ROM Hack RELEASE Dragon Quest XI S (Full Version) 60 FPS mod

Niko_of_Death

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Finally made some progress with shadows: It turns out shadow resolution is directly tied to r.Shadow.DistanceScale, with lower bringing higher res shadows. Of course, the downside is that the draw distance decreases. I can't seem to find any way majorly improve shadows outside of lowering distancescale, after trying out countless options. Regardless of the DistanceScale, I'd recommend keeping r.ShadowQuality to either 2 or 3 - ShadowQuality only impacts the filtering of shadows, and with the low resolution shadows available, the higher level filtering does more harm than good (1 means no filtering, which is just as bad). 2 provides sharper shadows, but 3 animates smoother. Hopefully someone can find a way to work around this.
Another issue I couldn't fix was TAA ghosting - no matter what TAA settings I used the ghosting was just as evident. Thankfully its not too widespread an issue.
 
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cucholix

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Finally made some progress with shadows: It turns out shadow resolution is directly tied to r.Shadow.DistanceScale, with lower bringing higher res shadows. Of course, the downside is that the draw distance decreases. I can't seem to find any way majorly improve shadows outside of lowering distancescale, after trying out countless options. Regardless of the DistanceScale, I'd recommend keeping r.ShadowQuality to either 2 or 3 - ShadowQuality only impacts the filtering of shadows, and with the low resolution shadows available, the higher level filtering does more harm than good (1 means no filtering, which is just as bad). 2 provides sharper shadows, but 3 animates smoother. Hopefully someone can find a way to work around this.
Another issue I couldn't fix was TAA ghosting - no matter what TAA settings I used the ghosting was just as evident. Thankfully its not too widespread an issue.
Did you find a way to increase shadow draw distance?
 

Niko_of_Death

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Did you find a way to increase shadow draw distance?
No, at least without shadow resolution suffering. Basically you have to either lower shadow draw distance to increase resolution, or increase draw distance but decrease resolution. It's with r.Shadow.DistanceScale (set with the CVar= in DefaultDeviceProfiles), 1.0 is standard, 0.6 is probably the lowest you can reasonably go for resolution without draw distance being too low, 2.0 probably the highest you can go for draw distance without resolution being too low.

EDIT: Also, here are three things that are, to my knowledge, impossible to improve (or at least get to equal footing with PC/PS4):
Textures (even if there was enough RAM, the base textures seem lower quality)
Meshes (ditto)
Lighting/Global Illumination (+CVars=sg.PostProcessQuality=3 gets the lighting closer to the original versions, but the lighting is inherently inferior as the PC/PS4 versions use Enlighten Global Illumination, which is disabled and replaced with static lighting in the switch version, and as far as I can tell the game needs to be recompiled to enable it)
 
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cucholix

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@Niko_of_Death thanks for your research, I set Shadow.DistanceScale to 1.6 and it seems it increases the shadow draw distance, also because the shadows become less bold the transition is not jarring, need to test further, I’m in a point in the story where I can’t use zoom to test different areas.
 

Niko_of_Death

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Here's the file I'm using right now
And some comparisons with vanilla (modded on left, vanilla on right)
https://files.catbox.moe/c5lk8o.png
Note that this is heavily favoring visuals over performance, battles are very choppy, I included a second setup with a much lower dynamic res floor (the main one is ~768p-1080p, with almost 1440p for party talk, 900p-1080p for casino and cutscenes, the second one is 405p-1080p for gameplay, 900p-1080p for party talk, 540p-1080p for cutscenes and casino, as well as FXAA instead of TAA to avoid the resolution change artifacts that will be more common with a lower floor)
These have basically all the settings I could find as high as they could push them (including enabling SSR surprisingly enough, although its only used in a select few locations, I've noticed it in the gallopolis castle (see comparisons) and puddles in gondolia so far. Doesn't show up in oceans/lakes). Also has framerate uncapped so that menus and such (when not rendering the main scene, i.e. when changing equipment) are 60FPS. If anyone has any particular requests I'd be happy to oblige, I would make a more balanced mod if I had a better understanding of the exact performance impact of all the settings. Also let me know if anyone experiences crashing, let me know, the party talk (where its supersampling) especially seems to be straining the switch's memory (with screenshots being blocked).
 

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Niko_of_Death

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If you could do that then yes or otherwise 900p. Again I would be very grateful if you could do that (I tried to do it myself but I'm too stupid to repack the files myself)
Sorry for not doing this earlier - Here's 3 with static 1080p, no other enhancements - one with FXAA, one with TAA, one with no AA. I haven't tested these at all though, so no idea how playable they are framerate-wise.
Let me know if you have any texture issues, the streaming budget might need to be pushed up a bit.
 

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gangs_08

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ist there a mod just the docked graphics in handheld mode and maybe blury off? nothin more? I don't get reverse nx working so need a mod.
thx guys
 

Niko_of_Death

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ist there a mod just the docked graphics in handheld mode and maybe blury off? nothin more? I don't get reverse nx working so need a mod.
thx guys
I can make a config that's 720p min with the potential for supersampling if you want. Don't know exactly what you mean by "blury", the FXAA?
 

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I can make a config that's 720p min with the potential for supersampling if you want. Don't know exactly what you mean by "blury", the FXAA?
You are nice thank you! I just want docked graphics in handheld. Does it conflict if I want to play docked? By blurry I mean to make it more clear but it's not necessary tbh
 

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Confirm it's work on sxos but when i use official charge the fan start to work so hardly and i can feel vibrate from it but it still cool on back and i think it's fine. And also battery will drop much more than before.
 
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sorabora

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Confirm it's work on sxos but when i use official charge the fan start to work so hardly and i can feel vibrate from it but it still cool on back and i think it's fine. And also battery will drop much more than before.

Same; nothing has kicked my Switch's fans like these DQXI mod. Still, appreciate the work and a question if I may:

Is there a specific, lower range of overclock settings that does not work the fans so hard?

Thanks!
 

Kirby567fan

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Same; nothing has kicked my Switch's fans like these DQXI mod. Still, appreciate the work and a question if I may:

Is there a specific, lower range of overclock settings that does not work the fans so hard?

Thanks!
You may try lowering resolution more than i did or lower graphics settings so you can get 60fps using a lower OC.
 
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Niko_of_Death

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Would it be possible to edit the configs of other UE4 games (i.e. Astral Chain, Daemon x Machina, etc.) to this level, or is DQXI unique in this? For example enabling/changing dynamic res, uncapping framerate etc.
 

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Would it be possible to edit the configs of other UE4 games (i.e. Astral Chain, Daemon x Machina, etc.) to this level, or is DQXI unique in this? For example enabling/changing dynamic res, uncapping framerate etc.
Astral Chain is not UE4. Daemon X Machina is possible except uncapping framerate, because movement is tied to it.
 

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Here's the file I'm using right now
And some comparisons with vanilla (modded on left, vanilla on right)
https://files.catbox.moe/c5lk8o.png
Note that this is heavily favoring visuals over performance, battles are very choppy, I included a second setup with a much lower dynamic res floor (the main one is ~768p-1080p, with almost 1440p for party talk, 900p-1080p for casino and cutscenes, the second one is 405p-1080p for gameplay, 900p-1080p for party talk, 540p-1080p for cutscenes and casino, as well as FXAA instead of TAA to avoid the resolution change artifacts that will be more common with a lower floor)
These have basically all the settings I could find as high as they could push them (including enabling SSR surprisingly enough, although its only used in a select few locations, I've noticed it in the gallopolis castle (see comparisons) and puddles in gondolia so far. Doesn't show up in oceans/lakes). Also has framerate uncapped so that menus and such (when not rendering the main scene, i.e. when changing equipment) are 60FPS. If anyone has any particular requests I'd be happy to oblige, I would make a more balanced mod if I had a better understanding of the exact performance impact of all the settings. Also let me know if anyone experiences crashing, let me know, the party talk (where its supersampling) especially seems to be straining the switch's memory (with screenshots being blocked).
After adding this, I'm getting EXTREME pop-in when running around towns. Is that normal? I have a video showing what I'm talking about it you need it.
 

lh411

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Sorry for not doing this earlier - Here's 3 with static 1080p, no other enhancements - one with FXAA, one with TAA, one with no AA. I haven't tested these at all though, so no idea how playable they are framerate-wise.
Let me know if you have any texture issues, the streaming budget might need to be pushed up a bit.
the handlemode resloution lock on 720p and dockmode lock on 1080p?
 

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