Electry / VitaGrafixPatchlist

Collection of patches for VitaGrafix 5.0+
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[REQUEST] Gravity Rush at 544p or 60fps #101

Open Pereiraaaa opened 4 years ago

Pereiraaaa commented 4 years ago

Is it possible? The game runs with almost no slowdowns in default settings, and with overclock the few slowdowns we have are gone. It would be great if there was a way of improve it even more

Kleber368 commented 4 years ago

@Electry dude this seems a nice idea, what do you think?

Pereiraaaa commented 4 years ago

Just realized that we had an open issue about that already :o https://github.com/Electry/VitaGrafixPatchlist/issues/85#issue-568008277

Girotin commented 4 years ago

@Electry it's been more than a month, can you please at least say if there's a chance of this patch being fixed??

I'm loving the experience of playing Gravity rush at 544p but it has some glitches on it, as i said before. Seriously it looks like i'm playing the ps4 remaster, please answer us.

I've been dreaming with this since the first moment i got this patch running on my Vita

Please take a look in this other request Pereiraaa told you, it was the one i made in February

adrianbass360 commented 4 years ago

It's not going to happen guys. Running the game at the Vita's native resolution causes many issues including even the dialogue boxes/messages.

Girotin commented 4 years ago

That's the fix we're asking, Borderlands had issues when running different res as well and they're were able to fix it, why Gravity Rush cannot be fixed?

Motion blurr could be simply turned off if fixing it needs to much work. And the dialogue boxes and images on the cutscenes just need to be adjusted to 544p, they're still rendering at 408p, that's why they're glitchy.

These are the only problems we have this far, i've being praying everyday for this to be possible ;-;

adrianbass360 commented 4 years ago

@bielgiroto Till the day the scrips/character size also changes in BL2. Notice how when you lower the res the characters get so much bigger. However BL2 is able to readapt the sentences/lines back into context. Unfortunately, Gravity Rush doesn't do the same, and I feel that if modders were able to do so they would've done it by now. I really hope I'm wrong though...

Girotin commented 4 years ago

@adrianbass360 Well, every project here it's been very dead these times, i honestly don't even know how Electry works on this, it's been more than 4 months that i opened my issue, and there are people that made requests more than a year ago and not even a single comment from him was said about it, telling if it's possible, not possible, if him would take look later, absolutely nothing.

adrianbass360 commented 4 years ago

@bielgiroto If I have to be honest though, Gravity Rush one of the few games that hardly benefits from the native upscale hack. I think the reason why is because of the style~visual engine the creators chose for this game. It's purposely pixelated while being 'thickly' cell-shaded, which makes it looks amazing on the Vita even at a sub native resolution. I'm a very picky person, yet I have to admit that upscaling this game to native isn't nearly as impactful as other games such as God of War I & II, the Jax/Rachet/Sly trilogies, Need for Speed (scaled to 704x544), Resogun, or DQ Builders. Now those games truly benefit from the upscale hack in comparison.

Girotin commented 4 years ago

Wow you had a completely different vision than me.

From what i've tried, everything in the game just got extremely sharper with the beta patch. Gravity Rush renders everything at 720x408, including the menus, dialogue boxes, UI, etc. It doesn't work like Assassin's Creed for example, that renders the UI at 544p and the 3D graphics at 640x368.

Well, you got to see it in a completely different way than me, but, when i tried the "beta" version of the patch, everything just got extremely gorgeous, and with some extra clock it started running at a great fps, seriously, I wasn't expecting that much difference, and then i started to take screenshots of the game to compare them between the ones that were at the original res and the others with the patch and HOLY SHIT i noticed a huge difference.

To be honest with you, i think they projected the game to run at 544p at the beggining, and then downgraded the res for better performance because ohh booy (at least for me) it looks like I'm playing the PS4 remaster in my pocket when i add the patch. I just wanted it to don't have glitches on the cutscenes and motion blurr effects, but if it was working correctly, I would keep it for sure.

I think I'll need to readapt myself to the default res again though, because, well, before i know this existed, I was loving the game already, so if we consider that this patch won't be fixed, I should play the regular way if i don't want any glitches.

Sorry for all the text, i just wanted to tell how I liked to see Gravity Rush at 544p, it looked too good for me to simply ignore the fact that running it at a bigger res was possible.

Even if the chance is small, I'll keep looking to see if someday it happens. If I wasn't Brazilian, and had more money, i could offer a nice price to see this happening, but honestly, I'm not in conditions of doing it...

adrianbass360 commented 4 years ago

@bielgiroto Maybe I'm missing something lol. The patch I used some time ago was probably a year or more old, and yes it looked a tiny bit better but nothing like what you speak of, a PS4 remastered. Is there a new patch someone's been working on!?

Girotin commented 4 years ago

Oh well i was telling that it looked like the PS4 remaster was just a way to say it was looking very good XD Anyway, here's the code i utilized, probably you already tried it, but well, it's here if you want to make sure. Maybe i was a little exagerated, but as I told you, for me, it was a huge difference, in both UI and 3D graphics in general. There you go

# Gravity Rush [US 1.00]
[PCSA00011]
# Gravity Rush [EU 1.00]
[PCSF00024]
# Gravity Rush [ASIA 1.00]
[PCSD00035]
# Gravity Rush [ASIA 1.02]
[PCSD00003]
@FB
0:0x284 t2_mov(1,0,<fb_w>)
0:0x28A t2_mov(1,0,<fb_h>)
0:0x45E9C t2_mov(1,0,<fb_h>)
0:0x45EA6 t2_mov(1,0,<fb_w>)
0:0x45EC4 t2_mov(1,3,<fb_w>)
0:0xC46C t2_mov(1,9,<fb_h>)
0:0xC474 t2_mov(1,10,<fb_w>)
0:0xC48A t2_mov(1,3,<fb_w>)
0:0xC4F6 t2_mov(1,3,<fb_w>)
0:0x6974 t2_mov(1,1,<fb_w>)
0:0x697A t2_mov(1,1,<fb_h>)

Try not to run the game from the beggining, load a game to avoid the motion blurr effects used in the first chapter and take a deeper look at the game's save and load screen, life bar, main menu image, map, and the cities in general, and after that, turn the patch off again and see how blurry the original game looks after trying this.

(I'm getting nervous now because i don't know if I overlooked this thing or if the difference it's actually that big :/ you told me the difference was pretty small for you, now I'm a little worried)

adrianbass360 commented 4 years ago

@bielgiroto Okay, I'll give it a try later on and come back to let you know what I think. And actually I was using a modded bin file instead of the original to get the upscaled. Maybe this way is better.

Girotin commented 4 years ago

Nice! Remember to use PSVShell for some extra horsepower, you need at least 222mhz at the ES4 section to get it running nicely. You probably already know that, but anyway, just a reminder :p