Releases: Kaldaien/TBF
Tales of Berseria "Fix" - v 0.10.2
Aspect Ratio Correction
0.10.2
- Title screen and maps work at 21:9
- Wider aspect ratios ARE supported, but environmental shadow projection breaks at some point between 21:9 and 3x 16:9.
0.10.2.1 Maintains a list of textures that should be stretched horizontally / vertically depending on aspect ratio (16:10 should be supported now)
0.10.2.2 Adds Speed Run Mode to Fun Stuff
0.10.1
- Most UI elements (skits and map aside) work now at 21:9, including fullscreen transitions during loading / battle
- Added three new hotkeys (customizable under Debug tab)
Buttons Function Ctrl+Shft+F1 Clear Enemies From Area Ctrl+Shft+F2 Respawn All Enemies Ctrl+Shft+/ Timestop in Battle / AI Freeze on Map 0.10.1.1 Adds camera aspect ratio correction, but you must run the game once and exit before this feature works -- it uses the last known resolution because these values are hard-coded and need to be changed at application start rather than resolution change.
0.10.1.2 Optimizes memory pattern scanner to throw out misaligned memory addresses and addresses belonging to other DLLs; should resolve some third-party crashes.
0.10.0
- Skits are known not to work with aspect ratio correction enabled
- Use Ctrl+Shift+Alt+. to toggle Aspect Ratio Correction (keybinding is customizable)
- Mouse input is not aspect ratio corrected yet, don't try to use game menus with the mouse π
- Set game's aspect ratio correction to OFF in order to use this feature
Tales of Berseria "Fix" - v 0.10.1
Aspect Ratio Correction
_0.10.1_
- Most UI elements (skits and map aside) work now at 21:9, including fullscreen transitions during loading / battle
- Added three new hotkeys (customizable under Debug tab)
Buttons Function Ctrl+Shft+F1 Clear Enemies From Area Ctrl+Shft+F2 Respawn All Enemies Ctrl+Shft+/ Timestop in Battle / AI Freeze on Map _0.10.1.1_ Adds camera aspect ratio correction, but you must run the game once and exit before this feature works -- it uses the last known resolution because these values are hard-coded and need to be changed at application start rather than resolution change.
_0.10.1.2_ Optimizes memory pattern scanner to throw out misaligned memory addresses and addresses belonging to other DLLs; should resolve some third-party crashes.
_0.10.0_
- Skits are known not to work with aspect ratio correction enabled
- Use Ctrl+Shift+Alt+. to toggle Aspect Ratio Correction (keybinding is customizable)
- Mouse input is not aspect ratio corrected yet, don't try to use game menus with the mouse π
- Set game's aspect ratio correction to OFF in order to use this feature
Tales of Berseria "Fix"- v 0.10.0
Aspect Ratio Correction
- To be more precise, menu correction (camera aspect ratio is still broken) - Skits are known not to work with aspect ratio correction enabled - Use Ctrl+Shift+Alt+. to toggle Aspect Ratio Correction (keybinding is customizable) - Mouse input is not aspect ratio corrected yet, don't try to use game menus with the mouse π - Set game's aspect ratio correction to OFF in order to use this featureTales of Berseria "Fix" - v 0.9.9
Post-Processing Overhaul
- Added separable resolution options for Depth of Field, Bloom and Reflections - Improved the map fix, enabled it by default and moved it to the Post-Processing options - Added option to force dynamic mipmap generation / filtering for post-processing passes - This adds a little bit of extra driver and VRAM overhead, but saves memory bandwidth and reduces aliasing especially at higher quality post-processing settings. - SGSSAA options are no longer written to the NV driver profile when set to "Off"With this many config changes, it is suggested you delete TBFix_Render.ini
and start fresh if you make a point of manually editing that file. There are changed setting names and you will have a confusing mess on your hands otherwise π
_0.9.9.1_ Potentially fixes issues with buggy / ancient (please update more than once every three years) NVIDIA drivers, plus fix for pixie Laphicet in skits :)
_0.9.9.2_ Changes the behavior of the OSD disclaimer screen and adds various debug features (which you should ignore)
_0.9.9.3_ Allows GeForce Miserable Experience to be bypassed and fixes FRAPS and Nahimic related problems
_0.9.9.4_ Loads the Steam Client DLL early, there's a very good chance this will break pirated copies of the game --- yay? π₯ Incidentally, that's not the purpose of this update you pirate dipwads.
_0.9.9.5_ Minor compatibility tweaks for SteamAPI
- This is the update you need to circumvent as a pirate, the other one was for legitimate customers who were having problems with the Steam client.
_0.9.9.6_ Fixes Steam Overlay window message hook order; this caused hitching when interacting with the mod's config menu and possibly during gameplay as well
_0.9.9.7_ Enhances vertex stream debugging in preparation for model import/export, press Ctrl+Shift+W in the Live Vertex Buffer View while hovering a vertex buffer to toggle wireframe mode, you can quickly wireframe entire sets of geometry (sub-meshes) this way.
_0.9.9.8_ Significantly improves the usefulness of vertex buffer debugging, including texture references and data format snooping. (also fixes NvAPI driver profile privilege issues for AA Fix setting).
_0.9.9.9_ Introduces minor tweaks to texture streaming performance, adds a fix for drivers with broken negative mipmap LOD bias behavior, and applies mipmap optimization to ALL post-processing quality levels.
_0.9.9.10_ Hotfix for anti-aliased render passes
Tales of Berseria "Fix" - v 0.9.8
Anti-Aliasing That Actually Works and HUGE Performance Boost
- For NVIDIA users, I have added Sparse Grid Super Sampling options - SGSSAA can be extremely taxing on GPUs, but the quality is second-to-none and well worth trying the different modes even despite the required application restart - I removed the tuning knobs for SMAA from the config UI since that still is not functional - For ALL GPU owners, I have added an option to decrease shadowmap precision from 32-bit to 16-bit - Buy yourself 2x SGSSAA with the performance savings 16-bit shadows get you and you'll still be using less GPU than the unmodified game does at the same resolution!_0.9.8.1_ Fixes issues for AMD owners with old NV drivers sitting around making problems for me ;)
_0.9.8.2_ Adds Best Practices Guidelines for performance tuning SGSSAA
_0.9.8.3_ Slightly improves texture cache performance and fixes black lines during skits on some drivers
_0.9.8.4_ Fixes all known issues with texture LOD while supersampling and adds plastic mode
_0.9.8.5_ Adds shader parameter modification (clunky as hell) and fixes admin elevation prompt
_0.9.8.6_ Significantly cleans up shader tuning and adds AA compatibility bit customization
Tales of Berseria "Fix" - v 0.9.7
Started work on Shader Modification
- See Live Shader View under the misnamed "Texture Modding Tools" sub-tool for more details. - Currently it can be used to disable certain render passes and dump shaders to disk - Later versions will add shader injection and parameter introspection (view and alter shader data) - Added a new "Fun Stuff" tab, where you can enable and disable various render effects. - The smoke feature is not so much fun as it is the only way you are going to have any fun... - That banded smoke is pure evil, and now it can begone! π - _"Hollow Eyes"_ (:godmode:) might not qualify as fun either, it will frighten small children π_0.9.7.1_ Improves mousewheel behavior in mod tools and adds a new mode to remove dimming from the pause screen, hopefully that will be useful for texture modders.
_0.9.7.2_ Adds Open Source Software License Info ... (yay?) :P
_0.9.7.3_ Adds (incomplete) SMAA Tuning and Texture Clustering to Shader Disassembly View (mouseover a disassembled shader for a useful surprise)
Tales of Berseria "Fix" - v 0.9.6
Change Settings and Reload Textures without Alt+Tab
- Added Apply button if graphics settings are changed that require the game to reload resources - Also added a check-box to automagically apply these changes, but that could cause problems with third-party software - Added Reload All Textures button to Data Sources list in Mod Tools - Added D3D9 Runtime Texture Memory Available info to TexCache stats - This is not in any way, shape or form accurate, but there's a chance that really stupid drivers (Intel?) will try to adhere to it - Added Texture Cache Size Slider to Texture Settings - Added various new tooltips - The control panel window can now be moved_0.9.6.1_ Fixes some vertex shader math that was accidentally ignored when the post-processing resolution option was added.
_0.9.6.2_ Introduces thread-local storage to reduce the overhead of texture streaming, it should now be practical to set # of threads very high with Texture QuickLoad enabled. Previously this would have caused stuttering.
_0.9.6.3_ Tunes thread scheduling and adds a thread stats menu to a growing list of features an end-user doesn't need and will be confused by :P
_0.9.6.4_ Disables D3D9Ex (and WaitForVBLANK) because third-party software is stupider than even I could have imagined and will try to render on dummy devices.
_0.9.6.5_ Fixes a race condition caused by removing D3D9Ex device creation, framerate limiter stuff will be delayed until the has initialized the memory that controls it.
_0.9.6.6_ Fixes HUDless screenshots (CreateRenderTarget not hooked)
Tales of Berseria "Fix" - v 0.9.5
Technical Improvements to Texture / RenderTarget Debugging
- Screenshots queued up for compression in the background will no longer cause the game to crash if Alt+Tab is performed before compression finishes. - Improved Live RenderTarget View's ability to fit excessively large render targets on screen - Corrected VRAM size calculation for resampled textures and properly aligned DXT1-5 memory - VRAM cache limits will come into play quicker now, which may help on seriously low-end hardware. - Added LOD count to the Live Texture View status screen - This won't be entirely accurate if you have Texture QuickLoad enabled - Added function to change the visible texture in Live Texture View - This currently changes the entire set of textures rather than one individual texture, so differences on screen will be the result of ALL modified textures - I intend to fix that in a later version - This only works when you untick the "Highlight Selected Texture In-Game" option - Disabled dumping textures while Texture QuickLoad is on - That was resulting in dumps that were missing mipmap LODs - Implemented sorting on the Live RenderTarget View screen - Your selected RenderTarget should no longer change when the number of render passes does ;)Multi-pass RenderTargets amortized across alternating frames still flicker even after sorting... they're live one frame, dead the next, then back from the dead the next.
- This is annoying, but harmless. It is mostly limited to resolution-reduction filters such as bloom and I don't see an immediate need to reverse engineer any of that stuff.
0.9.4: Configurable Screenshot System
- See the Screenshots tab in the control panel - This is the first customizable keybinding, be gentle with it ... Numpad + is a big no-no for binding right now, avoid that ;) - Screenshots are saved in PNG format now unless the Keep Screenshot after Import setting is turned off. - They will take longer to encode in the background, but save tons of disk space. - Performance is unaffected by the background compression process but if you repeatedly mash the screenshot button you may have multiple screenshots queued up for PNG compression in the background - don't do that._0.9.4.1_ Fixes minor window activation related problems that were causing issues with the background mute feature (Special K control panel)
0.9.3: Support for Config UI Scaling Has Been Added
- Not all things work correctly at scales > 1.0, but most of the UI is functional._0.9.3.1_ Adds HUDless screenshots (Ctrl + Shift + F10), they are integrated with Steam, so your screenshot goes straight into your Steam library and you can delete it after the game if you want.
- I took special care to remove most blur post-processing while keeping shadows and as much atmospheric post-processing as possible. Unfortunately, just like Tales of Zestiria, some atmospheric bloom effects are tied directly to UI rendering and makes not only this but aspect ratio correct rendering a nightmare.
_0.9.3.2_ Finishes the job for HUDless; with the exception of horrific Steam thumbnail quality.
0.9.2: Render Target View Added to Texture Modding Tools
- This has little to no application for most texture modders, but shows the order render passes happen in (for transparency) - I used the tool already to fix a few problem areas where environmental shadow rescaling was rescaling other render targets it should not have been... so win-win π - Adds Post-Processing Resolution Rescaling - Eliminate annoying shimmering :)0.9.1: Wait for VBLANK Option Added
- The old timing hack from Tales of Zestiria is back ;) - This requires D3D9Ex and used to require the game actually ran in D3D9Ex mode, but now a dummy D3D9Ex device is created for the sole purpose of timing. - Enabling this will reduce input latency and CPU usage by up to 90% (Ctrl+Shift+C to view CPU usage with the mod's OSD active). - You will need to adjust the limiter tolerance slider to a lower value to make my framerate limiter re-adjust itself more frequently, or framerate will oscillate.Tales of Berseria "Fix" - v 0.9.4
Configurable Screenshot System
- See the Screenshots tab in the control panel - This is the first customizable keybinding, be gentle with it ... Numpad + is a big no-no for binding right now, avoid that ;) - Screenshots are saved in PNG format now unless the Keep Screenshot after Import setting is turned off. - They will take longer to encode in the background, but save tons of disk space. - Performance is unaffected by the background compression process but if you repeatedly mash the screenshot button you may have multiple screenshots queued up for PNG compression in the background - don't do that._0.9.4.1_ Fixes minor window activation related problems that were causing issues with the background mute feature (Special K control panel)
0.9.3: Support for Config UI Scaling Has Been Added
- Not all things work correctly at scales > 1.0, but most of the UI is functional._0.9.3.1_ Adds HUDless screenshots (Ctrl + Shift + F10), they are integrated with Steam, so your screenshot goes straight into your Steam library and you can delete it after the game if you want.
- I took special care to remove most blur post-processing while keeping shadows and as much atmospheric post-processing as possible. Unfortunately, just like Tales of Zestiria, some atmospheric bloom effects are tied directly to UI rendering and makes not only this but aspect ratio correct rendering a nightmare.
_0.9.3.2_ Finishes the job for HUDless; with the exception of horrific Steam thumbnail quality.
0.9.2: Render Target View Added to Texture Modding Tools
- This has little to no application for most texture modders, but shows the order render passes happen in (for transparency) - I used the tool already to fix a few problem areas where environmental shadow rescaling was rescaling other render targets it should not have been... so win-win π - Adds Post-Processing Resolution Rescaling - Eliminate annoying shimmering :)0.9.1: Wait for VBLANK Option Added
- The old timing hack from Tales of Zestiria is back ;) - This requires D3D9Ex and used to require the game actually ran in D3D9Ex mode, but now a dummy D3D9Ex device is created for the sole purpose of timing. - Enabling this will reduce input latency and CPU usage by up to 90% (Ctrl+Shift+C to view CPU usage with the mod's OSD active). - You will need to adjust the limiter tolerance slider to a lower value to make my framerate limiter re-adjust itself more frequently, or framerate will oscillate.Tales of Berseria "Fix" - v 0.9.3
Support for Config UI Scaling Has Been Added
- Not all things work correctly at scales > 1.0, but most of the UI is functional._0.9.3.1_ Adds HUDless screenshots (Ctrl + Shift + F10), they are integrated with Steam, so your screenshot goes straight into your Steam library and you can delete it after the game if you want.
- I took special care to remove most blur post-processing while keeping shadows and as much atmospheric post-processing as possible. Unfortunately, just like Tales of Zestiria, some atmospheric bloom effects are tied directly to UI rendering and makes not only this but aspect ratio correct rendering a nightmare.
_0.9.3.2_ Finishes the job for HUDless; with the exception of horrific Steam thumbnail quality.