold=0.20
AA_ThresholdMin=0.05

red_sclX=1.0
red_sclY=1.0
red_hdsclX=0.95
red_hdsclY=1.0

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.75
red_AtMinY=0.85
red_AtRate=97.0


ao_Lengs=0.1
ao_LengsRatio=1.98
ao_range=5.7
ao_rangeRatio=1.000
ao_sub=0.02
ao_subRatio=0.150
ao_Mul=2.0
ao_blurRange=0.720
ao_blurScale=0.75
ao_av_Shwstr=0.5


blur=on
blurStr=0.015
blurAlpha=20.0
blurSub=0.025
blurBlurRange=0.16

shadowStr=2.1
shadowHalf=on
shadowColor=0.10, 0.00, 0.05
simShwStr=1.25
simShwIn=0.75
simShwMin=0.20

sRGBMode=on
gamma=8

ao_av_CenterWeight=1.090
ao_av_MaxDistance=0.15
ao_av_MaxRadius=0.2
ao_av_FadeOutStart=70000.0
ao_av_FadeOutDistance=10000.0
ao_av_BlurFallOff=0.050
ao_av_BlurScale=1.6
ao_av_Shwstr=0.5

cam_near=0.1
cam_far=80000.0

avmp01 = 0.5 , 0.5 , 0.5
avmp02 = 0.5 , 0.5 , 0.5
avmp03 = 0.5 , 0.5 , 0.5
avmp04 = 0.5 , 0.5 , 0.5
avmp05 = 0.5 , 0.5 , 0.5
avmp06 = 0.5 , 0.5 , 0.5
avmp07 = 0.5 , 0.5 , 0.5
avmp08 = 0.5 , 0.5 , 0.5
avmp09 = 0.5 , 0.5 , 0.5
avmp10 = 0.5 , 0.5 , 0.5
avmp11 = 0.5 , 0.5 , 0.5
avmp12 = 0.5 , 0.5 , 0.5
avmp13 = 0.5 , 0.5 , 0.5
avmp14 = 0.5 , 0.5 , 0.5
avmp15 = 0.5 , 0.5 , 0.5
avmp16 = 0.5 , 0.5 , 0.5

cloud_h_min=1000.0
cloud_h_max=1100.0

cloud_color = 1.05, 1.00, 1.10

toonDirType = Camera
toonDirBackBright = 1.0
toonDirElevation = 0.1
toonDirPntSptRatio = 0.5
toonDirLightScaleVal = 0.65;
toonDirInOutMin = 0.6
toonIBLScaleVal = 0.28;
toonShadowAlpha = 0.2;
toonCharShadowAlpha = 0.02;
toonCharShadowMin = 0.46;
toonOutlineWidth = 2.3
toonOutlineMaxWidthPixelCoverage = 11.5;
toonOutlineDispOffPixelCoverage = 1.0;
toonRimDirAngleX =  13.40
toonRimDirAngleY = -11.90

rim_color = 1.0, 1.0, 1.0
rim_intensity = 3.00

iblDirectLightIntensity = 1.0
iblSkyIntensity = 1.75
iblBlendBetweenFrame = 30

skyToneDirLightIntensity = 0.17
skyToneAmbientIntensity = 0.35

tssao = on
tssaoRadius = 1.15
tssaoIntensityMul = 1.10
tssaoIntensityPow = 0.16
tssaoOutputAO = 0.35
tssaoPostBlurSharpness = 0.45
tssaoLuminanceCorrection = 0.20
tssaoSelectiveFiltering = on
tssaoWeakenRatio = 0.8

ssr = on
ssrIntensity = 2.0
ssrShinessFade = 0.8
ssrGroundness = 0.73
ssrFadeSec = 5.0

shadowCloud = on
shadowCloudStr = 0.8
shadowCloudSize = 300
shadowCloudScrollDir = 150.0
shadowCloudScrollSpeed = 6.0

shadowRaytraceDistance = 0.15
shadowRaytracePitch = 0.0

tmaa=on
tmaaSharpness_0 = 0.05
tmaaSharpness_1 = 0.2
tmaaSharpness_2 = 0.2
tmaaSharpness_3 = 0.32
tmaaSharpness_4 = 0.4
tmaaSharpness_5 = 0.5
tmaaSharpness_Hnd_0 = 0.57
tmaaSharpness_Hnd_1 = 0.47
tmaaSharpness_Hnd_2 = 0.47
tmaaSharpness_Hnd_3 = 0.49
tmaaSharpness_Hnd_4 = 0.57
tmaaSharpness_Hnd_5 = 0.67
tmaaBlendDefault = 0.05
tmaaBlendPBR = 0.0
tmaaBlendMPF = 0.3
tmaaBlendToon = 0.05
tmaaNewUpScale=on
tmaaSharpnessType=2
tmaaSharpnessAwareIntensity=0.05

shwCharParm = 17.92;
shwHalfLamParm = 1.0;

wetMaxShiness = 0.5
wetDarkness = 0.48
wetShinessScale = 0.6
wetToInsideFrame = 10
wetToOutsideFrame = 20

TransReduction = on
trans_red_sclX = 0.5
trans_red_sclY = 0.5

blur2=on
blur2Str = 10.0
blur2Sub = 0.25
blur2ObjScale = 0.65
blur2CameraScale = 0.8
blur2BlurRange = 0.7
blur2PixelRange = 20.0
blur2HLV = on

gpucount=64

leafSpecColMinShiness = 0.1
leafSpecColMaxShiness = 0.4
leafSpecColRatio = 0.85

furBlur=off
furBlurStr=0.3
furBlurPixelRange=20

lightShaft=on
lightShaftTonemapScale=1.0
lightShaftTonemapLuminance=8.5

reduceDirLightRim = 3.0

monochromeToonId = 128
monochromeFogScale = 0.5

I hope opinions and that you enjoy it :grog:

Great that you put many efforts on this, but the shadows are too present for me, we loose many details in darker areas of the image. It might be only me, but that one settings seems off. The rest is pretty solid though !
 
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iacErPUL

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Can you share de config file you are using?
Even though I've edited mine with your tips it looks no where as clean.

I'm using Atm 12 so layeredFS should be working not sure why I don't get the same results :(
Which one do you need, I am thinking it's either the one with no TMAA or the one with TMAA and sharpness set at 0.5?
Great that you put many efforts on this, but the shadows are too present for me, we loose many details in darker areas of the image. It might be only me, but that one settings seems off. The rest is pretty solid though !
You can edit the "shadowStr" values to either increase or decrease the harshness of the shadows to your liking.
 
Last edited by iacErPUL,
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Duppex

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Hi! I'm new here, thanks to all GBAtemp community for their great work making progress in switch hacking.

Well, after many tests, changing parameters and restarting the game many times, I've come to what I think is the best preset I could create and I would like to share it to get impressions.
These are some of the improvements made:

- Improved lights, shadows and ambient oclussion: Shadows are now more noticeable in places where there is greater contrast (places where the sun directly affects and there are shadows).
- Improved TMAA with sharpness tweaked and antialiasing enabled: I don't like the sharp effect of the original preset, but I also don't like the blurring effect of having only TMAA activated, so I've made adjustments to TMAA's sharpening effect and AA so that it has a good balance between blur and sharpness.
- Rendering optimized: After several tests in Vilia's Lagoon (Idk if this is his correct name in english translation, I'm playing in spanish), the most loaded place and that generates more performance problems than I've been able to get, I've made an adjustment in the resolution and the dynamic resolution which kept the game at 30Fps without hardly losing quality (at least for most of the time in this area).
- Dock mode optimized: Sharpness has also been reduced as despite maintaining 720p resolution the vast majority of the time, the game looked very bad on large 4K TVs as they have very high pixel density due to 720p to 2160p conversion.

Comparisons (Left original, right preset):
View attachment 211392 View attachment 211393

View attachment 211394 View attachment 211395

View attachment 211396 View attachment 211397


Highly recomended my OC preset to avoid performance problems:
Code:
; Xenoblade Chronicles DE
[0100FF500E34A000]
docked_cpu=1600
docked_gpu=844
docked_mem=1600
handheld_charging_cpu=1600
handheld_charging_gpu=460
handheld_charging_mem=1600
handheld_cpu=1300
handheld_gpu=460
handheld_mem=1600


lib_nx Preset (copy and paste all):
Code:
tonemap=on
ssao=on
bloom=on
godray=on
AntiAliasing=on
ColReduction=on
dof=off
lensFlare=off
aoskip=off

lut=on
luttex1=lutba

cube=cube

toneHistogramLow=0.8
toneHistogramHigh=0.9
tonemax=1.0
tonemin=0.15
tonescale=7.0
toneUpSpeed=0.1
toneDownSpeed=0.5
toneBlmmax=1000
toneBlmmin=0.001
toneBlmmul=100.0

godray_inival=0.95
godray_decay=0.99
godray_scale=1.235

blm_border_sub=1.0
blm_border_mul=0.105
blm_border_sub2=0.0
blm_border_mul2=0.0
blm_border_max=3.5
blm_str1=1.0
blm_str2=1.0
blm_str3=1.0
blm_gauss1=0.9
blm_gauss2=0.8
blm_gauss3=0.8
blm_weight1=0.63
blm_weight2=0.1
blm_weight3=0.14
blm_weight4=0.53
blm_weight5=0.58
blm_deviation1=0.2
blm_deviation2=0.5
blm_deviation3=1.0
blm_deviation4=1.0
blm_deviation5=1.0
blm_saturation1=0.0
blm_saturation2=0.0
blm_saturation3=0.0
blm_saturation4=0.0
blm_saturation5=0.35
blm_emissive_str=9.0
blm_tone_scale=0.05
blm_emissive_max=20.0
blm_emissive_min=0.0

lens_max=1
lens_rot=0
lens_sub=1.5
lens_mul=3.5
lens_weight=0.1
lens_decay=1.0
lens_str=1.5
lens_paMax=4.0
lens_UVDecay=0.290

AA_Sharpness=16.0
AA_Range=0.75
AA_Threshold=0.20
AA_ThresholdMin=0.05

red_sclX=1.0
red_sclY=1.0
red_hdsclX=0.95
red_hdsclY=1.0

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.75
red_AtMinY=0.85
red_AtRate=97.0


ao_Lengs=0.1
ao_LengsRatio=1.98
ao_range=5.7
ao_rangeRatio=1.000
ao_sub=0.02
ao_subRatio=0.150
ao_Mul=2.0
ao_blurRange=0.720
ao_blurScale=0.75
ao_av_Shwstr=0.5


blur=on
blurStr=0.015
blurAlpha=20.0
blurSub=0.025
blurBlurRange=0.16

shadowStr=2.1
shadowHalf=on
shadowColor=0.10, 0.00, 0.05
simShwStr=1.25
simShwIn=0.75
simShwMin=0.20

sRGBMode=on
gamma=8

ao_av_CenterWeight=1.090
ao_av_MaxDistance=0.15
ao_av_MaxRadius=0.2
ao_av_FadeOutStart=70000.0
ao_av_FadeOutDistance=10000.0
ao_av_BlurFallOff=0.050
ao_av_BlurScale=1.6
ao_av_Shwstr=0.5

cam_near=0.1
cam_far=80000.0

avmp01 = 0.5 , 0.5 , 0.5
avmp02 = 0.5 , 0.5 , 0.5
avmp03 = 0.5 , 0.5 , 0.5
avmp04 = 0.5 , 0.5 , 0.5
avmp05 = 0.5 , 0.5 , 0.5
avmp06 = 0.5 , 0.5 , 0.5
avmp07 = 0.5 , 0.5 , 0.5
avmp08 = 0.5 , 0.5 , 0.5
avmp09 = 0.5 , 0.5 , 0.5
avmp10 = 0.5 , 0.5 , 0.5
avmp11 = 0.5 , 0.5 , 0.5
avmp12 = 0.5 , 0.5 , 0.5
avmp13 = 0.5 , 0.5 , 0.5
avmp14 = 0.5 , 0.5 , 0.5
avmp15 = 0.5 , 0.5 , 0.5
avmp16 = 0.5 , 0.5 , 0.5

cloud_h_min=1000.0
cloud_h_max=1100.0

cloud_color = 1.05, 1.00, 1.10

toonDirType = Camera
toonDirBackBright = 1.0
toonDirElevation = 0.1
toonDirPntSptRatio = 0.5
toonDirLightScaleVal = 0.65;
toonDirInOutMin = 0.6
toonIBLScaleVal = 0.28;
toonShadowAlpha = 0.2;
toonCharShadowAlpha = 0.02;
toonCharShadowMin = 0.46;
toonOutlineWidth = 2.3
toonOutlineMaxWidthPixelCoverage = 11.5;
toonOutlineDispOffPixelCoverage = 1.0;
toonRimDirAngleX =  13.40
toonRimDirAngleY = -11.90

rim_color = 1.0, 1.0, 1.0
rim_intensity = 3.00

iblDirectLightIntensity = 1.0
iblSkyIntensity = 1.75
iblBlendBetweenFrame = 30

skyToneDirLightIntensity = 0.17
skyToneAmbientIntensity = 0.35

tssao = on
tssaoRadius = 1.15
tssaoIntensityMul = 1.10
tssaoIntensityPow = 0.16
tssaoOutputAO = 0.35
tssaoPostBlurSharpness = 0.45
tssaoLuminanceCorrection = 0.20
tssaoSelectiveFiltering = on
tssaoWeakenRatio = 0.8

ssr = on
ssrIntensity = 2.0
ssrShinessFade = 0.8
ssrGroundness = 0.73
ssrFadeSec = 5.0

shadowCloud = on
shadowCloudStr = 0.8
shadowCloudSize = 300
shadowCloudScrollDir = 150.0
shadowCloudScrollSpeed = 6.0

shadowRaytraceDistance = 0.15
shadowRaytracePitch = 0.0

tmaa=on
tmaaSharpness_0 = 0.05
tmaaSharpness_1 = 0.2
tmaaSharpness_2 = 0.2
tmaaSharpness_3 = 0.32
tmaaSharpness_4 = 0.4
tmaaSharpness_5 = 0.5
tmaaSharpness_Hnd_0 = 0.57
tmaaSharpness_Hnd_1 = 0.47
tmaaSharpness_Hnd_2 = 0.47
tmaaSharpness_Hnd_3 = 0.49
tmaaSharpness_Hnd_4 = 0.57
tmaaSharpness_Hnd_5 = 0.67
tmaaBlendDefault = 0.05
tmaaBlendPBR = 0.0
tmaaBlendMPF = 0.3
tmaaBlendToon = 0.05
tmaaNewUpScale=on
tmaaSharpnessType=2
tmaaSharpnessAwareIntensity=0.05

shwCharParm = 17.92;
shwHalfLamParm = 1.0;

wetMaxShiness = 0.5
wetDarkness = 0.48
wetShinessScale = 0.6
wetToInsideFrame = 10
wetToOutsideFrame = 20

TransReduction = on
trans_red_sclX = 0.5
trans_red_sclY = 0.5

blur2=on
blur2Str = 10.0
blur2Sub = 0.25
blur2ObjScale = 0.65
blur2CameraScale = 0.8
blur2BlurRange = 0.7
blur2PixelRange = 20.0
blur2HLV = on

gpucount=64

leafSpecColMinShiness = 0.1
leafSpecColMaxShiness = 0.4
leafSpecColRatio = 0.85

furBlur=off
furBlurStr=0.3
furBlurPixelRange=20

lightShaft=on
lightShaftTonemapScale=1.0
lightShaftTonemapLuminance=8.5

reduceDirLightRim = 3.0

monochromeToonId = 128
monochromeFogScale = 0.5

I hope opinions and that you enjoy it :grog:

These settings are great, Thanks. Which line in the config I need to change to reduce the Shadows just a bit.
 
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DunArd

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These settings are great, Thanks. Which line in the config I need to change to reduce the Shadows just a bit.

Great that you put many efforts on this, but the shadows are too present for me, we loose many details in darker areas of the image. It might be only me, but that one settings seems off. The rest is pretty solid though !

Thanks! I've updated the config preset, now has less black levels in shadows and more sharpness in dock mode (in some places was a bit blurry)
 

iacErPUL

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Hi! I'm new here, thanks to all GBAtemp community for their great work making progress in switch hacking.

Well, after many tests, changing parameters and restarting the game many times, I've come to what I think is the best preset I could create and I would like to share it to get impressions.
These are some of the improvements made:

- Improved lights, shadows and ambient oclussion: Shadows are now more noticeable in places where there is greater contrast (places where the sun directly affects and there are shadows).
- Improved TMAA with sharpness tweaked and antialiasing enabled: I don't like the sharp effect of the original preset, but I also don't like the blurring effect of having only TMAA activated, so I've made adjustments to TMAA's sharpening effect and AA so that it has a good balance between blur and sharpness.
- Rendering optimized: After several tests in Vilia's Lagoon (Idk if this is his correct name in english translation, I'm playing in spanish), the most loaded place and that generates more performance problems than I've been able to get, I've made an adjustment in the resolution and the dynamic resolution which kept the game at 30Fps without hardly losing quality (at least for most of the time in this area).
- Dock mode optimized: Sharpness has also been reduced as despite maintaining 720p resolution the vast majority of the time, the game looked very bad on large 4K TVs as they have very high pixel density due to 720p to 2160p conversion.

Updated config preset to v1.1: Less black level for shadows and more sharpness for dock mode


Comparisons (Left original, right preset):
View attachment 211392 View attachment 211393

View attachment 211394 View attachment 211395

View attachment 211396 View attachment 211397


Highly recomended my OC preset to avoid performance problems:
Code:
; Xenoblade Chronicles DE
[0100FF500E34A000]
docked_cpu=1600
docked_gpu=844
docked_mem=1600
handheld_charging_cpu=1600
handheld_charging_gpu=460
handheld_charging_mem=1600
handheld_cpu=1300
handheld_gpu=460
handheld_mem=1600


lib_nx Preset (copy and paste all):
Code:
tonemap=on
ssao=on
bloom=on
godray=on
AntiAliasing=on
ColReduction=on
dof=off
lensFlare=off
aoskip=off

lut=on
luttex1=lutba

cube=cube

toneHistogramLow=0.8
toneHistogramHigh=0.9
tonemax=1.0
tonemin=0.15
tonescale=7.0
toneUpSpeed=0.1
toneDownSpeed=0.5
toneBlmmax=1000
toneBlmmin=0.001
toneBlmmul=100.0

godray_inival=0.95
godray_decay=0.99
godray_scale=1.235

blm_border_sub=1.0
blm_border_mul=0.105
blm_border_sub2=0.0
blm_border_mul2=0.0
blm_border_max=3.5
blm_str1=1.0
blm_str2=1.0
blm_str3=1.0
blm_gauss1=0.9
blm_gauss2=0.8
blm_gauss3=0.8
blm_weight1=0.63
blm_weight2=0.1
blm_weight3=0.14
blm_weight4=0.53
blm_weight5=0.58
blm_deviation1=0.2
blm_deviation2=0.5
blm_deviation3=1.0
blm_deviation4=1.0
blm_deviation5=1.0
blm_saturation1=0.0
blm_saturation2=0.0
blm_saturation3=0.0
blm_saturation4=0.0
blm_saturation5=0.35
blm_emissive_str=9.0
blm_tone_scale=0.05
blm_emissive_max=20.0
blm_emissive_min=0.0

lens_max=1
lens_rot=0
lens_sub=1.5
lens_mul=3.5
lens_weight=0.1
lens_decay=1.0
lens_str=1.5
lens_paMax=4.0
lens_UVDecay=0.290

AA_Sharpness=16.0
AA_Range=0.75
AA_Threshold=0.20
AA_ThresholdMin=0.05

red_sclX=1.0
red_sclY=1.0
red_hdsclX=0.95
red_hdsclY=1.0

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.75
red_AtMinY=0.85
red_AtRate=97.0


ao_Lengs=0.1
ao_LengsRatio=1.98
ao_range=5.7
ao_rangeRatio=1.000
ao_sub=0.02
ao_subRatio=0.150
ao_Mul=2.0
ao_blurRange=0.720
ao_blurScale=0.75
ao_av_Shwstr=0.5


blur=on
blurStr=0.015
blurAlpha=20.0
blurSub=0.025
blurBlurRange=0.16

shadowStr=1.65
shadowHalf=on
shadowColor=0.10, 0.00, 0.05
simShwStr=1.25
simShwIn=0.75
simShwMin=0.20

sRGBMode=on
gamma=8

ao_av_CenterWeight=1.090
ao_av_MaxDistance=0.15
ao_av_MaxRadius=0.2
ao_av_FadeOutStart=70000.0
ao_av_FadeOutDistance=10000.0
ao_av_BlurFallOff=0.050
ao_av_BlurScale=1.6
ao_av_Shwstr=0.5

cam_near=0.1
cam_far=80000.0

avmp01 = 0.5 , 0.5 , 0.5
avmp02 = 0.5 , 0.5 , 0.5
avmp03 = 0.5 , 0.5 , 0.5
avmp04 = 0.5 , 0.5 , 0.5
avmp05 = 0.5 , 0.5 , 0.5
avmp06 = 0.5 , 0.5 , 0.5
avmp07 = 0.5 , 0.5 , 0.5
avmp08 = 0.5 , 0.5 , 0.5
avmp09 = 0.5 , 0.5 , 0.5
avmp10 = 0.5 , 0.5 , 0.5
avmp11 = 0.5 , 0.5 , 0.5
avmp12 = 0.5 , 0.5 , 0.5
avmp13 = 0.5 , 0.5 , 0.5
avmp14 = 0.5 , 0.5 , 0.5
avmp15 = 0.5 , 0.5 , 0.5
avmp16 = 0.5 , 0.5 , 0.5

cloud_h_min=1000.0
cloud_h_max=1100.0

cloud_color = 1.05, 1.00, 1.10

toonDirType = Camera
toonDirBackBright = 1.0
toonDirElevation = 0.1
toonDirPntSptRatio = 0.5
toonDirLightScaleVal = 0.65;
toonDirInOutMin = 0.6
toonIBLScaleVal = 0.28;
toonShadowAlpha = 0.2;
toonCharShadowAlpha = 0.02;
toonCharShadowMin = 0.46;
toonOutlineWidth = 2.3
toonOutlineMaxWidthPixelCoverage = 11.5;
toonOutlineDispOffPixelCoverage = 1.0;
toonRimDirAngleX =  13.40
toonRimDirAngleY = -11.90

rim_color = 1.0, 1.0, 1.0
rim_intensity = 3.00

iblDirectLightIntensity = 1.0
iblSkyIntensity = 1.75
iblBlendBetweenFrame = 30

skyToneDirLightIntensity = 0.17
skyToneAmbientIntensity = 0.35

tssao = on
tssaoRadius = 1.15
tssaoIntensityMul = 1.10
tssaoIntensityPow = 0.16
tssaoOutputAO = 0.35
tssaoPostBlurSharpness = 0.45
tssaoLuminanceCorrection = 0.20
tssaoSelectiveFiltering = on
tssaoWeakenRatio = 0.8

ssr = on
ssrIntensity = 2.0
ssrShinessFade = 0.8
ssrGroundness = 0.73
ssrFadeSec = 5.0

shadowCloud = on
shadowCloudStr = 0.8
shadowCloudSize = 300
shadowCloudScrollDir = 150.0
shadowCloudScrollSpeed = 6.0

shadowRaytraceDistance = 0.15
shadowRaytracePitch = 0.0

tmaa=on
tmaaSharpness_0 = 0.10
tmaaSharpness_1 = 0.25
tmaaSharpness_2 = 0.25
tmaaSharpness_3 = 0.37
tmaaSharpness_4 = 0.45
tmaaSharpness_5 = 0.55
tmaaSharpness_Hnd_0 = 0.57
tmaaSharpness_Hnd_1 = 0.47
tmaaSharpness_Hnd_2 = 0.47
tmaaSharpness_Hnd_3 = 0.49
tmaaSharpness_Hnd_4 = 0.57
tmaaSharpness_Hnd_5 = 0.67
tmaaBlendDefault = 0.05
tmaaBlendPBR = 0.0
tmaaBlendMPF = 0.3
tmaaBlendToon = 0.05
tmaaNewUpScale=on
tmaaSharpnessType=2
tmaaSharpnessAwareIntensity=0.05

shwCharParm = 17.92;
shwHalfLamParm = 1.0;

wetMaxShiness = 0.5
wetDarkness = 0.48
wetShinessScale = 0.6
wetToInsideFrame = 10
wetToOutsideFrame = 20

TransReduction = on
trans_red_sclX = 0.5
trans_red_sclY = 0.5

blur2=on
blur2Str = 10.0
blur2Sub = 0.25
blur2ObjScale = 0.65
blur2CameraScale = 0.8
blur2BlurRange = 0.7
blur2PixelRange = 20.0
blur2HLV = on

gpucount=64

leafSpecColMinShiness = 0.1
leafSpecColMaxShiness = 0.4
leafSpecColRatio = 0.85

furBlur=off
furBlurStr=0.3
furBlurPixelRange=20

lightShaft=on
lightShaftTonemapScale=1.0
lightShaftTonemapLuminance=8.5

reduceDirLightRim = 3.0

monochromeToonId = 128
monochromeFogScale = 0.5

I hope opinions and that you enjoy it :grog:
Nice preset, but I have encountered a problem:
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_4_19_57_PM.jpg
This water path at the Gaur Plains is glowing quite harshly even though it's noon. It has a bright yellow and green tint to it. The problem possibly lies in the SSR settings since bodies of water are the only ones using screen-space reflections.

Edit: Interestingly, this only appears in docked mode. The screenshot below is from handheld gameplay, I'll try to find the problem.
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_01_27_PM.jpg
 
Last edited by iacErPUL,
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masagrator

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Nice preset, but I have encountered a problem:
View attachment 211415
This water path at the Gaur Plains is glowing quite harshly even though it's noon. It has a bright yellow and green tint to it. The problem possibly lies in the SSR settings since bodies of water are the only ones using screen-space reflections.

Edit: Interestingly, this only appears in docked mode. The screenshot below is from handheld gameplay, I'll try to find the problem.
View attachment 211418
So probably SSR. SSR in handheld mode is disabled.
 
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DunArd

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Nice preset, but I have encountered a problem:
View attachment 211415
This water path at the Gaur Plains is glowing quite harshly even though it's noon. It has a bright yellow and green tint to it. The problem possibly lies in the SSR settings since bodies of water are the only ones using screen-space reflections.

Edit: Interestingly, this only appears in docked mode. The screenshot below is from handheld gameplay, I'll try to find the problem.
View attachment 211418

Wow, thanks for the warning, I've just arrived to this area, surely it is a problem of the reflections that the SSR manages as @masagrator says, I think I put a too high value. I will review it and in a few minutes I will upload a fixed version.

Edit: Fixed! Version 1.2 is now in the original post with screenshot samples.

Thanks again for the warning @iacErPUL.
 
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iacErPUL

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So probably SSR. SSR in handheld mode is disabled.
Oh yeah, it turns out to be true after all. I have screenshots with different "ssrIntensity" values:

ssrIntensity= 1.0; Stock values, just here for comparison.
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_24_30_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_25_06_PM.jpg

ssrIntensity=1.5; Glow still present but it isn't overpowering anymore. The second screenshot shows that increasing the value does make SSR more defined, although it may be unrealistic.
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_15_29_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_16_46_PM.jpg

ssrIntensity=1.25; Less harsh, less sharp SSR.
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_18_43_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_19_22_PM.jpg

ssrIntensity=1.1; Much better, but the green tint on the first one is still present probably from the surrounding grassy area which is why higher values have those tint and glow.
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_21_26_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_22_07_PM.jpg

ssrIntensity=0.0; Equivalent to handheld mode, SSR is actually present but it has a much lower resolution. The third screenshot is handheld mode while the first two is docked mode.
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_26_48_PM.jpg docked.jpg handheld.jpg

So yeah the takeaway is: stock values work pretty well, the developers knew what they were doing after all.
 
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For me just turn off tmaa and force it docked mode is the best
The game still run smoothly with GPU OC to 384mhz handheld mode but the resolutions is so much better.

--------------------- MERGED ---------------------------

Hi! I'm new here, thanks to all GBAtemp community for their great work making progress in switch hacking.

Well, after many tests, changing parameters and restarting the game many times, I've come to what I think is the best preset I could create and I would like to share it to get impressions.
These are some of the improvements made:

- Improved lights, shadows and ambient oclussion: Shadows are now more noticeable in places where there is greater contrast (places where the sun directly affects and there are shadows).
- Improved TMAA with sharpness tweaked and antialiasing enabled: I don't like the sharp effect of the original preset, but I also don't like the blurring effect of having only TMAA activated, so I've made adjustments to TMAA's sharpening effect and AA so that it has a good balance between blur and sharpness.
- Rendering optimized: After several tests in Vilia's Lagoon (Idk if this is his correct name in english translation, I'm playing in spanish), the most loaded place and that generates more performance problems than I've been able to get, I've made an adjustment in the resolution and the dynamic resolution which kept the game at 30Fps without hardly losing quality (at least for most of the time in this area).
- Dock mode optimized: Sharpness has also been reduced as despite maintaining 720p resolution the vast majority of the time, the game looked very bad on large 4K TVs as they have very high pixel density due to 720p to 2160p conversion.

Updated config preset to v1.1: Less black level for shadows and more sharpness for dock mode.
Comparison v1.0 - v1.1

View attachment 211420 View attachment 211421


Updated config preset to v1.2: Fixed a bug with SSR that caused water reflections to glow bright and yellow in dock mode.
Comparison v1.1 - v1.2:
View attachment 211428 View attachment 211429



Comparisons v1.0 (Left original, right preset):
View attachment 211392 View attachment 211393

View attachment 211394 View attachment 211395

View attachment 211396 View attachment 211397


Highly recomended my OC preset to avoid performance problems:
Code:
; Xenoblade Chronicles DE
[0100FF500E34A000]
docked_cpu=1600
docked_gpu=844
docked_mem=1600
handheld_charging_cpu=1600
handheld_charging_gpu=460
handheld_charging_mem=1600
handheld_cpu=1300
handheld_gpu=460
handheld_mem=1600


lib_nx Preset v1.2 (copy and paste all):
Code:
tonemap=on
ssao=on
bloom=on
godray=on
AntiAliasing=on
ColReduction=on
dof=off
lensFlare=off
aoskip=off

lut=on
luttex1=lutba

cube=cube

toneHistogramLow=0.8
toneHistogramHigh=0.9
tonemax=1.0
tonemin=0.15
tonescale=7.0
toneUpSpeed=0.1
toneDownSpeed=0.5
toneBlmmax=1000
toneBlmmin=0.001
toneBlmmul=100.0

godray_inival=0.95
godray_decay=0.99
godray_scale=1.235

blm_border_sub=1.0
blm_border_mul=0.105
blm_border_sub2=0.0
blm_border_mul2=0.0
blm_border_max=3.5
blm_str1=1.0
blm_str2=1.0
blm_str3=1.0
blm_gauss1=0.9
blm_gauss2=0.8
blm_gauss3=0.8
blm_weight1=0.63
blm_weight2=0.1
blm_weight3=0.14
blm_weight4=0.53
blm_weight5=0.58
blm_deviation1=0.2
blm_deviation2=0.5
blm_deviation3=1.0
blm_deviation4=1.0
blm_deviation5=1.0
blm_saturation1=0.0
blm_saturation2=0.0
blm_saturation3=0.0
blm_saturation4=0.0
blm_saturation5=0.35
blm_emissive_str=9.0
blm_tone_scale=0.05
blm_emissive_max=20.0
blm_emissive_min=0.0

lens_max=1
lens_rot=0
lens_sub=1.5
lens_mul=3.5
lens_weight=0.1
lens_decay=1.0
lens_str=1.5
lens_paMax=4.0
lens_UVDecay=0.290

AA_Sharpness=16.0
AA_Range=0.75
AA_Threshold=0.20
AA_ThresholdMin=0.05

red_sclX=1.0
red_sclY=1.0
red_hdsclX=0.95
red_hdsclY=1.0

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.75
red_AtMinY=0.85
red_AtRate=97.0


ao_Lengs=0.1
ao_LengsRatio=1.98
ao_range=5.7
ao_rangeRatio=1.000
ao_sub=0.02
ao_subRatio=0.150
ao_Mul=2.0
ao_blurRange=0.720
ao_blurScale=0.75
ao_av_Shwstr=0.5


blur=on
blurStr=0.015
blurAlpha=20.0
blurSub=0.025
blurBlurRange=0.16

shadowStr=1.8
shadowHalf=on
shadowColor=0.10, 0.00, 0.05
simShwStr=1.25
simShwIn=0.75
simShwMin=0.20

sRGBMode=on
gamma=8

ao_av_CenterWeight=1.090
ao_av_MaxDistance=0.15
ao_av_MaxRadius=0.2
ao_av_FadeOutStart=70000.0
ao_av_FadeOutDistance=10000.0
ao_av_BlurFallOff=0.050
ao_av_BlurScale=1.6
ao_av_Shwstr=0.5

cam_near=0.1
cam_far=80000.0

avmp01 = 0.5 , 0.5 , 0.5
avmp02 = 0.5 , 0.5 , 0.5
avmp03 = 0.5 , 0.5 , 0.5
avmp04 = 0.5 , 0.5 , 0.5
avmp05 = 0.5 , 0.5 , 0.5
avmp06 = 0.5 , 0.5 , 0.5
avmp07 = 0.5 , 0.5 , 0.5
avmp08 = 0.5 , 0.5 , 0.5
avmp09 = 0.5 , 0.5 , 0.5
avmp10 = 0.5 , 0.5 , 0.5
avmp11 = 0.5 , 0.5 , 0.5
avmp12 = 0.5 , 0.5 , 0.5
avmp13 = 0.5 , 0.5 , 0.5
avmp14 = 0.5 , 0.5 , 0.5
avmp15 = 0.5 , 0.5 , 0.5
avmp16 = 0.5 , 0.5 , 0.5

cloud_h_min=1000.0
cloud_h_max=1100.0

cloud_color = 1.05, 1.00, 1.10

toonDirType = Camera
toonDirBackBright = 1.0
toonDirElevation = 0.1
toonDirPntSptRatio = 0.5
toonDirLightScaleVal = 0.65;
toonDirInOutMin = 0.6
toonIBLScaleVal = 0.28;
toonShadowAlpha = 0.2;
toonCharShadowAlpha = 0.02;
toonCharShadowMin = 0.46;
toonOutlineWidth = 2.3
toonOutlineMaxWidthPixelCoverage = 11.5;
toonOutlineDispOffPixelCoverage = 1.0;
toonRimDirAngleX =  13.40
toonRimDirAngleY = -11.90

rim_color = 1.0, 1.0, 1.0
rim_intensity = 3.00

iblDirectLightIntensity = 1.0
iblSkyIntensity = 1.75
iblBlendBetweenFrame = 30

skyToneDirLightIntensity = 0.17
skyToneAmbientIntensity = 0.35

tssao = on
tssaoRadius = 1.15
tssaoIntensityMul = 1.10
tssaoIntensityPow = 0.16
tssaoOutputAO = 0.35
tssaoPostBlurSharpness = 0.45
tssaoLuminanceCorrection = 0.20
tssaoSelectiveFiltering = on
tssaoWeakenRatio = 0.8

ssr = on
ssrIntensity = 1.0
ssrShinessFade = 0.8
ssrGroundness = 0.73
ssrFadeSec = 5.0

shadowCloud = on
shadowCloudStr = 0.8
shadowCloudSize = 300
shadowCloudScrollDir = 150.0
shadowCloudScrollSpeed = 6.0

shadowRaytraceDistance = 0.15
shadowRaytracePitch = 0.0

tmaa=on
tmaaSharpness_0 = 0.10
tmaaSharpness_1 = 0.25
tmaaSharpness_2 = 0.25
tmaaSharpness_3 = 0.37
tmaaSharpness_4 = 0.45
tmaaSharpness_5 = 0.55
tmaaSharpness_Hnd_0 = 0.57
tmaaSharpness_Hnd_1 = 0.47
tmaaSharpness_Hnd_2 = 0.47
tmaaSharpness_Hnd_3 = 0.49
tmaaSharpness_Hnd_4 = 0.57
tmaaSharpness_Hnd_5 = 0.67
tmaaBlendDefault = 0.05
tmaaBlendPBR = 0.0
tmaaBlendMPF = 0.3
tmaaBlendToon = 0.05
tmaaNewUpScale=on
tmaaSharpnessType=2
tmaaSharpnessAwareIntensity=0.05

shwCharParm = 17.92;
shwHalfLamParm = 1.0;

wetMaxShiness = 0.5
wetDarkness = 0.48
wetShinessScale = 0.6
wetToInsideFrame = 10
wetToOutsideFrame = 20

TransReduction = on
trans_red_sclX = 0.5
trans_red_sclY = 0.5

blur2=on
blur2Str = 10.0
blur2Sub = 0.25
blur2ObjScale = 0.65
blur2CameraScale = 0.8
blur2BlurRange = 0.7
blur2PixelRange = 20.0
blur2HLV = on

gpucount=64

leafSpecColMinShiness = 0.1
leafSpecColMaxShiness = 0.4
leafSpecColRatio = 0.85

furBlur=off
furBlurStr=0.3
furBlurPixelRange=20

lightShaft=on
lightShaftTonemapScale=1.0
lightShaftTonemapLuminance=8.5

reduceDirLightRim = 3.0

monochromeToonId = 128
monochromeFogScale = 0.5

I hope opinions and that you enjoy it :grog:
Edit: I tried your preset but disable tmaa and it look AMAZING, tks alot
but something wrong in these where X and Y should be represent resolution width and height? however they seem not working without a patch like Masagrator said
red_sclX=1.0
red_sclY=1.0
red_hdsclX=0.95
red_hdsclY=1.0

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.75
red_AtMinY=0.85
red_AtRate=97.0
 
Last edited by NotACat,

DunArd

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For me just turn off tmaa and force it docked mode is the best
The game still run smoothly with GPU OC to 384mhz handheld mode but the resolutions is so much better.

--------------------- MERGED ---------------------------


Edit: I tried your preset but disable tmaa and it look AMAZING, tks alot
but something wrong in these where X and Y should be represent resolution width and height? however they seem not working without a patch like Masagrator said
red_sclX=1.0
red_sclY=1.0
red_hdsclX=0.95
red_hdsclY=1.0

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.75
red_AtMinY=0.85
red_AtRate=97.0

Thanks!

Here is the example of @pwnsweet and of why I've made these settings.

So this is my lib_nx.ini. The logic here is that humans are actually more sensitive to horizontal resolution than we are vertical, so I've prioritized horizontal resolution at the expense of vertical. In other words, this config file will reduce resolution down to a minimum of 576 x 432 compared to the default 672 x 378. Not only is the subjective image quality better at the minimum resolution, but an added bonus of my file is that the amount of pixels is also reduced over default (248,832 pixels vs 254,016 pixels). This means you can actually get a playable framerate with a downclocked GPU (230mhz) - all while looking better than the unmodified game. This is especially useful if you're away from a charger for longer than expected and want to squeeze out more gametime without sacrificing performance.

Another setting that was changed is red_AtRate. Reducing this to 85.0 is the threshold where resolution transitions no longer result in stuttering (this also applies to XC2). The upper bound (max resolution) was changed to 1280 x 720 so that you can take full advantage of the native screen resolution when plugged into a charger. TMAA is turned on here (but, critically, the sharpening is disabled) and can be turned off and/or substituted for FXAA depending on your preference. Give it a try and let me know what you think. Enjoy!

Code:
red_hdsclX=1.0
red_hdsclY=1.0
red_Auto=on
red_AtMinX=0.45
red_AtMinY=0.60
red_AtRate=85.0

AntiAliasing=off
AA_Sharpness=8.0
tmaa=on
tmaaNewUpScale=off

In addiction, I tested every resolution configuration and this is the most balanced option in terms of quality/performance.
 

thieve

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Hi! I'm new here, thanks to all GBAtemp community for their great work making progress in switch hacking.

Well, after many tests, changing parameters and restarting the game many times, I've come to what I think is the best preset I could create and I would like to share it to get impressions.
These are some of the improvements made:

Sorry bro, but it's terribly blurry. TMAA is a big no really fucks up the visuals of the game.
 

iacErPUL

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Sorry bro, but it's terribly blurry. TMAA is a big no really fucks up the visuals of the game.
To each their own preference but I do have to agree TMAA makes it quite blurry; I'm willing to give up aliasing for better sharpness with the already low resolution. If you want to reduce jaggies, you have to use TMAA but it does use more system resources and to make things less blurry you'll have to increase resolution. Thus, you have to give up quite a lot of performance for removing jaggies.
 

DunArd

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My preset is made especially to play in portable mode, which is where the most noticeable changes reside. In dock mode I've made some quick adjustments since I personally have a 55" 4K TV and by default it looks too pixelated and with a lot of jaggies.

Btw, I will try to optimize more dock mode TMAA for better use.
 

iacErPUL

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Im not having any shimmering docked.


Enviado desde mi iPhone utilizando Tapatalk Pro
Shimmering is very present when using no TMAA. For example, if you go to Colony 9 (specific location is in the screenshots below) and start panning the camera, you'll see shimmering present on the handrail of the walking platform.
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_12_32_13_AM.jpg
My preset is made especially to play in portable mode, which is where the most noticeable changes reside. In dock mode I've made some quick adjustments since I personally have a 55" 4K TV and by default it looks too pixelated and with a lot of jaggies.

Btw, I will try to optimize more dock mode TMAA for better use.
It's hard to get TMAA to work well on docked mode, but I found having all 5 of these set to 0.5 is a good balance between sharpness and aliasing reduction, so it would look like this:
Code:
tmaaSharpness_0 = 0.5
tmaaSharpness_1 = 0.5
tmaaSharpness_2 = 0.5
tmaaSharpness_3 = 0.5
tmaaSharpness_4 = 0.5
tmaaSharpness_5 = 0.5
Here are the screenshots:
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_12_20_59_AM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_12_20_08_AM.jpg
 
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iacErPUL

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I'm curious about object.conf - if this can reduce quantity and quality of models.
So I have been testing the object.conf file rather than the lib_nx.ini file extensively. This is what resides within the file:
Code:
<?xml version="1.0" encoding="utf-8"?>
<ObjectSetting>
    <GroupMax size="32" />
    <ObjectMax size="4096" />
</ObjectSetting>
For 2 hours of testing, the results were pretty disappointing. There's no difference in draw distance (NPC and enemy pop-in and grass) or level of detail (LOD). Seems like the limits are:
Code:
#Lowest possible values without crashing
<GroupMax size="4" />
<ObjectMax size="512" />

#Highest possible values without crashing
<GroupMax size="4096" />
<ObjectMax size="524288" />
Maybe you could tell: I have been increasing/decreasing these values by doubling/halving them. So the steps go like 32 -> 64 -> 128 or 32 -> 16 -> 8
I don't know much about these settings and it could be that I was looking at the wrong places for results but I have seen no observable differences.

Lowest possible values:
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_10_49_19_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_10_49_46_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_10_49_52_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_10_50_21_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_48_06_PM.jpg
Highest possible values:
Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_17_12_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_17_50_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_17_56_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_18_19_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_45_33_PM.jpg
Last screenshots were about the enemy pop-in. I used a Tirkin as a benchmark to see when it would pop in. Camera angles and zoom are different, but they are pretty much the same.

Quick update: changing effset.ini values doesn't seem to affect anything either.
 
Last edited by iacErPUL,

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