Closed getdls closed 6 years ago
i looked into the zip and converted it to the build script format, hopefully i didn't mess anything up XenobladeX.zip
Cheers Slashie
Stasis and B&W videos fixed,
[TextureRedefine] # game rendering resolution. #Change this value
width = 1280
height = 720
tileModesExcluded = 0x001
#formatsExcluded = 0x001 #FMV starfield
...
[TextureRedefine] # Party/Bestiary/Menu Screens. FMV buffer
width = 1024
height = 720
formatsExcluded = 0x001 #stasis fix. (movie)
Well that was obvious now that I stop and think about it..
uh. oh... um.. looks like I'm commiting to an old branch!?.. figure this out tomorrow..
edit oh crap, there's a widescreen patch for Xenoblade!? separate <?=$scaleFactorY?>
; will be added to commit (It still fixes stuff.. but i guess its 2.370:1 /1.77:1 % worse looking ;)
@slashiee is there an appveryor expermental builds link to check the final result?
21:9 Gui and some minor in-game fixes. Note, this is not the general shader scaling fix, just the GUI https://github.com/slashiee/cemu_graphic_packs/commit/b521212b3fb83c51a33f607b9390d3fdee6b2073
I just want to mention (besides the files where you've commented this) that this does increase the amount of passes, which could decrease performance (getdls already knows this) but just wanna share that with however reads this. I'm interested in seeing it updated, good work!
on AMD polaris cards it's impossible to play yet ...
Can you test the three versions below? Please also check night, its possible any daylight fix will make night unplayable on Polaris..
Gutted should tell us if its broken before the grading shader Grading only should tell us if exposure part is wrong Halved should tell us if its any use going after the exposure at all.
OnlyGrade_XenobladeX_1440p.zip Gutted_XenobladeX_1440p.zip Halved_Exp_XenobladeX_1440p.zip
I'd expect grading only to look something like this during daytime:
OnlyGrade_XenobladeX_DAY / NIGHT Gutted_XenobladeX_1440_Black screen all time Halved_Exp_XenobladeX_DAY / NIGHT
thanks, the third option allows me to play)
Of course, this is far from comfort, but what can you do, the driver polaris is just an infernal thing
@zerocold1981 I've added a tweak where shadows contribute more "shade" to the overall scene exposure. It lessens more of daylight and less of night. Could you try this one, and maybe tweak the value up and down a bit?
It won't fix the issue by it self, but combining it with the brightness tweak should lead to less extreme values.
const float shadowExposure = 0.75; // tweakable value in the header of the shader 0.1 ->1.0 less exposure.
XenobladeX_HighResShadows.zip
unfortunately there is no effect. Even with a value of 2.0. I just did not see any changes. Probably does not work on polaris
Values below 1.0 (0.3 example) should have decreased brightness. Anything above 1.0 should have made the problem even worse. Well other than tweaking Halved_Exp_XenobladeX_DAY / NIGHT up or down a bit, I'm out of ideas :/ edit There's possible a conflict if you're combining it with the other graphics pack, it has the same shadow shaders.
0.3
1.0
0.10
0.10 + Halved_Exp_XenobladeX_DAY
0.10 + Halved_Exp_XenobladeX_NIGHT
Alright, so it does work.. I'd stick with values around 0.4 to 0.6 or you won't have any normal shadows left... This one contains both shadow tweak at .5 and "brightness" fix with similar settings. in File 3cc7e98f78c258b4_00000000000003ca_ps.txt
See if you can dial in something by increasing pre-exposure to ok levels, and then dial back bloom Its the same as before, values below 1 decreases. Gamma is the last part, it decreases or increases overall contrast (well close enough..)
const float preExposure = 0.55; // overall brigtness, around .4 for AMD
const float bloomExposure = 0.3; // How much we blend the other parts of the shaders
const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive.
DAY, very good NIGHT, very good!!!
Thank you very much friend, this is a very big job for me !!!
before that I used the schedule from here: https://www.reddit.com/r/cemu/comments/5uv91b/massive_graphic_pack_for_xcx_13_gfx_settings_5/ He was the best, but now outdated. Thanks again, I really appreciate it.
I'm glad it worked. If you find a good brightness / shadow setting after some tweaking, please post the values. As I haven't got an AMD card, its all guesswork for me.
Gamepad isn't scaled yet (according to Hdoge#6924) for some reason like all/most other packs. This causes the probe menu on the gamepad to be hidden. I can't test this myself, but I'm pretty sure it should be enabled by default. Here's the fix (thanks Snorgrind#3134) if you want to include this.
[TextureRedefine] # gamepad
width = 854
height = 480
overwriteWidth = <?=round($scaleFactorX*854)?>
overwriteHeight = <?=round($scaleFactorY*480)?>
Thanks, should be fixed in the next commit. Reminder to self, check 21:9 scaling before sync
Fixed, https://github.com/slashiee/cemu_graphic_packs/commit/61bf0415c705bf460246861a0369853c53462938 Still need to check 21:9..
I guess that subtraction part was there for a reason... should probably fix that before committing.
That's more like it :)
Hey guys, i play on 21:9 and its amazing with the current 2d and GUI fix, but the only thing that interferes in play, is that the gamepad scales with the main game window, thes no way we can just ignore the effects os GUI fiz on gamepad screen?
Hey,
Could you elaborate your problem please, it's not very clear. Including screenshots with some notes on it definitely helps us understand.
i think he's talking about the gamepad being stretched
edit The gamepad is scaled to 21;9 (2d 16:9 "pillar boxed"), note aspect ratio of circular city. However the clickable area is unscaled. ie corner clicks register towards the centre (red arrow).
I blame cemu/21:9 patch for this one ;). VS edit can't re position touch, only where the icon lights up. Leaving map unscaled will break all of the other dialog boxes in-game.
Also noted some issues with car lights and mist, those I can do something about.
Oh sorry if i wasn't clear, but its exactly what you said @getdls, if you click the red area 1 in the print below, it will hit the blue area 2, it will be inverted in the other side ( area 3 and 4) and will be okay in the center, so the click areas are aligned with the resolution 21:9 but the image itself isn't. So before i said if there's anyway to ignore the 21:9GUI pack effects in the gamepad view, since the clickable area its OK when only 21:9 is active.
Fixed some more 21:9 stuff, https://github.com/slashiee/cemu_graphic_packs/commit/c9305b4b9d3a0189fe8795b41725c4afbb35f820 but I can't do anything about the touch area.
Quoting Rajkosto here, but he said that the touch area is caused by using wrong deprojection matrix. Not really sure if it's any different from other games.
Understood, since the touch is for fast travel, its easy to get used, thanks for everything you all have done, playing on ultrawide is awesome.
Since i have no problems with menus or texts scaled with 21:9, i tried to find what is making gamepad screen like that, and is this guy down here:
Sacrificing the effects above, i keep the menus, dialog boxes and texts scaled to 21:9 (not so ugly) and keep the tower count, party and npc's skells lights, gamepad screen, transporter flare effects, and other things working properly, its a nice price to pay. Dunno what to say about that shooting flash in the gamescreen below.
There's my GUI graphic pack folder
That's a good idea, how about attaching the changes in a zip file? Just edit your message and do a drag n drop.
I could maybe fix that effect. There was an aspect calculation I left unmodified. I couldn't find any difference that it made but I was still early in the game and didn't have much use for the gamepad screen. But it seems recent packs don't scale the gamepad like they used to?
I was able to fix the similar issue in SM3DW at any rate.
Xalphenos, that would be great. Any chance you could take a stab at Wind waker as well? Same issue...
But it seems recent packs don't scale the gamepad like they used to?
Dunno about other packs, but I had to scale one gl_depth to fix text, maps, and a buch of 2d fx , and since its shaders changes all cascade leading to the next fix... and so on. Doing it directly in the patch probably would have made all of the game changes redundant.
What version of the graphics pack do I need to not stretch the gamepad screen back out? And yeah I could look into WW as well. That one may be odd. I remember the aspect ratio wasn't calculated in that game it was just there as a rodata constant. But yeah I'll look into it.
Latest commit graphicPacks_2-575, any 219 . (XenobladeX_2880p219)
Just out of curiosity, why wouldn't the controlpad touch area always be constant for all games? (ie the actual touch sensor aspect)
Don't know what I may be missing but gamepad is stretched for me. Not pillarboxed like the previous pics. Does the scaling not work on amd gpu?
Some games calculate aspects and some don't.
checking WTF happened!? Must have ***** something.. brb
DOH changes are in the work-around folder XenobladeX_219_GUI, also in the commit XenobladeX_2880p219 only contains the base game fixes
Ah I see now. I should have noticed that folder before I guess.
Considering I did the commit.. that makes us two ;) It's like you get a brain reset when you switch between projects..
Since the AppVeyor PHP drives me nutty I bashed together a log.txt to rule converter edit v1.2 -> 0.0.. values managed. v1.3 Lodbias and colour header, exclude suggestions for textures v1.5 Match formats to viewports rulesGenv1_5.zip
Usage:
>rulesGen | rulesGen <multiple>
rulesGen 3.75 Looks for log.txt in local folder and generates rules.txt with 3.75x scaling and gitRules.txt with php tags
No error handling what-so-ever. if log.txt is missing or locked, program will just barf.. and it probably needs updated .net libraries.
Sounds useful! But what does the log.txt contain exactly? Does it work like that Cemu Viewport Finder program which used Cemu's logging feature?
Probably the same approach, scans cemu log.txt for GX2SetScissor and builds a rule.txt file from last two positions
[00:44:46] GX2SetScissor(0, 0, 320, 176) ->
[TextureRedefine]
width = 320
height = 176
If they match, TextureRedefine block is commented out with a #possible texture, check rules (0x005) note
Other than that it's mostly a horrendous hack to build the php header
New "brightness" pre-set https://github.com/slashiee/cemu_graphic_packs/commit/4fa595b430054b406f585ec9a2de4a73066f0e52 , opening scene is still awesome :)
well hello there beautiful , there it starting to look like sexy goodness.
@JamieeLee XCX clarity, what about sticking it in the AA shader like the old BOTW version?
Combine it with exposure fix https://github.com/slashiee/cemu_graphic_packs/commit/4fa595b430054b406f585ec9a2de4a73066f0e52 but set it to netutral? [0.55 pre ex, 1.05 post, all contrasty settings to 1 or 0]
The pack below has higher priority than both AA fix and brightness fix. Xenoblade-Clarity.zip
Sorry for the late replay , damn github didn't tell me you replied , we can merge em I do not mind at all I would rather have one shader that does it since no one else seems to be doing gfx packs.. It would prob be the time to do it since I am going to rewrite the whole shader anyways and add more stuff so if you want me to include it I can.. @getdls
I’ve tested some more presets in the AA shader and since then and didn’t like the results. It always ends up too dark, or can’t restore any overbloom. Clarity probably needs the brightness shader for some of the effects.
Sharpen and similar works as expected, others probably not
RulesGen v1.5 rulesGenv1_5.zip Now checks for formats in \dump\shaders \dump\textures matching texture format to rules.txt viewports
If shaders/textures folders are empty functionality is the same as previous version
Don't forget clear shader//texture dump when switching between games or the wrong formats will be matched to the viewport rules
Close and commit still isn't comment...
@getdls Hey for the exposure issue could we try something like this .
static unsigned int Pixels[SAMPLE_COUNT][2] =
{
iWidth0.50, iHeight0.50,
iWidth*0.25, iHeight*0.50,
iWidth*0.75, iHeight*0.50,
iWidth*0.50, iHeight*0.25,
iWidth*0.50, iHeight*0.75,
iWidth*0.25, iHeight*0.25,
iWidth*0.25, iHeight*0.75,
iWidth*0.75, iHeight*0.25,
iWidth*0.75, iHeight*0.75
};
Vector3D kAveragedSamples; unsigned char Samples[SAMPLE_COUNT][4]; for( unsigned int i = 0; i < SAMPLE_COUNT; i++ ) { glReadPixels( Pixels[i][0], Pixels[i][1], 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &Samples[i][0] ); kAveragedSamples += ( Vector3D(Samples[i][0], Samples[i][1], Samples[i][2])/255.0f )/SAMPLE_COUNT; }
AverageBrightness = max( max(kAveragedSamples.x, kAveragedSamples.y), kAveragedSamples.z );
fExposure = 0.5/AverageBrightness; fExposure = fPreviousExposure+( fExposure-fPreviousExposure )*0.02;
fPreviousExposure = fExposure;
or at the end . TargetExposure = 0.5 / Average_Brightness; Exposure = Exposure + (TargetExposure - Exposure) * 0.1;
On hold, waiting for Cemu texture rewrite 1.4~1.5 to stabilize. If brightness and alignment are fixed, about half of the shaders will need to be removed/updated
XCX stopped crashing in cemu, soI got around to fixing some stuff.. and noted that there are still some other issues.http://compat.cemu.info/wiki/Xenoblade_Chronicles_X
21:9 GUI fix issues
Mini map is halved -> Due to same shaders scaling GUI -> Needs patch to be fixed
overwriteRelativeLodBias setting is disabled by default in rules.txt, uncomment for sharper textures and shimmering
Cemuhook patches - 60 fps / AMD brightness / offline tag / 21_9
To do
[ ] Over brightness, Nope, still broken. I'd hoped uf_remappedPS[0] could be used as differentiator between a day and night profile... fell apart once you reached main map area.
Improves the fix using the shadow map.https://github.com/slashiee/cemu_graphic_packs/commit/5039752b451701793b5ecb652d5244f0ec566f5c
[ ] Full two pass vertical + Horizontal scaling - current commit is a compromise, pre-blurred, half scale. Preferably solution should also scale up focus depth, and that isn't fixed. Runs into alignment issues and over blurring
[ ] Add separate Y shader scaling for ultra wide (21:9) - All shaders currently scale x and y to the same value.. difference is minor, but will eventually be fixed
[x] Floaty car light trails. Usual scaling fix doesn't work, possible integer rounding issue ? Wohoo fixed with https://github.com/slashiee/cemu_graphic_packs/commit/9a9362e0c3d58885970120578f75a04915af8251
[x] Buffer alignment is one pixel off leading to leaking light around characters, character bleeding into depth etc. Various causes usually a combination of alpha blending is low-res, shadow is another res and stencil ("fake DOF"). Some can't be fixed, some can be fixed but needs to scale everything to main resolution, some fixes break other areas etc. Looking into scaling half res to full res, but this in turn has a lot of unwanted side effects on every other buffer.
Initial fix/commit of new alignment https://github.com/slashiee/cemu_graphic_packs/commit/8fa52937c9873ad5e2c17afa6ab8ab6e1bd9756f
[x] Bug other ppl that Cemu crashes in nsight when loading a game after windows fall update, including updated nsight and nvida gfx drivers - Works in latest update, but unstable
[x] Scale controler/map view in main pack
[x] Shader used for (cross)fade causes brightness jumps since it still uses original shader exposure https://github.com/slashiee/cemu_graphic_packs/commit/596e66f7c8c458a307bcfd7453e56a9fcce85a3e
[x] 1x1 is used for cut scene shadows, not related to over brightness. Closing.
[x] Shadow acne fix, Z tweak, there are probably more locations. Just don't overdo it and get floating shadows. Go back later and see if a proper fix can be done instead of magic z values.. Mostly resolved with shadowscaling. https://github.com/slashiee/cemu_graphic_packs/commit/5039752b451701793b5ecb652d5244f0ec566f5c , https://github.com/slashiee/cemu_graphic_packs/commit/5dd2f2aed53289db1608dbd75ca6d18b4fc2c934
[x] Initial blend/blur layer changed to scale. This in turn fixes the usual pixelated bloom and dof
[x] Fixing all DOF errors removes too much blur, go back later and add optional blur to compensate https://github.com/slashiee/cemu_graphic_packs/issues/132#issuecomment-343700188 https://github.com/slashiee/cemu_graphic_packs/commit/61bf0415c705bf460246861a0369853c53462938
[x] Blur fix still need to fix separate scaling 1.5 -> 3.5, Fixed https://github.com/slashiee/cemu_graphic_packs/commit/9b9bd602cd3dad63fcb46246247bb55f737e78ba .
[x] Alignment of DOF blur is off when blending horizontal/vertical.. A perfect fix would be preferable but https://github.com/slashiee/cemu_graphic_packs/commit/d226a06fa175f9ba62fc995363e0270cb21db20c, and https://github.com/slashiee/cemu_graphic_packs/commit/c1d361fa4dfa6df6aaca36880d35ede0dffa8684 are good enough, no more floating lights in cut-scenes.
[x] Count down movie when opening the stasis pod is broken again, this was a rule fix, but I can't remember what now.
[x] Native AA scaling to res - Resolved, also fixes separate AA pass for skell view https://github.com/slashiee/cemu_graphic_packs/commit/47aa3c10b21d9ec8728052286acb79b4e32b0a60 and sharpen pass https://github.com/slashiee/cemu_graphic_packs/commit/696d9f0d07385c927dbf49ae6db9dfd5ea4b4a2b
[x] Aa noise was misaligned and unscaled edge detection
[x] Shadows changed to scale, ie "pixelated" shadows blend fix https://github.com/slashiee/cemu_graphic_packs/commit/5ad576f57d97387a94d19ff1f6fe1464a56c2575 https://github.com/slashiee/cemu_graphic_packs/commit/f7ef21ef548e57f7d2471137b0fa6ee4779c2ffc
[x] Cockpit view fixed https://github.com/slashiee/cemu_graphic_packs/commit/f42fd6b791c52f481b15dcf0f25d634c043438d6
[x] AO scaling - can scale but character range check is off, Mostly resolved https://github.com/slashiee/cemu_graphic_packs/commit/5f6725df662e3bf1493be93cf7a00f16c4d8b685 , https://github.com/slashiee/cemu_graphic_packs/commit/5dd2f2aed53289db1608dbd75ca6d18b4fc2c934
[x] 21:9 Gui https://github.com/slashiee/cemu_graphic_packs/commit/b521212b3fb83c51a33f607b9390d3fdee6b2073 , https://github.com/slashiee/cemu_graphic_packs/commit/4bd4fc40d4aa3a22063f0e765f24f9ea55f189fe , https://github.com/slashiee/cemu_graphic_packs/commit/c9305b4b9d3a0189fe8795b41725c4afbb35f820, https://github.com/slashiee/cemu_graphic_packs/commit/3eb451a13cbf580221397d1ef5148ae0b6c20005, https://github.com/slashiee/cemu_graphic_packs/commit/52d89f4aa3e978c8b875b0fc9cc0ad42962ea841 etc..
[x] Motionblur scaling https://github.com/slashiee/cemu_graphic_packs/commit/12f2c6c8fe15d489228f71f661228150eb79f325
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