ROM Hack Xenoblade Chronicles 3 Graphics Settings

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If it's IPS, then you will have cutscenes bugged, sometimes completely stalling or crashing game. That's why patch is locking cutscenes to 30 FPS.



OC-Suite, EOS... Those are sys-clk forks allowing higher OC.



It's hard to find how billboards (in this case grass) are rendered. It would be much easier with 3D objects.
Which is better oc-suite or EOS? there is no link on github? and oc suite seems out of date for old atmoshere.

So far my cutscenes seem to work fine.
 
Iirc there are ~20 bugged cutscenes. You will know when you will find one. ;)

EOS is currently the up to date one.
I switched over to an emulator though atm. not sure if it is different there. but im at chapter 3 and all smooth sailings.
Where can I find EOS? switch oc suite has a github. but couldnt find EOS.
 
Cheat for version 2.2.0 to disable the checkerboard rendering/temporal upsampling and use native res TAA from XC1 and 2.
Max 720p (default is 720p/540p with dynamic set to 70%, can be increased to fixed 720 with cheats/lib_nx.bin)

TID: 010074F013262000
BID: 82D187FE9EF9BE92


Code:
[Temporal Upsampling ON]
580F0000 01B655D0
610F0000 00000000 00000001

[Temporal Upsampling OFF]
580F0000 01B655D0
610F0000 00000000 00000000

edit: removed redundant/unnecessary part of code
 
Last edited by osab,
Cheat for version 2.2.0 to disable the checkerboard rendering/temporal upscaling and use TAA from XC1 and 2

TID: 010074F013262000
BID: 82D187FE9EF9BE92


Code:
[Temporal Upsampling ON]
580F0000 01B655D0
780F0000 00000000
610F0000 00000000 00000001

[Temporal Upsampling OFF]
580F0000 01B655D0
780F0000 00000000
610F0000 00000000 00000000
You don't need second opcode (Type 7). It's literally "Add 0" which of course does nothing.
 
Cheat for version 2.2.0 to disable the checkerboard rendering/temporal upscaling and use TAA from XC1 and 2

TID: 010074F013262000
BID: 82D187FE9EF9BE92


Code:
[Temporal Upsampling ON]
580F0000 01B655D0
610F0000 00000000 00000001

[Temporal Upsampling OFF]
580F0000 01B655D0
610F0000 00000000 00000000

edit: removed redundant/unnecessary part of code
Great, docker mode can reach 720p resolution
 
  • Like
Reactions: osab
Cheat for version 2.2.0 to disable the checkerboard rendering/temporal upscaling and use TAA from XC1 and 2

TID: 010074F013262000
BID: 82D187FE9EF9BE92


Code:
[Temporal Upsampling ON]
580F0000 01B655D0
610F0000 00000000 00000001

[Temporal Upsampling OFF]
580F0000 01B655D0
610F0000 00000000 00000000

edit: removed redundant/unnecessary part of code
Added to this by bringing up other res cheats from the previous update. Should give us pretty solid locked resolutions with/without upsampling. I've also added 616p and 720p options for handheld.
 

Attachments

  • 82D187FE9EF9BE92.txt
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  • Like
Reactions: 4961, osab and Corz
The best bet right now for TAA is to fix the resolution, sharpening and remove the deep fried filter for handheld mode.

For docked mode with 1080p output you might still prefer the upsampling sharpness depending on tolerance to its aliasing/shimmering and texture warbling. But at 720p output it doesn't look good because the downscaling is really bad.

I've been working on my custom lib_nx to optimize the resolution and TMAA values for no upsampling. Here's what I have so far:
  • Base resolution: 1280x720 (docked|handheld)
  • Minimum dynamic resolution:1024x640
    • balanced atRate to keep resolution as high as possible without frame drops
  • TMAA sharpening:.35 @ native res, .53-.75 curve for dynamic res (docked|handheld)
    • Lowered sharpening awareness slightly for more balanced sharpening to overall image
  • Removed TMAA_NewUpScale deep fried handheld filter
  • Disabled halved-res gathering for motion blur, tweaked intensity
JSON:
{
    "tonemap": true,
    "ssao": false,
    "bloom": false,
    "godray": true,
    "AntiAliasing": false,
    "ColReduction": true,
    "dof": false,
    "lensFlare": false,
    "aoskip": false,
    "lut": true,
    "toneHistogramLow": 0.8,
    "toneHistogramHigh": 0.9,
    "tonemax": 1.0,
    "tonemin": 0.15,
    "tonescale": 7.0,
    "toneUpSpeed": 0.1,
    "toneDownSpeed": 0.5,
    "toneBlmmax": 1000.0,
    "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": 0.105,
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    "blm_str1": 1.0,
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    "blm_gauss3": 0.8,
    "blm_weight1": 0.63,
    "blm_weight2": 0.1,
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    "toonDirLightScaleVal": 0.75,
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    "rim_intensity": 3.0,
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    "iblBlendBetweenFrame": 30.0,
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    "tssaoLuminanceCorrection": 0.3,
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    "tmaaSharpness_Hnd_4": 0.64,
    "tmaaSharpness_Hnd_5": 0.75,
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    "tmaaSharpnessType": 2.0,
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    "shwCharParm": 17.92,
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    "wetMaxShiness": 0.5,
    "wetDarkness": 0.48,
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    "wetToInsideFrame": 10.0,
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    "0x81154B3B": 3.0,
    "0xB8C8D60E": true,
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    "0xD211F9B0": 2.5,
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}

I also am including the 2.2.0 exefs patch for improved DOF, it seemed to make an improvement in cutscenes. Any feedback on the changes is welcome!
(Folder is set up for 2.2.0/DLC method)
 

Attachments

Last edited by osab,
The best bet right now for TAA is to fix the resolution, sharpening and remove the deep fried filter for handheld mode.

For docked mode with 1080p output you might still prefer the upsampling sharpness depending on tolerance to its aliasing/shimmering and texture warbling. But at 720p output it doesn't look good because the downscaling is really bad.

I've been working on my custom lib_nx to optimize the resolution and TMAA values for no upsampling. Here's what I have so far:
  • Base resolution: 1280x720 (docked|handheld)
  • Minimum dynamic resolution:1024x640
    • balanced atRate to keep resolution as high as possible without frame drops
  • TMAA sharpening:.35 @ native res, .53-.75 curve for dynamic res (docked|handheld)
    • Lowered sharpening awareness slightly for more balanced sharpening to overall image
  • Removed TMAA_NewUpScale deep fried handheld filter
  • Disabled halved-res gathering for motion blur, tweaked intensity
JSON:
{
    "tonemap": true,
    "ssao": false,
    "bloom": false,
    "godray": true,
    "AntiAliasing": false,
    "ColReduction": true,
    "dof": false,
    "lensFlare": false,
    "aoskip": false,
    "lut": true,
    "toneHistogramLow": 0.8,
    "toneHistogramHigh": 0.9,
    "tonemax": 1.0,
    "tonemin": 0.15,
    "tonescale": 7.0,
    "toneUpSpeed": 0.1,
    "toneDownSpeed": 0.5,
    "toneBlmmax": 1000.0,
    "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": 0.105,
    "blm_border_sub2": 0.0,
    "blm_border_mul2": 0.0,
    "blm_border_max": 3.5,
    "blm_str1": 1.0,
    "blm_str2": 1.0,
    "blm_str3": 1.0,
    "blm_gauss1": 0.9,
    "blm_gauss2": 0.8,
    "blm_gauss3": 0.8,
    "blm_weight1": 0.63,
    "blm_weight2": 0.1,
    "blm_weight3": 0.14,
    "blm_weight4": 0.53,
    "blm_weight5": 0.58,
    "blm_deviation1": 0.2,
    "blm_deviation2": 0.5,
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}

I also am including the 2.2.0 exefs patch for improved DOF, it seemed to make an improvement in cutscenes. Any feedback on the changes is welcome!
(Folder is set up for 2.2.0/DLC method)

With your setting, do you have the issue where in-engine cutscenes running half the speed? Note that I used 60fps cheat before but don't have it toggled on at the moment. Could that be the reason? Or is it because my switch needs to be oc'ed?
 
Last edited by hbkmog,
With your setting, do you have the issue where in-engine cutscenes running half the speed? Note that I used 60fps cheat before but don't have it toggled on at the moment. Could that be the reason? Or is it because my switch needs to be oc'ed?
The mod pushes the resolution past the original maximum of handheld mode, so of course you will need OC
 
I use my max clocks for my system which is different for everybody and up to you to find out for your specific hardware.
So what do you say is the difference between your preset and deathblade or dunard's preset? It seems they disabled dynamic resolution completely.
 
Does anyone have a different way of explaining the install instructions. I'm very confused and don't see those files anywhere on my SD card. Specifically the numbers don't match what I have. I have all the dlc if that helps.
Post automatically merged:

Does anyone have a different way of explaining the install instructions. I'm very confused and don't see those files anywhere on my SD card. Specifically the numbers don't match what I have. I have all the dlc if that helps.
 

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