ROM Hack RELEASE Xenoblade: Definitive Edition config files

redforge

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The sharpening filter in this game (tmaaNewUpScale=on/off) is garbage. It sharpens the banding in gradients on the sky. Personally, I think the game looks way better without it, as it doesn't do a great job at actually making things look sharper.

Here's a comparison, pay attention to the sky to the right of and above shulk. First is the default (sharpened) image, and the second is with the sharpening removed.
Sharp.jpg
Unsharp.jpg


I know it's not exactly obvious there, but it's a lot more noticeable in-game on a large monitor than in a small screenshot with jpeg compression, and it annoys me to hell. It hardly even sharpens things, and adds some nasty ringing on certain edges.

To remove this, just change tmaaNewUpScale=on to tmaaNewUpScale=off
 

redforge

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I'll also throw my current config up here as well.
DunArd's config has been making rounds, but personally I don't like it.
Nothing against them, but it significantly changes colors in some areas and messes with the art direction and intended look of the game, which is a no-no for me.

The goal of this config is to make slight tweaks than improve the visuals, and fix handheld mode, without doing anything that will effect the intended look of the game.

Changes in this config:
  • Removed sharpening filter (see above for reasoning, this also removes much of the difference between docked/handheld)
  • Removed slight screen-wide blur in docked mode
  • Removed significant screen-wide blur in handheld mode
  • Upped handheld resolution to 720p (same as docked)
  • Bloom values stolen from DunArd's config. This makes the bloom effect slightly more spread out and natural looking, at the cost of (a very small amount of) performance.
  • Slightly Increased the intensity of shadows. (1.1x default, vs DunArd's 1.8x default)
To install, extract the zip to the root of your SD,
or copy the code block and paste over your lib_nx.ini (make sure to include the line-break at the end!)
Code:
tonemap=on
ssao=off
bloom=on
godray=on
AntiAliasing=off
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=0.1
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=8.0
AA_Range=0.5
AA_Threshold=0.17
AA_ThresholdMin=0.05

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

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.5
red_AtMinY=0.5
red_AtRate=90.0


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=off
blurStr=0.2
blurAlpha=40.0
blurSub=0.025
blurBlurRange=0.32

shadowStr=1.1
shadowHalf=on
shadowColor=0.0, 0.0, 0.0
simShwStr=1.6
simShwIn=0.7
simShwMin=0.15

sRGBMode=on
gamma=6

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 = 1.0, 1.0, 1.0

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 = 3.0

iblDirectLightIntensity = 1.0
iblSkyIntensity = 1.6
iblBlendBetweenFrame = 30

skyToneDirLightIntensity = 0.25
skyToneAmbientIntensity = 0.35

tssao = on
tssaoRadius = 1.2
tssaoIntensityMul = 1.1
tssaoIntensityPow = 0.16
tssaoOutputAO = 0.45
tssaoPostBlurSharpness = 0.55
tssaoLuminanceCorrection = 0.3
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 = 0.4
tmaaSharpness_1 = 0.6
tmaaSharpness_2 = 0.6
tmaaSharpness_3 = 0.72
tmaaSharpness_4 = 0.8
tmaaSharpness_5 = 0.9
tmaaSharpness_Hnd_0 = 0.4
tmaaSharpness_Hnd_1 = 0.6
tmaaSharpness_Hnd_2 = 0.6
tmaaSharpness_Hnd_3 = 0.72
tmaaSharpness_Hnd_4 = 0.8
tmaaSharpness_Hnd_5 = 0.9
tmaaBlendDefault = 0.05
tmaaBlendPBR = 0.0
tmaaBlendMPF = 0.3
tmaaBlendToon = 0.05
tmaaNewUpScale=off
tmaaSharpnessType=2
tmaaSharpnessAwareIntensity=0.2

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=off
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=0.3
furBlurPixelRange=20

lightShaft=on
lightShaftTonemapScale=1.0
lightShaftTonemapLuminance=6.5

reduceDirLightRim = 3.0

monochromeToonId = 128
monochromeFogScale = 0.5
 

Attachments

  • redforges-config.zip
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vanraz86

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I'll also throw my current config up here as well.
DunArd's config has been making rounds, but personally I don't like it.
Nothing against them, but it significantly changes colors in some areas and messes with the art direction and intended look of the game, which is a no-no for me.
[/CODE]


seems too good to be true, what cpu and gpu overclocks are we talking about in this case?
 

iacErPUL

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Try changing this line back to it's default value instead of 1.75:
Code:
lightShaftTonemapScale=1.0
Pretty sure it's this one:
Code:
shadowStr=1.8
Default is 1.0
I'll also throw my current config up here as well.
DunArd's config has been making rounds, but personally I don't like it.
Nothing against them, but it significantly changes colors in some areas and messes with the art direction and intended look of the game, which is a no-no for me.

The goal of this config is to make slight tweaks than improve the visuals, and fix handheld mode, without doing anything that will effect the intended look of the game.

Changes in this config:
  • Removed sharpening filter (see above for reasoning, this also removes much of the difference between docked/handheld)
  • Removed slight screen-wide blur in docked mode
  • Removed significant screen-wide blur in handheld mode
  • Upped handheld resolution to 720p (same as docked)
  • Bloom values stolen from DunArd's config. This makes the bloom effect slightly more spread out and natural looking, at the cost of (a very small amount of) performance.
  • Slightly Increased the intensity of shadows. (1.1x default, vs DunArd's 1.8x default)
To install, extract the zip to the root of your SD,
or copy the code block and paste over your lib_nx.ini (make sure to include the line-break at the end!)
Code:
tonemap=on
ssao=off
bloom=on
godray=on
AntiAliasing=off
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=0.1
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=8.0
AA_Range=0.5
AA_Threshold=0.17
AA_ThresholdMin=0.05

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

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.5
red_AtMinY=0.5
red_AtRate=90.0


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=off
blurStr=0.2
blurAlpha=40.0
blurSub=0.025
blurBlurRange=0.32

shadowStr=1.1
shadowHalf=on
shadowColor=0.0, 0.0, 0.0
simShwStr=1.6
simShwIn=0.7
simShwMin=0.15

sRGBMode=on
gamma=6

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 = 1.0, 1.0, 1.0

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 = 3.0

iblDirectLightIntensity = 1.0
iblSkyIntensity = 1.6
iblBlendBetweenFrame = 30

skyToneDirLightIntensity = 0.25
skyToneAmbientIntensity = 0.35

tssao = on
tssaoRadius = 1.2
tssaoIntensityMul = 1.1
tssaoIntensityPow = 0.16
tssaoOutputAO = 0.45
tssaoPostBlurSharpness = 0.55
tssaoLuminanceCorrection = 0.3
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 = 0.4
tmaaSharpness_1 = 0.6
tmaaSharpness_2 = 0.6
tmaaSharpness_3 = 0.72
tmaaSharpness_4 = 0.8
tmaaSharpness_5 = 0.9
tmaaSharpness_Hnd_0 = 0.4
tmaaSharpness_Hnd_1 = 0.6
tmaaSharpness_Hnd_2 = 0.6
tmaaSharpness_Hnd_3 = 0.72
tmaaSharpness_Hnd_4 = 0.8
tmaaSharpness_Hnd_5 = 0.9
tmaaBlendDefault = 0.05
tmaaBlendPBR = 0.0
tmaaBlendMPF = 0.3
tmaaBlendToon = 0.05
tmaaNewUpScale=off
tmaaSharpnessType=2
tmaaSharpnessAwareIntensity=0.2

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=off
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=0.3
furBlurPixelRange=20

lightShaft=on
lightShaftTonemapScale=1.0
lightShaftTonemapLuminance=6.5

reduceDirLightRim = 3.0

monochromeToonId = 128
monochromeFogScale = 0.5
I don't think it's necessary to decrease the dynamic resolution to half. Default settings were already at 0.75 and with the sharpening removed you may have slightly more headroom. I'm pretty sure you can even increase it above 0.75 if there's some overclocking that is. You can remove the blur altogether to give even more headroom during camera panning.
 
Last edited by iacErPUL,
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Dlimix

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Pretty sure it's this one:
Code:
shadowStr=1.8
Default is 1.0

DunArd Lightshaft settings tend to crush black levels especially during night time.
DunArd settings:
Code:
lightShaftTonemapScale=1.75
216082-a1ed54d2c23b9686979e5905400a12fe.jpg

Default settings:
Code:
lightShaftTonemapScale=1.0
216083-c87fed8ccd92763193a61a2458895502.jpg
 

Attachments

  • DunArd settings.jpg
    DunArd settings.jpg
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  • Default settings.jpg
    Default settings.jpg
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sorabora

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  • Upped handheld resolution to 720p (same as docked)

red_sclX=1.0 red_sclY=1.0 red_hdsclX=1.0 red_hdsclY=1.0 red_Auto=on red_AtMaxX=1.0 red_AtMaxY=1.0 red_AtMinX=0.5 red_AtMinY=0.5 red_AtRate=90.0

Question: with your settings above, does that mean the handheld reso is 720p max but also uses aggressive dynamic resolution (hence my code quotes of the .5 values)? Or am I completely off base and misunderstanding the proper code values?

My preferences align with your goals, save for my desire to live in a fantasy world where handheld is 720p locked 100% of the time :D

Appreciate your efforts.
 

iacErPUL

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DunArd Lightshaft settings tend to crush black levels especially during night time.
DunArd settings:
Code:
lightShaftTonemapScale=1.75
216082-a1ed54d2c23b9686979e5905400a12fe.jpg

Default settings:
Code:
lightShaftTonemapScale=1.0
216083-c87fed8ccd92763193a61a2458895502.jpg
Oh, I see. I haven't been using his preset so I didn't know about this. Seems like
Code:
shadowStr
handles the shadows cast by a light source (i.e the sun). Those values that DunArd has set do seem very harsh and crushes the shadows :wtf:. Thanks for the visual examples, by the way.
Question: with your settings above, does that mean the handheld reso is 720p max but also uses aggressive dynamic resolution (hence my code quotes of the .5 values)? Or am I completely off base and misunderstanding the proper code values?

My preferences align with your goals, save for my desire to live in a fantasy world where handheld is 720p locked 100% of the time :D

Appreciate your efforts.
Yeah, the max resolution is 720p both for dock and handheld. Both of them scale down to half (50%) if necessary. In my experience, the resolution scaler of this game is quite aggressive even though I'm sure there is enough headroom for it to push higher resolutions.
I'll just leave my settings here, these settings are leaning more to quality than performance but frame drops are rare but short and so far, Makna Forest is where it is quite noticeable but still very playable. Keep in mind I have TMAA and blur off for this so if you were to apply these with TMAA on, frame drops will be more frequent and common and you will have to decrease the resolution. Also, overclock settings to max, although CPU doesn't have to be pushed above 1500 MHz.
Code:
red_sclX=1.0
red_sclY=1.0
red_hdsclX=0.85
red_hdsclY=0.9

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.9
red_AtMinY=0.95
red_AtRate=90.0
 
Last edited by iacErPUL,
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torekiki

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DunArd Lightshaft settings tend to crush black levels especially during night time.
DunArd settings:
Code:
lightShaftTonemapScale=1.75
216082-a1ed54d2c23b9686979e5905400a12fe.jpg

Default settings:
Code:
lightShaftTonemapScale=1.0
216083-c87fed8ccd92763193a61a2458895502.jpg
Thanks, it works! that's what I was looking for!
Any idea if 1.1.2 update breaks the mod?
 
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ragestaker21

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I'll also throw my current config up here as well.
DunArd's config has been making rounds, but personally I don't like it.
Nothing against them, but it significantly changes colors in some areas and messes with the art direction and intended look of the game, which is a no-no for me.

The goal of this config is to make slight tweaks than improve the visuals, and fix handheld mode, without doing anything that will effect the intended look of the game.

Changes in this config:
  • Removed sharpening filter (see above for reasoning, this also removes much of the difference between docked/handheld)
  • Removed slight screen-wide blur in docked mode
  • Removed significant screen-wide blur in handheld mode
  • Upped handheld resolution to 720p (same as docked)
  • Bloom values stolen from DunArd's config. This makes the bloom effect slightly more spread out and natural looking, at the cost of (a very small amount of) performance.
  • Slightly Increased the intensity of shadows. (1.1x default, vs DunArd's 1.8x default)
To install, extract the zip to the root of your SD,
or copy the code block and paste over your lib_nx.ini (make sure to include the line-break at the end!)
Code:
tonemap=on
ssao=off
bloom=on
godray=on
AntiAliasing=off
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=0.1
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=8.0
AA_Range=0.5
AA_Threshold=0.17
AA_ThresholdMin=0.05

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

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.5
red_AtMinY=0.5
red_AtRate=90.0


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=off
blurStr=0.2
blurAlpha=40.0
blurSub=0.025
blurBlurRange=0.32

shadowStr=1.1
shadowHalf=on
shadowColor=0.0, 0.0, 0.0
simShwStr=1.6
simShwIn=0.7
simShwMin=0.15

sRGBMode=on
gamma=6

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 = 1.0, 1.0, 1.0

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 = 3.0

iblDirectLightIntensity = 1.0
iblSkyIntensity = 1.6
iblBlendBetweenFrame = 30

skyToneDirLightIntensity = 0.25
skyToneAmbientIntensity = 0.35

tssao = on
tssaoRadius = 1.2
tssaoIntensityMul = 1.1
tssaoIntensityPow = 0.16
tssaoOutputAO = 0.45
tssaoPostBlurSharpness = 0.55
tssaoLuminanceCorrection = 0.3
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 = 0.4
tmaaSharpness_1 = 0.6
tmaaSharpness_2 = 0.6
tmaaSharpness_3 = 0.72
tmaaSharpness_4 = 0.8
tmaaSharpness_5 = 0.9
tmaaSharpness_Hnd_0 = 0.4
tmaaSharpness_Hnd_1 = 0.6
tmaaSharpness_Hnd_2 = 0.6
tmaaSharpness_Hnd_3 = 0.72
tmaaSharpness_Hnd_4 = 0.8
tmaaSharpness_Hnd_5 = 0.9
tmaaBlendDefault = 0.05
tmaaBlendPBR = 0.0
tmaaBlendMPF = 0.3
tmaaBlendToon = 0.05
tmaaNewUpScale=off
tmaaSharpnessType=2
tmaaSharpnessAwareIntensity=0.2

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=off
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=0.3
furBlurPixelRange=20

lightShaft=on
lightShaftTonemapScale=1.0
lightShaftTonemapLuminance=6.5

reduceDirLightRim = 3.0

monochromeToonId = 128
monochromeFogScale = 0.5
thank you
 
Last edited by ragestaker21,

cucholix

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I'll also throw my current config up here as well.
DunArd's config has been making rounds, but personally I don't like it.
Nothing against them, but it significantly changes colors in some areas and messes with the art direction and intended look of the game, which is a no-no for me.

The goal of this config is to make slight tweaks than improve the visuals, and fix handheld mode, without doing anything that will effect the intended look of the game.

Changes in this config:
  • Removed sharpening filter (see above for reasoning, this also removes much of the difference between docked/handheld)
  • Removed slight screen-wide blur in docked mode
  • Removed significant screen-wide blur in handheld mode
  • Upped handheld resolution to 720p (same as docked)
  • Bloom values stolen from DunArd's config. This makes the bloom effect slightly more spread out and natural looking, at the cost of (a very small amount of) performance.
  • Slightly Increased the intensity of shadows. (1.1x default, vs DunArd's 1.8x default)
To install, extract the zip to the root of your SD,
or copy the code block and paste over your lib_nx.ini (make sure to include the line-break at the end!)
Code:
tonemap=on
ssao=off
bloom=on
godray=on
AntiAliasing=off
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=0.1
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=8.0
AA_Range=0.5
AA_Threshold=0.17
AA_ThresholdMin=0.05

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

red_Auto=on
red_AtMaxX=1.0
red_AtMaxY=1.0
red_AtMinX=0.5
red_AtMinY=0.5
red_AtRate=90.0


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=off
blurStr=0.2
blurAlpha=40.0
blurSub=0.025
blurBlurRange=0.32

shadowStr=1.1
shadowHalf=on
shadowColor=0.0, 0.0, 0.0
simShwStr=1.6
simShwIn=0.7
simShwMin=0.15

sRGBMode=on
gamma=6

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 = 1.0, 1.0, 1.0

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 = 3.0

iblDirectLightIntensity = 1.0
iblSkyIntensity = 1.6
iblBlendBetweenFrame = 30

skyToneDirLightIntensity = 0.25
skyToneAmbientIntensity = 0.35

tssao = on
tssaoRadius = 1.2
tssaoIntensityMul = 1.1
tssaoIntensityPow = 0.16
tssaoOutputAO = 0.45
tssaoPostBlurSharpness = 0.55
tssaoLuminanceCorrection = 0.3
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 = 0.4
tmaaSharpness_1 = 0.6
tmaaSharpness_2 = 0.6
tmaaSharpness_3 = 0.72
tmaaSharpness_4 = 0.8
tmaaSharpness_5 = 0.9
tmaaSharpness_Hnd_0 = 0.4
tmaaSharpness_Hnd_1 = 0.6
tmaaSharpness_Hnd_2 = 0.6
tmaaSharpness_Hnd_3 = 0.72
tmaaSharpness_Hnd_4 = 0.8
tmaaSharpness_Hnd_5 = 0.9
tmaaBlendDefault = 0.05
tmaaBlendPBR = 0.0
tmaaBlendMPF = 0.3
tmaaBlendToon = 0.05
tmaaNewUpScale=off
tmaaSharpnessType=2
tmaaSharpnessAwareIntensity=0.2

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=off
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=0.3
furBlurPixelRange=20

lightShaft=on
lightShaftTonemapScale=1.0
lightShaftTonemapLuminance=6.5

reduceDirLightRim = 3.0

monochromeToonId = 128
monochromeFogScale = 0.5
tmaa = on is a no-no for me
 

SkullHex2

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I'll also throw my current config up here as well.
DunArd's config has been making rounds, but personally I don't like it.
Nothing against them, but it significantly changes colors in some areas and messes with the art direction and intended look of the game, which is a no-no for me.

The goal of this config is to make slight tweaks than improve the visuals, and fix handheld mode, without doing anything that will effect the intended look of the game.

Changes in this config:
  • Removed sharpening filter (see above for reasoning, this also removes much of the difference between docked/handheld)
  • Removed slight screen-wide blur in docked mode
  • Removed significant screen-wide blur in handheld mode
  • Upped handheld resolution to 720p (same as docked)
  • Bloom values stolen from DunArd's config. This makes the bloom effect slightly more spread out and natural looking, at the cost of (a very small amount of) performance.
  • Slightly Increased the intensity of shadows. (1.1x default, vs DunArd's 1.8x default)
To install, extract the zip to the root of your SD,
or copy the code block and paste over your lib_nx.ini (make sure to include the line-break at the end!)
No overclock whatsoever?
 

Laenthor

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Not sure if I'm doing something wrong or what, put I put the file where I need to on the SD card, but I see no changes. Do I need to activate something or should it override automatically?
 

Laenthor

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I'm going to find out manual values for the system file since it's not so big. I mostly want this to reset the titlescreen to the default, but I'll also note down cosmetics and such.
 

thaikhoa

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Hi guys! Sorry for upping this topic, quick question, I'm wondering is there a best config modification to keep maximum res on both handheld and docked mode (v1.2)? Thanks.
 

moonblood666

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Playing it right now and I've realized how much blurrier and overall less impressive it looks than XB2 did (even with base setting). I've deactivated the Anti Aliasing only the TMAA is still on, but it's still a blurry mess. Especially the character models look so blurry compared to XB2. Are there any recommended settings to make it more like... XB2?

Also there is much less ambient lighting and in general the shader effects seem to have been tuned down massively compared to XB2. In XB2 you'd see this clearly when leaving an area in the shades and entering a fully illuminated space, you'd see the ambient lighting simulate the eye's adjustment to the influx of light, almost being blinded. This effect is almost not present in XB DE. Is there a way to enhance the ambient lighting effect to match up to XB2 massive use of it?
 

moonblood666

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So the sharpening filter that many complain about is defined by those values, right:

tmaaNewUpScale=on
tmaaSharpnessType=2
tmaaSharpnessAwareIntensity=0.2

Question: what does tmaaSharpnessType do or rather what "SharpnessTypes" are there and how do they differ? I realized that setting that to 1 it seems much sharper looking, as if giving off the impression of more details. But it seems to be a dynamic thing as certain places make the sharpening kick in too strongly. I suspect tmaaSharpnessAwareIntensity regulates that, right?

I really liked the way the sharpening worked in XB2, so I'd love to somehow set it the same way here.
 
Last edited by moonblood666,
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