ROM Hack RELEASE Xenoblade: Definitive Edition config files

iacErPUL

Active Member
Newcomer
Joined
May 30, 2020
Messages
33
Trophies
0
XP
154
Country
Belgium
Colony 9 has never looked this flat. SSAO and TSSAO both sett to "off".
2020060219230900-8625352D7931559E8BE3042D46DE9738.jpg
 

dorisnov

Well-Known Member
Newcomer
Joined
Oct 4, 2016
Messages
67
Trophies
0
Age
31
XP
362
Country
Spain
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 :grog:

Are the overclock settings ok? sys-clk doesn't have the 1600 value for CPU clock.

Don't forget to enjoy the game at some point when you find a configuration that suits you.
Handheld.

View attachment 211656


Offtopic: Where can I find this outfit?
 
Last edited by dorisnov,

DunArd

Well-Known Member
Newcomer
Joined
May 31, 2020
Messages
81
Trophies
0
Age
29
XP
413
Country
Spain
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)
 

Aspiring_Gh0st

New Member
Newbie
Joined
Jun 1, 2020
Messages
2
Trophies
0
Age
40
XP
41
Country
United States
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)

Apologies 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
 

DunArd

Well-Known Member
Newcomer
Joined
May 31, 2020
Messages
81
Trophies
0
Age
29
XP
413
Country
Spain
Apologies 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
Follow this instructions: https://github.com/retronx-team/sys-clk
 

Niko_of_Death

Well-Known Member
OP
Member
Joined
Aug 10, 2016
Messages
151
Trophies
0
Age
29
XP
1,205
Country
United States
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 :grog:
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.
For example, personally I change lut to off, and I would comment it like this:
Code:
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.
Moreso than binary options like that, info on the ranges (and what higher/lower means) of float settings would be helpful, since a lot of them aren't clear (and many of the settings seem to have no impact, so knowing what to look for helps a lot), for example with the AA threshold:
Code:
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.
 

Nickky9x

Member
Newcomer
Joined
Jul 1, 2016
Messages
14
Trophies
0
Age
32
XP
535
Country
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 :bow:
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 :D
Anyway, thanks for ur effort :D
Blue dot bug :( https://streamable.com/h9kcwc
 

Attachments

  • 2020060314554900-8625352D7931559E8BE3042D46DE9738.jpg
    2020060314554900-8625352D7931559E8BE3042D46DE9738.jpg
    156.9 KB · Views: 252
  • 2020060314573700-8625352D7931559E8BE3042D46DE9738.jpg
    2020060314573700-8625352D7931559E8BE3042D46DE9738.jpg
    154.5 KB · Views: 220
  • 2020060314574100-8625352D7931559E8BE3042D46DE9738.jpg
    2020060314574100-8625352D7931559E8BE3042D46DE9738.jpg
    130 KB · Views: 213
  • 2020060315273500-8625352D7931559E8BE3042D46DE9738.jpg
    2020060315273500-8625352D7931559E8BE3042D46DE9738.jpg
    217.9 KB · Views: 241
Last edited by Nickky9x,

TrixNiiSama

Well-Known Member
Newcomer
Joined
May 26, 2016
Messages
46
Trophies
0
Age
28
Location
In the Cloud Sea
XP
247
Country
France
People, the best thing you can do because of how long this game is and how difficult it would be to make a preset that works from start to finish in game, you should experiment yourselves.
Try reducing blur a bit, tweak sharpness, increasing a bit the shadow value, change the dynamic resolution to match your overclock, and that's pretty much it. All the rest is useless. Unfortunately, you don't need all he changed.
For many of us, it's already sufficient just to tweak the dynamic res and that's it. You're wasting your time. Play the game !
 

DunArd

Well-Known Member
Newcomer
Joined
May 31, 2020
Messages
81
Trophies
0
Age
29
XP
413
Country
Spain
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 :D
Anyway, thanks for ur effort :D
Blue dot bug :( https://streamable.com/h9kcwc

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.

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 :grog:
 
Last edited by DunArd,

Duppex

Well-Known Member
Member
Joined
Aug 26, 2016
Messages
119
Trophies
0
Age
47
XP
802
Country
United Kingdom
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)

From the
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 :bow:

Edit: So... This wasn't the last one, new bug fix.

From all the OG, We Thank You Sir :yayswitch:
 
  • Like
Reactions: DunArd

Gausak

Member
Newcomer
Joined
Jan 27, 2018
Messages
18
Trophies
0
Age
37
XP
641
Country
Spain
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.

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!
 
  • Like
Reactions: Nickky9x

DunArd

Well-Known Member
Newcomer
Joined
May 31, 2020
Messages
81
Trophies
0
Age
29
XP
413
Country
Spain
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.
 

PolygonFlux

New Member
Newbie
Joined
Jun 3, 2020
Messages
2
Trophies
0
XP
46
Country
United Kingdom
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.

Hi 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
 
Last edited by PolygonFlux,
  • Like
Reactions: DunArd

Niko_of_Death

Well-Known Member
OP
Member
Joined
Aug 10, 2016
Messages
151
Trophies
0
Age
29
XP
1,205
Country
United States
Hi 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
Oh, I didn't notice the preset he made had transreduction = off
Yeah, transreduction=off breaks a lot of effects

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

Where’s the setting to change dynamic resolution?
Red_Auto=On/off, and the settings below it
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    Psionic Roshambo @ Psionic Roshambo: https://www.youtube.com/watch?v=A0FyqCEfD0E