ROM Hack RELEASE Xenoblade Chronicles 2 Graphics Settings

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That's not true, there's been a working dynamic fps mod out for years for version 2.1.0 available from here: https://github.com/masagrator/Xenoblade2DynFPS. By targeting 3.0.0 for your HD resolution mods, you make it impossible to have proper HD resolutions and 60 fps at the same time. There are other essential mods like the patch for the glowing icon increasing in size constantly in Torna: The Golden Country that only work on 2.1.0. Please consider making a version for 2.1.0 so that users of older mods don't have to disable them to use the HD mods
either that, or masagrator updates the dynamic fps mod to 3.0.0.
 
That's not true, there's been a working dynamic fps mod out for years for version 2.1.0 available from here: https://github.com/masagrator/Xenoblade2DynFPS. By targeting 3.0.0 for your HD resolution mods, you make it impossible to have proper HD resolutions and 60 fps at the same time. There are other essential mods like the patch for the glowing icon increasing in size constantly in Torna: The Golden Country that only work on 2.1.0. Please consider making a version for 2.1.0 so that users of older mods don't have to disable them to use the HD mods
There is a supersamplig 2x mod for version 2.1.0 here:
https://github.com/theboy181/switch...[0100E95004038000]/2.1.0/SuperSampling x2.rar

And a 2560x1440 resolution mod for version 2.1.0 here:
https://github.com/ADEMOLA200/Switc...ade Chronicles 2 [0100E95004038000][mods].zip
 
either that, or masagrator updates the dynamic fps mod to 3.0.0.
I have FPSLocker patch for that. I don't care about emulators.
Screenshot_2026-09-04-15-56-26-950_com.android.chrome-edit.jpg
 
Xenoblade 2 v3.0.0 All-in-One Graphics Pack

The graphics patches have now been ported to Xenoblade Chronicles 2 update 3.0.0 and combined into a single all-in-one package.

Each version includes the resolution patch, disabled dynamic resolution, enhanced graphics settings, the required `lib_nx.ini` redirect, and improved character LOD.

Available versions

x2.0 (2560×1440)
x2.1 (2688×1512)
x2.2 (2816×1584)

x2.2 is the highest stable scaling confirmed during testing. x2.3 was not included because it became unstable during normal gameplay. It could still crash the game. The safest option is 2.0.

What the all-in-one package changes

  • Increases the native internal rendering resolution
  • Disables dynamic resolution scaling
  • Disables color reduction
  • Enables TMAA
  • Enables SSAO and TSSAO
  • Enables screen-space reflections
  • Enables bloom and godrays
  • Enables depth of field
  • Enables lens flare
  • Enables cloud shadows
  • Improves the LOD quality of character models
  • Keeps the original 30 FPS timing

The LOD patch affects character models, party members, NPCs, and similar models. It does not increase the draw distance of terrain, vegetation, or distant world objects.

Alternative INI profiles

The package also includes three optional `lib_nx.ini` profiles.

Core DRS Lock
The safest option. It disables dynamic resolution and color reduction without enabling the heavier graphical settings.

Balanced Enhanced
The default profile. It enables the main visual improvements while keeping half-resolution shadows and transparency effects for better stability.

Full Quality
Uses full-resolution shadows and transparency effects. This profile has the highest GPU and memory requirements and is best paired with x2.0 or x2.1.

Only one resolution version and one INI profile should be used at a time.

No FPS or gameplay timing changes are included in this release. A separate dynamic FPS patch may be added later.

The "three optional lib_nx.ini profiles" are missing from the currently attached X2_3.0.0_All_in_One_v6.zip, also the 2.0x folder is mislabeled as 2.1x but I can live with that.
 
Is this game really unable to run properly or smoothly? I’ve tried several emulators such as Eden, Citron, and similar ones, and I’ve even used a 60 FPS mod, but the game frequently experiences sudden FPS drops. This makes moving around or going anywhere feel very choppy. I’ve already tried using low settings and various other settings, but there is barely any difference. Is this normal?
 
Yes, XC2 game engine sucks at culling. You can find even places where one wall takes most of screen but game drops to 20 FPS anyway on stock clocks.
 
Yes, XC2 game engine sucks at culling. You can find even places where one wall takes most of screen but game drops to 20 FPS anyway on stock clocks.
What about Xenoblade Chronicles 1 and 3? Do those two games have the same performance as Xenoblade Chronicles 2, or is their performance significantly better?
 
XC3 runs on older engine than XC1DE. Culling problem is solved in XC1DE, in XC3 it seems that they didn't completely fixed it so to smooth out performance they used temporal reconstruction which makes it work and look better than XC2.
 
XC3 runs on older engine than XC1DE. Culling problem is solved in XC1DE, in XC3 it seems that they didn't completely fixed it so to smooth out performance they used temporal reconstruction which makes it work and look better than XC2.
Ah, I see. Thank you. Maybe I should try the XC1DE first.
 
Xenoblade 2 v3.0.0 All-in-One Graphics Pack

The graphics patches have now been ported to Xenoblade Chronicles 2 update 3.0.0 and combined into a single all-in-one package.

Each version includes the resolution patch, disabled dynamic resolution, enhanced graphics settings, the required `lib_nx.ini` redirect, and improved character LOD.

Available versions

x2.0 (2560×1440)
x2.1 (2688×1512)
x2.2 (2816×1584)

x2.2 is the highest stable scaling confirmed during testing. x2.3 was not included because it became unstable during normal gameplay. It could still crash the game. The safest option is 2.0.

What the all-in-one package changes

  • Increases the native internal rendering resolution
  • Disables dynamic resolution scaling
  • Disables color reduction
  • Enables TMAA
  • Enables SSAO and TSSAO
  • Enables screen-space reflections
  • Enables bloom and godrays
  • Enables depth of field
  • Enables lens flare
  • Enables cloud shadows
  • Improves the LOD quality of character models
  • Keeps the original 30 FPS timing

The LOD patch affects character models, party members, NPCs, and similar models. It does not increase the draw distance of terrain, vegetation, or distant world objects.

Alternative INI profiles

The package also includes three optional `lib_nx.ini` profiles.

Core DRS Lock
The safest option. It disables dynamic resolution and color reduction without enabling the heavier graphical settings.

Balanced Enhanced
The default profile. It enables the main visual improvements while keeping half-resolution shadows and transparency effects for better stability.

Full Quality
Uses full-resolution shadows and transparency effects. This profile has the highest GPU and memory requirements and is best paired with x2.0 or x2.1.

Only one resolution version and one INI profile should be used at a time.

No FPS or gameplay timing changes are included in this release. A separate dynamic FPS patch may be added later.
Sorry to bother you, this is my first time playing Xenoblade Chronicles 2 on an emulator. I used the mod you made, but it didn’t work in the game. I asked GPT, and it said it might be because I’m using the Japanese version of the game?
 

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Sorry to bother you, this is my first time playing Xenoblade Chronicles 2 on an emulator. I used the mod you made, but it didn’t work in the game. I asked GPT, and it said it might be because I’m using the Japanese version of the game?
If you're using the latest Eden nightly build, downgrade to the August version, because they messed something up and patches like this don't work (not just Xenoblade). The developers are already aware of this, but it still hasn't been fixed.
Edit
This patch works on the Western version, the Japanese version has different ID and a different executable.
 
If you're using the latest Eden nightly build, downgrade to the August version, because they messed something up and patches like this don't work (not just Xenoblade). The developers are already aware of this, but it still hasn't been fixed.
Edit
This patch works on the Western version, the Japanese version has different ID and a different executable.
Thanks for your reply and effort ❤
I'll try the US version of the game and the older version of the emulator again.
 
I guess i can announce this for now. I am working on implementing FSR 3.1 to Xenoblade 2, potentially expanding it to Xenoblade 1 and 3. My main goal is to have upscaling working in game, while upscaling and frame generation in cutscenes. It's more taxing than included TMAA, but after many optimizations not so much that people with slight OC won't benefit from it. My target is Switch with 4GB of RAM.

What it will include:
  • Togglable dynamic speed 60 FPS with more fixes than FPSLocker patch has
  • 1080p mode so FSR can upscale from max 728p to 1080p (going true 1080p breaks memory allocation for things that render at half of base resolution, 728p instead of 720p because of how game calculates resolution)
  • Debug menu where you can choose
    • no AA, TMAA, FSR 3.1
    • On/Off sharpening both via FSR and game's one with option to scale it back and forth
    • Some options that can sacrifice a little quality for faster FSR if someone will prefer this
    • Dynamic resolution on/off with options to adjust min/max for handheld and docked
    • Frame generation on/off with option to run all the time or only for main cutscenes
    • Small overlay with statistics about FPS, how much time FSR and FG take to work, game actual rendering resolution.

When i get bugs worked out for all of this in prologue and first chapter, i will release it for tests. Currently only left from what i see is:
- i use custom bloom shader that is not 1:1 with game's bloom that is hardcoded into tmaa, i have option to run original tmaa shader so we can extract bloom from it, but this wastes 1ms on stuff we discard, so original shader needs decompilation to figure out how each variable is calculated
- 1080p docked mode has some post processing issues in full cutscenes, rendering it at lower resolution at the center of screen currently, i guess it needs scaling enabled
- Cutscene detection needs to be worked out better because currently it detects all events as cutscenes
- Still working on better shader optimizations because it can be improved which means more stable frame generation rendering

Currently reduced upscaling time 3-4x depending on chosen settings, frame generation 2-3x in comparison to original FSR shaders.

Comparison: no AA vs FSR 3 with max sharpness at 720p (it uses original tmaa shader for bloom for better comparison)
Docked: https://www.diffchecker.com/image-compare/uRS1oWKp/
Handheld: https://www.diffchecker.com/image-compare/ANeZqSoC/
and original TMAA vs FSR 3
Docked: https://www.diffchecker.com/image-compare/bmmUcXfq/
Handheld: https://www.diffchecker.com/image-compare/sH8zlnk8/

Cutscene running with frame generation turned on (FPS counter doesn't include frame generated frames, it's always 2x, no audio because it's captured with switch frame tap). You can see from time to time that generated frames are dropped, that's because of frame pacing issue when there are frame drops. So I'm still optimizing it to get less things like that at the same clocks. At f.e. fixed 360p there is less fg drops like this. This runs at 1963/844/2131

And raw video where you can see it at better quality on your device (included video player with drive google butchered it and downgraded to 30 FPS): LINK

---


If you know any 60 FPS bug that was nowhere patched, write here. Currently what is fixed:
- camera rotation speed
- QTE ring speed
- UI animation effects speed like quest titles
- Gameplay animated effects speed (though you can see from time to time a small glitch on the end of such animation)
- Cutscene cuts being one frame too slow is not something i can fix currently because cutscenes rely on ideally framepaced double buffer 1/30 game to not get weird model pops which is something we can't do when we use things like triple buffer, overclocking, etc.
2026101108240700.jpg
 
Last edited by masagrator,
This is HUGE. People don't realize how awesome this is. Looking forward to it Masagrator
Post automatically merged:

I haven't been following the progress of this for more than a year....

Is it possible to play at 1080p on Switch hardware yet?
 
Last edited by kidicarus,
Is it possible to play at 1080p on Switch hardware yet?
i need more context to this question. You mean "Would Switch's hardware after OC allow it to play at native 1080p 30 FPS if it would be possible?" then answer is probably yes. But i don't deal with extreme OCs.
 
I mean, the last time I checked, there was no way to increase the render resolution beyond 1280x720 on original switch hardware. When trying to the changing the numbers in the libnx.ini file beyond 1.0, it would crash. Does a method exist yet to increase the native resolution above 1280x720?
 
I mean, the last time I checked, there was no way to increase the render resolution beyond 1280x720 on original switch hardware. When trying to the changing the numbers in the libnx.ini file beyond 1.0, it would crash. Does a method exist yet to increase the native resolution above 1280x720?
...
going true 1080p breaks memory allocation for things that render at half of base resolution
f.e. foliage shadows
 

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