-
-
Notifications
You must be signed in to change notification settings - Fork 7
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Misaligned/Badly Scaled Bloom or Glow #57
Comments
Yeah you can see it alot on lamps too. This is very similar to some of the issues emulators run into as well. |
Weird... This is not the case for me. My monitor is 1080p, and it looks exactly how it does in the gifs.. |
Look at the lamp on the left/middle |
Diagnosed the issue. You must boot the game on full-screen mode set in the options. If it's boot in windowed borderless, and then changed to full-screen after it won't be fixed. It has to be booted in full-screen mode first, changing options after is fine. But, if its not full-screen mode on boot up it will glitch out again. Its possible it still isn't 100% match for the ps5 but atleast its not showing the crosshatch artifact anymore. |
Did you try 100% + DSR 4x ? Instead of 200% |
I've done some further testing. It does fix it for bigger bloom sources I.E lamps and windows. It seems smaller bloom sources like the effect in your screenshot where precision is required will still show the crosshatching artifact. So when your able to get to a good test area you can try my method again. It should atleast fix the bigger bloom artifacts. |
I'll have to check, though since my game lags a lot on 200% already, I don't think it's going to run great at 4k Super Resolution.
I see! Honestly thanks a lot for the help, comparing my 100% Borderless screenshot with the 100% Full-screen, the Full-screen one does look slightly better, though as you said, the small bloom sources still look broken. |
XMM3 here seems to contain the "toonBloomScale" value referenced in the pixel shader. If you adjust that to 0 and check again with NSight, you can see that it has changed. |
The first screen looks way better, really excited for a fix/workaround from your part
Altough there is still a sort of fake X cross of light beams
(I mean like how you see lights when you squint your eyes, or how some stars look
through some telescope)
https://github.com/user-attachments/assets/c1c15b86-657d-47bc-857d-2667910fd5e0
You can see on Grius a few ``\`` of bloom on him
(idk why ``\`` is more visible than ``/`` on characters, unlike lanterns)
This is probably another shader, made as a sort of "artistic" choice, because I never saw any bloom effect make that, at least not as prononced and so big/long
|
I think these light beams are like that in the PS5 version too, and don't have to do with bloom. |
I think so too, but ngl it looks bad. You would never see lights like that, jnless you have some eyesight issue, and still it wouldn't be that stretched out, or at least thinner and brighter, not a that long and hazy The "StarScale" in NSight look like it could control this weird effect I wonder what the diff between toonBloom and Bloom is |
Thanks a lot for taking some time to look through this issue! |
This mod to disable archetypes glow is a good workaround Though it doesn't fix the underlying issue, you can still see the broken bloom on lightsources, and with the sword glow in his screenshot: |
Same |
I mean this is something, but I don't like the fact it has to completely remove the orange archetype patterns from the characters. I feel like without them, they look kinda bland. |
I wanted to humbly share an update on something, even though I am not an expert. I am currently playing on Steam, however, I also have an Xbox Series X. According to Digital Foundry, PS5 and XSX versions run at a weird 1656p, so thanks to MetaphorFix I was able to set the internal scale to 1644p (0.76 of 4k). After checking many light sources in the city and battles throughout different enviroments, I have noticed pretty much the same behavior in bloom in both versions when in comes to Archetypes, lamps, candles, windows and more stuff like that. If there are differences in those escenarios I tested, there is no way a normal person can tell them unless they are veeeery close to the screen and have a very trained eye. I do not dare to say there is nothing broken exclusively on the PC version regarding bloom effect, as I have not been able to replicate the Strolh awakening like some of you did in both devices (due to time, mostly), but I do not see the bloom stuff as a PC version issue per se. I do believe that, if Atlus patched the game for PS5 Pro to run at 4k 100% internal scalling, it would have the same bloom issues PC has at 4k 100%., or at least veeeeery similar. So I think what it might be needed is finding the sources of this issue and make it stop getting broken when increasing resolution. Of course I don't know if this this possible, but that would really be a nice QoL fix and very future probing. As everything addressed by Lyall in his awesome mod, this seems to be a problem with how the game has been build. Unless Lyall or some other modder gets anything after a lot of research or devs actually care, we will have to deal with either shimmery image with correct bloom or cleaner image with incorrect bloom rendering. |
Incredible! This really did get rid of the problem! And to show the results in the scene you weren't able to check, I tried it myself. But now I'm curious... Could we somehow, make it so I can play this without having to boost my game to 4K? Cause my graphics card isn't really built for this resolution (it was chugging bad), and in any case my monitor is 1080p... |
I don't think that is possible unless devs or Lyall actually find a way to make the bloom behave as it behaves at 4k 0.76% of internal res regardless the resolution chosen. Also, It seems like they used a base of 1656p for consoles and did not measured the scalability, going up and down. I have informed Atlus directly via ticket, but I have more faith on Lyall doing something if he wants that Atlus wanting to fix it. I can say for sure that at 4k 0.76% the game's bloom works as intended everywhere, but looks very shimmery. |
I understand. This issue is mostly just me trying to get the game to look as it was intended to look (The console versions), it really isn't that visible outside of these cutscenes (in 4K). Though it definitely still is visible on my end (in 1080p), since I have a 1080p monitor and I sit right in front of it, where I have to bump up the game to 150% or so just to make it not look super jagged. Thus increasing the intensity of the issue at the same time...
The reason why I used the awakening scene to begin with, was exactly the fact it was the most obvious during it. So it would be clearer to everyone what issue I'm even talking about. I understand its not as visible anywhere else. Still I really appreciate your help here! Now it's up to whether or not its possible for Lyall to do anything with it, or if it's just something genuinely unfixable/not worth the trouble... |
I get your point. I would be pissed off knowing such issue is tied to a internal screen percentage regardless the resolution... Make sure to translate it to japanese. It can be a pain in the *, but hey, that is what you can do in the meantime. |
I'll make sure to do so! Though I don't expect much from them, since they haven't even bothered to fix the 8-way movement. (Thankfully Lyall has)
I have an AMD GPU, I mentioned it in one of my earlier posts. Its an AMD RX 6600XT GPU, and a Ryzen 9 5900X CPU. |
So it seems like that effect is pretty much tied to that 1656p ish, cause 0.76% is actually 1643p and still works as intended. |
I've sent them a report about this issue as well. I tried to get my request as clear and simple as possible, and translated it through DeepL to Japanese (Its probably not even close to perfect, but oh well).
Can you imagine if they somehow fix that issue on the higher resolution PS5 Pro version, but never bother to fix it for PC? |
I used that trick as well hehe. The important thing is that reaches to the guys in charge of the game. If it was an "easy fix" spread all over the code, I bet you they would just tweak it, just like Lyall has tweaked a bunch of things. |
I've made yet another discovery it seems lol I didn't take any screenshots cause I felt I would just be repeating the same gifs from above, plus I wasn't expecting any results from this, it really threw me off. |
So it's definitely a bug. |
Windows 11 has a features to change the shitty fullscreen exclusive into
borderless. It's the FSO (fullscreen optimization, can toggle it in the exe
properties)
Le mar. 5 nov. 2024 à 16:51, Randy28CR ***@***.***> a écrit :
… So it's definitely a bug.
I will create another ticket informing this. You should try as well. Let's
push at least hehe
Would be cool if @Lyall <https://github.com/Lyall> can take a look at
these lastest findings
—
Reply to this email directly, view it on GitHub
<#57 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/AZVYVBUUEDY4SX2UZZLCZSLZ7DSRTAVCNFSM6AAAAABP5BMVSCVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDINJXGU2DSNBRGI>
.
You are receiving this because you commented.Message ID:
***@***.***>
|
So what's absolutely insane is that because you're forced to run the 0.76 of 4K for it to look normal, and in fullscreen to avoid other random crosshatching glitches, the game looks like absolute trash with the aliasing again. SIGH Please @Lyall , save us. |
I haven't seen pretty much anyone talking about this, and at first I really thought I was just seeing things, but it looks like the PC port has very badly scaled bloom/glow on the characters. And it also has a very weird cross pattern on it.
I tried to gather as many examples of what I'm talking about to make it clear.
Honestly I have no idea if this is even fixable or if the glow is just ruined on PC, but it's worth a try.
Here's an example of how it looks on PC with the resolution set at 100%, versus how it looks on PS5, which I'm assuming is how its supposed to look (Which is made even more clear with my 3rd gif later)

It also looks to be getting worse the higher you set the resolution, or at least more pronounced.

Here's another example that more clearly shows the cross pattern I was talking about.

The text was updated successfully, but these errors were encountered: