1. Important Posts: DunArd's Preset
    DunArd

    DunArd Member
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    Hi! I'm new here, thanks to all GBAtemp community for their great work making progress in switch hacking.

    Well, after many tests, changing parameters and restarting the game many times, I've come to what I think is the best preset I could create and I would like to share it to get impressions.
    These are some of the improvements made:

    - Improved lights, shadows and ambient oclussion: Shadows are now more noticeable in places where there is greater contrast (places where the sun directly affects and there are shadows).
    - Improved TMAA with sharpness tweaked and antialiasing enabled: I don't like the sharp effect of the original preset, but I also don't like the blurring effect of having only TMAA activated, so I've made adjustments to TMAA's sharpening effect and AA so that it has a good balance between blur and sharpness.
    - Rendering optimized: After several tests in Vilia's Lagoon (Idk if this is his correct name in english translation, I'm playing in spanish), the most loaded place and that generates more performance problems than I've been able to get, I've made an adjustment in the resolution and the dynamic resolution which kept the game at 30Fps without hardly losing quality (at least for most of the time in this area).
    - Dock mode optimized: Sharpness has also been reduced as despite maintaining 720p resolution the vast majority of the time, the game looked very bad on large 4K TVs as they have very high pixel density due to 720p to 2160p conversion.

    Screenshot comparisons v1.0 (Left original, right preset):
    2020053110350100-8625352D7931559E8BE3042D46DE9738.jpg 2020053111150300-8625352D7931559E8BE3042D46DE9738.jpg

    2020053110351800-8625352D7931559E8BE3042D46DE9738.jpg 2020053111161200-8625352D7931559E8BE3042D46DE9738.jpg

    2020053110354200-8625352D7931559E8BE3042D46DE9738.jpg 2020053111165400-8625352D7931559E8BE3042D46DE9738.jpg


    Updated config preset to v1.1: Less black level for shadows and more sharpness for dock mode.
    Comparison v1.0 - v1.1

    2020053115302200-8625352D7931559E8BE3042D46DE9738.jpg 2020053117365800-8625352D7931559E8BE3042D46DE9738.jpg


    Updated config preset to v1.2: Fixed a bug with SSR that caused water reflections to glow bright and yellow in dock mode.
    Comparison v1.1 - v1.2:
    2020053117341300-8625352D7931559E8BE3042D46DE9738.jpg 2020053117361500-8625352D7931559E8BE3042D46DE9738.jpg



    Updated config preset to v1.3: Increased TMAA sharpness in dock mode, now look less blurry.
    Tweaked resolution: Now dock mode stays at 720p and portable mode stays at 612p. Quality incrased in dock mode and no visible quality decrease in portable mode.
    Comparison v1.2 - v1.3 (Dock mode):
    https://imgsli.com/MTcyNDg
    2020060109002400-8625352D7931559E8BE3042D46DE9738.jpg 2020060109104700-8625352D7931559E8BE3042D46DE9738.jpg

    https://imgsli.com/MTcyNDk
    2020060109010200-8625352D7931559E8BE3042D46DE9738.jpg 2020060109111600-8625352D7931559E8BE3042D46DE9738.jpg



    Updated config preset to v1.4:
    - Tweaked resolution and dynamic resolution: now game stays at 30 solid frames in every moment without image quality loss.

    - Enhanced bloom, goodray and furblur effects for better battle and Monado effects.


    Updated config preset to v1.5:
    - Slightly decreased resolution in portable mode and dynamic resolution to avoid performance drops in certain loaded areas. Image quality has only decreased slightly.

    - Disabled DoF to avoid performance problems in intermediate and advanced areas of the game.

    Frame-rate test in handheld mode (quality of the video has been decreased, doesn't represent ingame quality): https://streamable.com/ag0b9r


    Update v1.6:
    - Optimized resolution in handheld mode and dynamic resolution for the best possible quality with stable performance.

    - Improved indoor lighting and smoothed shadows in outdoor areas.
    - Tweaked bloom saturation.

    Screenshot comparison between v1.5 and v1.6:

    https://imgsli.com/MTczMTI

    2020060221010300-8625352D7931559E8BE3042D46DE9738.jpg 2020060221163200-8625352D7931559E8BE3042D46DE9738.jpg

    https://imgsli.com/MTczMTQ
    2020060220432100-8625352D7931559E8BE3042D46DE9738.jpg 2020060221170000-8625352D7931559E8BE3042D46DE9738.jpg


    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.


    Update v1.8:
    - Fixed a bug that that caused a bluish glow to be seen on objects. Thanks to @PolygonFlux for finding the solution.

    Video test with update v1.8:

    https://streamable.com/xw8n7d


    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 v1.8 (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=10
    
    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 = 0.45
    tssaoPostBlurSharpness = 0.50
    tssaoLuminanceCorrection = 0.20
    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 = on
    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=7.0
    
    reduceDirLightRim = 3.0
    
    monochromeToonId = 128
    monochromeFogScale = 0.5
    
    I hope opinions and that you enjoy it :grog:
     
    Last edited by DunArd, Jun 3, 2020
  2. MasterH@X

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    Great that you put many efforts on this, but the shadows are too present for me, we loose many details in darker areas of the image. It might be only me, but that one settings seems off. The rest is pretty solid though !
     
    DunArd likes this.
  3. iacErPUL

    iacErPUL Member
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    Which one do you need, I am thinking it's either the one with no TMAA or the one with TMAA and sharpness set at 0.5?
    You can edit the "shadowStr" values to either increase or decrease the harshness of the shadows to your liking.
     
    Last edited by iacErPUL, May 31, 2020
    DunArd likes this.
  4. Duppex

    Duppex Advanced Member
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    These settings are great, Thanks. Which line in the config I need to change to reduce the Shadows just a bit.
     
    DunArd likes this.
  5. DunArd

    DunArd Member
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    Thanks! I've updated the config preset, now has less black levels in shadows and more sharpness in dock mode (in some places was a bit blurry)
     
  6. Duppex

    Duppex Advanced Member
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    Perfect :yayswitch:
     
    Last edited by Duppex, May 31, 2020
  7. iacErPUL

    iacErPUL Member
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    Nice preset, but I have encountered a problem:
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_4_19_57_PM.jpg
    This water path at the Gaur Plains is glowing quite harshly even though it's noon. It has a bright yellow and green tint to it. The problem possibly lies in the SSR settings since bodies of water are the only ones using screen-space reflections.

    Edit: Interestingly, this only appears in docked mode. The screenshot below is from handheld gameplay, I'll try to find the problem.
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_01_27_PM.jpg
     
    Last edited by iacErPUL, May 31, 2020
    DunArd likes this.
  8. masagrator

    masagrator The developper
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    So probably SSR. SSR in handheld mode is disabled.
     
    DunArd likes this.
  9. DunArd

    DunArd Member
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    Wow, thanks for the warning, I've just arrived to this area, surely it is a problem of the reflections that the SSR manages as @masagrator says, I think I put a too high value. I will review it and in a few minutes I will upload a fixed version.

    Edit: Fixed! Version 1.2 is now in the original post with screenshot samples.

    Thanks again for the warning @iacErPUL.
     
    Last edited by DunArd, May 31, 2020
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  10. iacErPUL

    iacErPUL Member
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    Oh yeah, it turns out to be true after all. I have screenshots with different "ssrIntensity" values:

    ssrIntensity= 1.0; Stock values, just here for comparison.
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_24_30_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_25_06_PM.jpg

    ssrIntensity=1.5; Glow still present but it isn't overpowering anymore. The second screenshot shows that increasing the value does make SSR more defined, although it may be unrealistic.
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_15_29_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_16_46_PM.jpg

    ssrIntensity=1.25; Less harsh, less sharp SSR.
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_18_43_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_19_22_PM.jpg

    ssrIntensity=1.1; Much better, but the green tint on the first one is still present probably from the surrounding grassy area which is why higher values have those tint and glow.
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_21_26_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_22_07_PM.jpg

    ssrIntensity=0.0; Equivalent to handheld mode, SSR is actually present but it has a much lower resolution. The third screenshot is handheld mode while the first two is docked mode.
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_5_26_48_PM.jpg docked.jpg handheld.jpg

    So yeah the takeaway is: stock values work pretty well, the developers knew what they were doing after all.
     
    Darksabre72 likes this.
  11. Huy98vn

    Huy98vn GBAtemp Regular
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    For me just turn off tmaa and force it docked mode is the best
    The game still run smoothly with GPU OC to 384mhz handheld mode but the resolutions is so much better.

    — Posts automatically merged - Please don't double post! —

    Edit: I tried your preset but disable tmaa and it look AMAZING, tks alot
    but something wrong in these where X and Y should be represent resolution width and height? however they seem not working without a patch like Masagrator said
    red_sclX=1.0
    red_sclY=1.0
    red_hdsclX=0.95
    red_hdsclY=1.0

    red_Auto=on
    red_AtMaxX=1.0
    red_AtMaxY=1.0
    red_AtMinX=0.75
    red_AtMinY=0.85
    red_AtRate=97.0
     
    Last edited by Huy98vn, May 31, 2020
  12. DunArd

    DunArd Member
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    Thanks!

    Here is the example of @pwnsweet and of why I've made these settings.

    In addiction, I tested every resolution configuration and this is the most balanced option in terms of quality/performance.
     
  13. thieve

    thieve Member
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    Sorry bro, but it's terribly blurry. TMAA is a big no really fucks up the visuals of the game.
     
  14. iacErPUL

    iacErPUL Member
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    To each their own preference but I do have to agree TMAA makes it quite blurry; I'm willing to give up aliasing for better sharpness with the already low resolution. If you want to reduce jaggies, you have to use TMAA but it does use more system resources and to make things less blurry you'll have to increase resolution. Thus, you have to give up quite a lot of performance for removing jaggies.
     
  15. Sosainas

    Sosainas GBAtemp Regular
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    The problem with not using TMAA is not only the jaggies, but the horrible shimmering.
     
  16. thieve

    thieve Member
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    Im not having any shimmering docked.


    Enviado desde mi iPhone utilizando Tapatalk Pro
     
  17. Sosainas

    Sosainas GBAtemp Regular
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    Didn't try docked, but on handheld disabling TMAA makes everything shimmer when you move the camera.
     
  18. DunArd

    DunArd Member
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    My preset is made especially to play in portable mode, which is where the most noticeable changes reside. In dock mode I've made some quick adjustments since I personally have a 55" 4K TV and by default it looks too pixelated and with a lot of jaggies.

    Btw, I will try to optimize more dock mode TMAA for better use.
     
  19. iacErPUL

    iacErPUL Member
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    Shimmering is very present when using no TMAA. For example, if you go to Colony 9 (specific location is in the screenshots below) and start panning the camera, you'll see shimmering present on the handrail of the walking platform.
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_12_32_13_AM.jpg
    It's hard to get TMAA to work well on docked mode, but I found having all 5 of these set to 0.5 is a good balance between sharpness and aliasing reduction, so it would look like this:
    Code:
    tmaaSharpness_0 = 0.5
    tmaaSharpness_1 = 0.5
    tmaaSharpness_2 = 0.5
    tmaaSharpness_3 = 0.5
    tmaaSharpness_4 = 0.5
    tmaaSharpness_5 = 0.5
    Here are the screenshots:
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_12_20_59_AM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_12_20_08_AM.jpg
     
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  20. iacErPUL

    iacErPUL Member
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    So I have been testing the object.conf file rather than the lib_nx.ini file extensively. This is what resides within the file:
    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <ObjectSetting>
        <GroupMax size="32" />
        <ObjectMax size="4096" />
    </ObjectSetting>
    For 2 hours of testing, the results were pretty disappointing. There's no difference in draw distance (NPC and enemy pop-in and grass) or level of detail (LOD). Seems like the limits are:
    Code:
    #Lowest possible values without crashing
    <GroupMax size="4" />
    <ObjectMax size="512" />
    
    #Highest possible values without crashing
    <GroupMax size="4096" />
    <ObjectMax size="524288" />
    Maybe you could tell: I have been increasing/decreasing these values by doubling/halving them. So the steps go like 32 -> 64 -> 128 or 32 -> 16 -> 8
    I don't know much about these settings and it could be that I was looking at the wrong places for results but I have seen no observable differences.

    Lowest possible values:
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_10_49_19_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_10_49_46_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_10_49_52_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_10_50_21_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_48_06_PM.jpg
    Highest possible values:
    Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_17_12_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_17_50_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_17_56_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_18_19_PM.jpg Xenoblade_Chronicles_Definitive_Edition_5_31_2020_11_45_33_PM.jpg
    Last screenshots were about the enemy pop-in. I used a Tirkin as a benchmark to see when it would pop in. Camera angles and zoom are different, but they are pretty much the same.

    Quick update: changing effset.ini values doesn't seem to affect anything either.
     
    Last edited by iacErPUL, May 31, 2020
    toto621 and Lagunriv like this.
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