Is that a handheld preset? I forgot to mention I'm mainly interested in that.5th post before yours.
Edit: Nevermind, seems like it is.
Edit 2: How do I apply this thing?
Last edited by PastoralePastorale,
Is that a handheld preset? I forgot to mention I'm mainly interested in that.5th post before yours.
Someone nicely uploaded Sys-Clk files. I think it's on page 4-5. Copy to you SD card
Update v1.5 released:
Description of some of the effects
- Tonemap is the effect that mostly controls the colormap, but in some situations it can also control lighting. In this case I prefer not to edit it since the original effect seems to me to be adjusted correctly.
- SSAO is an acronym for super-sampling ambient occlusion and mostly controls how shadows are applied in certain areas. In this case I preferred to edit it since the original setting was very weak and did not take advantage of the general quality of the game elements.
- Bloom is the effect that adds "cloudiness" to the lights, making elements that shine have more light and light areas have a more fantasy effect. In this case, I've increased the Gaussian effect, which is the one that applies blur to the lights so that they are softer and "saturation5" to add more color to the areas with bloom.
- Godray is the effect that controls sunlight or indoor lighting. I tested it and normally I edit it, but in a game that is easy to have performance drops I prefer to leave the original setting because it's an adjustment that normally spends a lot of resources.
- Antialiasing it is the effect that controls the saw teeth making them softer or even disappear. In this case I've used some already optimized values of my Reshade settings for old PC games or of poor image quality. Is tweaked to smooth as much as possible with very little impact on performance.
- DoF is the acronym for Depth of Field, this effect basically makes the image blur at some distance from the character. It's an effect that I really like to add to games because it gives a greater sense of image quality if it's optimized well, but it also consumes many resources and also in this config I haven't seen any option to edit it.
- Lensflare it's basically the power that the lights have to shine more. I don't normally use it because it creates a poorer quality effect and higher resource consumption than Bloom effect.
- SSR is the acronym for Screen Space Resolution, its effect causes us to see better quality reflections, especially in the water. It only works in dock mode, I've optimized it so that there is a bit more smoothness in the reflection of the water.
- Shadow is basically the effect of shadows in the game. Mostly the distance they come to occupy and the darkness they produce. I've increased the distance and the darkness a little to give a stronger sense of the sun's force on the elements and because I think that the original effect has too light shadows.
- Blur is the effect that adds smoothness to camera shake (blur2), distant elements (blur), or close elements (furblur). I've decreased and improved all three effects because originally they have a lot of strength and can cause dizziness when turning the camera and very noticeable traces in the movements of the elements, especially in jumps and combat.
- TMAA it's a type of antialiasing of the many that exist, I do not know exactly the acronym. I've adjusted its effect so that it dosn't produce as much sharpness as originally or as much blur as it does if it isn't adjusted correctly. It's individually regulated for dock mode and portable mode.
I hope these descriptions have helped you
Don't forget to enjoy the game at some point when you find a configuration that suits you.
Handheld.
View attachment 211656
Switch supports up to 1785Mhz in the CPU, you can put any possible value below that without any problems (respecting the limit of the handheld mode)Are the overclock settings ok? sys-clk doesn't have the 1600 value for CPU clock.
Switch supports up to 1785Mhz in the CPU, you can put any possible value below that without any problems (respecting the limit of the handheld mode)
Follow this instructions: https://github.com/retronx-team/sys-clkApologies for my ignorance with this and I know it’s been said that the instructions to add the OC preset are in the first post but I’m having trouble figuring out where to paste the OC preset. It seems from the first post that the 2 files of interest are /config/scene.conf and /monolib/shader/lib_nx.ini and I tried pasting the OC preset to the /config/scene.conf without success. Any guidance would be greatly appreciated
Thank you for the descriptions of your changes, although, if possible, I'd like to know what you found for the individual settings you modify through comments.Update v1.5 released:
Description of some of the effects
- Tonemap is the effect that mostly controls the colormap, but in some situations it can also control lighting. In this case I prefer not to edit it since the original effect seems to me to be adjusted correctly.
- SSAO is an acronym for super-sampling ambient occlusion and mostly controls how shadows are applied in certain areas. In this case I preferred to edit it since the original setting was very weak and did not take advantage of the general quality of the game elements.
- Bloom is the effect that adds "cloudiness" to the lights, making elements that shine have more light and light areas have a more fantasy effect. In this case, I've increased the Gaussian effect, which is the one that applies blur to the lights so that they are softer and "saturation5" to add more color to the areas with bloom.
- Godray is the effect that controls sunlight or indoor lighting. I tested it and normally I edit it, but in a game that is easy to have performance drops I prefer to leave the original setting because it's an adjustment that normally spends a lot of resources.
- Antialiasing it is the effect that controls the saw teeth making them softer or even disappear. In this case I've used some already optimized values of my Reshade settings for old PC games or of poor image quality. Is tweaked to smooth as much as possible with very little impact on performance.
- DoF is the acronym for Depth of Field, this effect basically makes the image blur at some distance from the character. It's an effect that I really like to add to games because it gives a greater sense of image quality if it's optimized well, but it also consumes many resources and also in this config I haven't seen any option to edit it.
- Lensflare it's basically the power that the lights have to shine more. I don't normally use it because it creates a poorer quality effect and higher resource consumption than Bloom effect.
- SSR is the acronym for Screen Space Resolution, its effect causes us to see better quality reflections, especially in the water. It only works in dock mode, I've optimized it so that there is a bit more smoothness in the reflection of the water.
- Shadow is basically the effect of shadows in the game. Mostly the distance they come to occupy and the darkness they produce. I've increased the distance and the darkness a little to give a stronger sense of the sun's force on the elements and because I think that the original effect has too light shadows.
- Blur is the effect that adds smoothness to camera shake (blur2), distant elements (blur), or close elements (furblur). I've decreased and improved all three effects because originally they have a lot of strength and can cause dizziness when turning the camera and very noticeable traces in the movements of the elements, especially in jumps and combat.
- TMAA it's a type of antialiasing of the many that exist, I do not know exactly the acronym. I've adjusted its effect so that it dosn't produce as much sharpness as originally or as much blur as it does if it isn't adjusted correctly. It's individually regulated for dock mode and portable mode.
I hope these descriptions have helped you
lut=off #Toggles the use of a LUT (look up table) for color correction, which gives the game a blue tint. Turning off breaks in game brightness setting.
AA_Threshold=0.17 # [0.0-1.0] Sets the edge detection threshold for FXAA. Lower values detect edges more aggressively, resulting in a less aliased, but blurrier, image.
Sorry, but i find out there were some problem with the shadow render in 1.6 ver. It's make things look dusty in some cutscene, invisble shadow and might be it relate to some problem with collectables blue dot (only show up in short distance) Hope u will have some fix on to itWell... This is my last update for my preset, it has been a pleasure to have been able to share and receive constructive criticism with several of you. I hope you enjoy it. Thank you all
Sorry, but i find out there were some problem with the shadow render in 1.6 ver. It's make things look dusty in some cutscene, invisble shadow and might be it relate to some problem with collectables blue dot (only show up in short distance) Hope u will have some fix on to it
Anyway, thanks for ur effort
Blue dot bug https://streamable.com/h9kcwc
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.
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 v1.7 (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=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 = 1.05, 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 = 0.35 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 = 0.6 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 = off 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=5.0 reduceDirLightRim = 3.0 monochromeToonId = 128 monochromeFogScale = 0.5
I hope opinions and that you enjoy it
Switch supports up to 1785Mhz in the CPU, you can put any possible value below that without any problems (respecting the limit of the handheld mode)
Well... This is my last update for my preset, it has been a pleasure to have been able to share and receive constructive criticism with several of you. I hope you enjoy it. Thank you all
Edit: So... This wasn't the last one, new bug fix.
I released a fix, it was a problem with SSAO and SSR, in cutscenes where there are dust or some effects or some effects that "went through" the characters, causing character shadows to render poorly. Try now, sorry for the incoveniences, I hope that there aren't more problems.
Mmm, sorry, when I tested I didn't see this problem, maybe only occurs in dark places. I'll check it in some hours, I think that it could be for LightShaftTonemap, I increased it because it improves the lighting, but it seems to cause this effect if you add a lot of it.The bug with objects on the map continues, although they now look somewhat better as you move. Thank you very much for your work, partner!
Mmm, sorry, when I tested I didn't see this problem, maybe only occurs in dark places. I'll check it in some hours, I think that it could be for LightShaftTonemap, I increased it because it improves the lighting, but it seems to cause this effect if you add a lot of it.
Oh, I didn't notice the preset he made had transreduction = offHi DunArd,
Joined the forum to help out with this. Thanks for the awesome work you've done!
I've spent some time testing for this issue afternoon. It was effecting more than just the collectible orbs for me, but fog and other effects in the distance too. It's like they're being occluded by geometry that isn't there. It was most noticeable in the opening cutscene, in the battle against the Mechon.
The issue seems to be happening with 'TransReduction = off'
Changing this to 'TransReduction = on' fixes the issue.
Regards,
PolygonFlux
Red_Auto=On/off, and the settings below itWhere’s the setting to change dynamic resolution?