Modder 'fix' Tales of Zestiria on PC, it's now running at 60fps

I used to have very minor stutters into 28 FPS
This is what TZFix actually started for (among all the other fixes), the game's framerate limiter is crap and Kaldaien was trying to improve it. Now he completely deactivates it and lets the graphic driver handle the framerate limiting.
 
so what do i have to edit in the ini to fix the FMV sync issue? i installed the 1.0.2 version and the issue is still there
You can't edit the .ini to fix it, it simply isn't fixed yet. (The first idea didn't pan out as expected)

It's still perfectly possible to fix, just will take a bit longer (it will require a different approach to how FMVs are detected).
 
Honestly, have you guys not said anything I wouldn't even notice there's the occasional flickering. Nothing out of sync so far either, not even subs.

Judging from my 4 hours of experience with the fix, I think it would be acceptable for Namco to release the game like this. I sure wouldn't complain.
 
so what do i have to edit in the ini to fix the FMV sync issue? i installed the 1.0.2 version and the issue is still there
Did you install the tzfix.dll from inside the zip file? The one on the page outside the zip file is a "hotfix" with which they tried to solve issues after FMVs finish, but that apparently broke the solution for the FMV sync issue itself. =D
 
Oh wow the fix removes the texture shimmer too, this is godtier level mod. I hope this makes the game sell like hotcakes which in turn encourages Bamco to port further Tales games to PC after Symphonia.
 
Bought the game thanks to this fix.

Game works fine with it so far. Altough I had this one battle, the one after you pull out the sword, where it suddenly sped up even though I had vsync on at all times.
 
Nice. Looks like I'll be buying this once it hits bargain bin price.
Bamco's explanation as to why the pc version had to be locked at 30 fps was just pure BS.
What a sorey ass company.
 
It stays at 30 fps and my frametimes double to 32ms with 1.02 and the updated tzfix.dll

Frametimes are 16ms on 1.01.. not sure what happened here..
 
Oh wow the fix removes the texture shimmer too, this is godtier level mod. I hope this makes the game sell like hotcakes which in turn encourages Bamco to port further Tales games to PC after Symphonia.

I think I'd rather they just build their games without tying stuff to the framerate.
 
TZFix 1.0.3 is out:
https://github.com/Kaldaien/TZF/releases/tag/tzf_103

This resolves the issue with either desyncing FMVs or subsequent speed ups after FMVs. Also the driver is checked and forced to the framerate set in the ini again, this was disabled in 1.0.2.

Again I suggest using TZTweak along with it:
https://github.com/Kaldaien/TZT/releases/tag/tzt_100-pr
TZFix contains not only the 60 fps mod but a lot of different fixes, some you likely don't even want. With TZTweak you have one setting window to take care of them all instead having to write in several .ini files, look through github and the steam community thread for documentation and change the graphic driver settings manually.

Edit:
Any other major problem with the mod left now?
There is a confirmed issue with the priest in Lastonbell getting stuck on the steps unresolved. Escaping from battles reportedly can be faster. Some flashing graphics flash faster. Timing issues like such are bound to exist at different places, be sure to report critical ones (ideally including saved data from right before they occur) so they can eventually be resolved.
 
TZFix 1.0.3 is out:
https://github.com/Kaldaien/TZF/releases/tag/tzf_103

This resolves the issue with either desyncing FMVs or subsequent speed ups after FMVs. Also the driver is checked and forced to the framerate set in the ini again, this was disabled in 1.0.2.

Again I suggest using TZTweak along with it:
https://github.com/Kaldaien/TZT/releases/tag/tzt_100-pr
TZFix contains not only the 60 fps mod but a lot of different fixes, some you likely don't even want. With TZTweak you have one setting window to take care of them all instead having to write in several .ini files, look through github and the steam community thread for documentation and change the graphic driver settings manually.

Edit:

There is a confirmed issue with the priest in Lastonbell getting stuck on the steps unresolved. Escaping from battles reportedly can be faster. Some flashing graphics flash faster. Timing issues like such are bound to exist at different places, be sure to report critical ones (ideally including saved data from right before they occur) so they can eventually be resolved.

That was fast.
 
I think I'd rather they just build their games without tying stuff to the framerate.

But they didn't in this one, apparently it was just framelimited.

Edit: Oh, clearly some things were dependant on the framerate being locked at 30, nvm :lol. Still, the most important aspect, battles, seem to work fine. Is there a hotkey ala DSFix that lets you toggle the 30 fps on/off? Maybe that would be an acceptable temp fix for the issues like the priest getting stuck on stairs.
 
But they didn't in this one, apparently it was just framelimited.

Edit: Oh, clearly some things were dependant on the framerate being locked at 30, nvm :lol. Still, the most important aspect, battles, seem to work fine. Is there a hotkey ala DSFix that lets you toggle the 30 fps on/off? Maybe that would be an acceptable temp fix for the issues like the priest getting stuck on stairs.
Everything is dependent on the framerate being locked, there is no way to actually unlock the framerate. The 60 fps mod does just change the dependency from 30 to 60 fps. Whenever the framerate deviates from that, the whole game gets respectively slower or faster. And on top of that the game's own framerate limiter is micro stutter inducing crap. =D

As for a hotkey, there isn't one yet, but Kaldaien is planning an interface to toggle the 60 fps mod in real time.
 
Everything is dependent on the framerate being locked, there is no way to actually unlock the framerate. The 60 fps mod does just change the dependency from 30 to 60 fps. Whenever the framerate deviates from that, the whole game gets respectively slower or faster. And on top of that the game's own framerate limiter is micro stutter inducing crap. =D

As for a hotkey, there isn't one yet, but Kaldaien is planning an interface to toggle the 60 fps mod in real time.

Yeah I clicked submit a bit too early for my own good there :p. Still, I'm amazed it works as well as it does. People kept mentioning flickering issues caused by the mod but I can confirm from my own playtime that flickering is an engine issue, I've had it since before I installed the FPS fix.

Sometimes the graphics spazz out like crazy with strange polygonal shapes in all kinds of pinkish tones in the sky too, as if your GPU is slowly melting. A simple alt-tab fixes that though.

I hope they work a bit on the anti-shimmering thing because while the texture shimmering is noticably improved, I now get two very distinct lines in the textures, sorta looks like the kind of line you'd see with low texture filtering on, except there are two.
 
In his search for better performance and more stable framerates Kaldaien makes the system flexible enough to support any multiple of 30 fps:
Kaldaien said:
Good news for people with performance issues at 60 FPS that make the game largely unplayable, I have a system that can detect dips in framerate now and alter the game's internal tick factor.

The bad news is the game uses an integer for this. The way it works is basically:

1 Frame = X-Many clock ticks (default value = 2)

I hate everything about the way the game's clock works, it is as everyone knows tied to render framerate. The thing that makes it altogether worse is that Namco devised a system to deal with this, but they don't let me use fractional values to handle situations where the framerate sits between 30 or 60.

So, frame pacing is VERY, VERY important here. To deal with this integer problem, I have to both raise and lower that value periodically any time the framerate is not running at precisely 30 or 60.

A couple of solutions come to mind and I think I will approach this with a layered strategy that uses all of them:

  1. Implement a system that artificially increases frame time to try and align frame rates to a multiple of 30 FPS as much as possible
  2. Implement a system that changes in-game timing dynamically -> This system is finished and I plan to roll it out in 1.0.4
The second one is done; the first one is somewhat intrusive and will take a lot of testing to get right. This is the solution I am sure Namco would have gone with if they understood the nature of this problem at its fundamental level.

---

The other, even better news, is that with this system fully fleshed out, any framerate that is a multiple of 30 will be practical. So, 120 FPS is doable -- 144 FPS, not so much.
http://steamcommunity.com/app/351970/discussions/0/490123938441506815/#c492378265877230426
 
Hey everyone, and thanks to staff for getting me hooked up with an account so quickly.

I'd like to address a few points and answer some questions.

Firstly, some important notes:


  1. I can't really provide tech support here - please go to GitHub and/or the Steam forums thread for that. Those are the only places where Kaldaien looks.
  2. On that note, I don't speak for him, I'm just a contributor to his project, he did 99% of the work on TZFix.
  3. This is unfortunately unclear on the download page right now, but if you have an NVIDIA GPU and your game runs way too fast after installing this, try rebooting. If you do not have an NVIDIA GPU, you need to set up a framerate limiter either in your driver profile (use RadeonPro on AMD) or using external software like RTSS. We plan to make this work better out of the box in the future, though (and have clearer instructions).
Secondly, there's four classes of issues that can happen with this mod:


  1. Issues from running the game with a 1/60-second time step (i.e. "at 60 FPS")
  2. Issues with the game's framerate limiter
  3. Issues with the other parts of TZFix
  4. Issues from improperly changing the game speed thanks to limited knowledge of the game's programming
The porting team would only have to deal with the first two, obviously.

I believe the second one is the main reason they did not release the game at 60 FPS - because these issues do exist with the game as-is (TZFix attempts to fix them, previously by messing with the framerate limiter, now by disabling it altogether and solely relying on an external one) and they make the game run at a variable slightly-below-target framerate - and thus variable slightly-below-target game speed. At 30 FPS, this is merely a slightly annoying stutter at most - many people don't experience it at all, and instead get rock solid 30 FPS as shown in Durante's port report - but at 60, the issues are severe enough to make the game arguably unshippable, and could be (euphemistically) described in the way Bamco did in their original blog post. It is somewhat strange they didn't write a better limiter though - this is not a difficult or lengthy task for a competent graphics programmer, so given the other quality aspects of the port it's a bit odd.

Another part of the reason - that Bamco neglected to mention - is that as we all know, games that are not written to support variable framerates tend to have physics etc. issues when changing the framerate, even if the simulation speed is correct - the first class of possible issues I mentioned. So far we have found precisely one example of this: the priest NPC getting stuck on a set of stairs in a scripted sequence when first entering Lastonbell, softlocking the game. Fixing these problems individually is easy (for developers with source code access, less so for modders) and takes 5 minutes each, but finding them is a pain. You have to run another whole QA pass and have testers search every nook and cranny for bugs like these.

ie, the ability to unlock the framerate was already tucked in the code by Bamco and they couldn't get it working properly for release. Enabling 60fps though and utilizing adjustments from TZFix (which was created to address a different problem with the port) manages to make it more than playable though.

It appears the engine was written with the possibility of wanting to target 60 FPS in mind, this is way too deep to be added in by the PC port team (and then left unfinished, even).

...weird camera flicker actually qualifies as "far for perfect" to me and is certainly not acceptable for an official release.

No contest about your main point - this mod isn't something I would approve for a commercial release, at least not yet - but the flicker is also present in the unmodified game. It appears to be exacerbated at 60 FPS and possibly by increasing the postprocessing surface resolution - which otherwise significantly increases the graphics quality - though.

Just the subtitles are out of sync, iirc

After 1.0.2 which fixed the FMV subtitles but broke the game speed for FMVs followed by skits, and the 1.0.3 prerelease which ended up just reverting the behaviour, the current version 1.0.3 did finally fix this.

I hope they work a bit on the anti-shimmering thing because while the texture shimmering is noticably improved, I now get two very distinct lines in the textures, sorta looks like the kind of line you'd see with low texture filtering on, except there are two.

Could you take a screenshot (preferably with comparison) for this?
 
Actually, nevermind that, without the dll in place the problem is way worse, so it's working as intended. I think what may have happened is that me previously downsampling from 1440p to 1080p mitigated the issue somewhat. I have to run it in 1080p to get a full 60, so it's worth the tradeoff.
Textures are much nicer with the fix on, though I suppose I could try lowering the shadow res and increase the rendering resolution, it'd be nice with 1440p and 60 fps at the same time :D, luckily the overall IQ is pretty clean even at native resolution.

Edit: Also I'd like to thank you for your (and everyone who have contributed) hard work to get this going, it's makes a huge difference, especially during battles :)

Edit #2: So Ladylake is pretty much the only area I get drops in, it and only the "main" area, whenever I look toward the central inaccessible area in the middle, dips to 45 FPS, what an odd engine. Running around out in the open is absolutely rock solid though, and any other city I've been in so far. Must be an engine quirk or something.

Which brings me to the following question: with the updates planned for the frame unlock, will the game be able to say, lock to that 45 FPS when it dips to that range and have the game speed not slow down to a crawl? Dips to 50 are absolutely fine, but 45 turns into slow-mo :P. Or is it just complete multiples of 30, x2 x4, etc not 1.5 (45)?
 
Edit #2: So Ladylake is pretty much the only area I get drops in, it and only the "main" area, whenever I look toward the central inaccessible area in the middle, dips to 45 FPS, what an odd engine. Running around out in the open is absolutely rock solid though, and any other city I've been in so far. Must be an engine quirk or something.

The busy parts of towns seem to be the heaviest, yeah. The performance of this game really confuses me - admittedly I'm on an enthusiast system, but even at something ridiculous like triple-4K I haven't seen the game drop below 45, yet other people on still relatively modern upper-midrange systems can't get a stable 60 FPS at 1080p?

Which brings me to the following question: with the updates planned for the frame unlock, will the game be able to say, lock to that 45 FPS when it dips to that range and have the game speed not slow down to a crawl? Dips to 50 are absolutely fine, but 45 turns into slow-mo :P. Or is it just complete multiples of 30, x2 x4, etc not 1.5 (45)?

I'm honestly not entirely sure what Kaldaien is planning here - he mentioned his new system possibly opening up 120 FPS*, and I don't really get how it would do that. As per my understanding, the only thing it would enable is switching to 30 FPS when frametimes get too high, and back when they get lower again. But we'll both have to see what he comes up with.

*: As I think has been quoted earlier in this thread, I do know a theoretical way of making the game run at 120 FPS - or even arbitrary framerates - but me and Kaldaien agreed that it would be far too finicky for too little gain to try and implement.
 
Looking for some assistance. After doing some research I believe my problem is the can't change aspect ratio. So how do I change that, and what would I change it to?
 
Looking for some assistance. After doing some research I believe my problem is the can't change aspect ratio. So how do I change that, and what would I change it to?

Are black bars on the top sides (top and bottom) or on the sides (left and right)? What resolution is your screen? Are there any black bars at all, or is the screen "zoomed in"? If so, you might be thinking of changing your FOV instead. I don't have the game so I can't tell you exactly what to do, but the main aspect ratios are 4:3, 16:9, and 16:10. 21:9 also exists, but if you had something like that, I'd expect you'd know it, it's crazy wide. You probably have a 16:10 monitor if you are having issues with your aspect ratio, as 16:9 is the standard with most things, and some ports don't care about supporting the mostly PC exclusive ratio of 16:10.
 
The busy parts of towns seem to be the heaviest, yeah. The performance of this game really confuses me - admittedly I'm on an enthusiast system, but even at something ridiculous like triple-4K I haven't seen the game drop below 45, yet other people on still relatively modern upper-midrange systems can't get a stable 60 FPS at 1080p?



I'm honestly not entirely sure what Kaldaien is planning here - he mentioned his new system possibly opening up 120 FPS*, and I don't really get how it would do that. As per my understanding, the only thing it would enable is switching to 30 FPS when frametimes get too high, and back when they get lower again. But we'll both have to see what he comes up with.

*: As I think has been quoted earlier in this thread, I do know a theoretical way of making the game run at 120 FPS - or even arbitrary framerates - but me and Kaldaien agreed that it would be far too finicky for too little gain to try and implement.

I misunderstood a bit lol. Anyway I managed to make the framerate stick closer to 60, only dips to 50 in that busy corner now, turned off Yield and Fake sleep and it was much better. +10 FPS difference even and it doesn't feel anywhere as sluggish when it dips to 50 so that's an added bonus, so it's all good now anyway.
 
Another part of the reason - that Bamco neglected to mention - is that as we all know, games that are not written to support variable framerates tend to have physics etc. issues when changing the framerate, even if the simulation speed is correct - the first class of possible issues I mentioned.

I keep coming back to this example, but games that are written to support variable framerates can still have physics issues when changing the framerate.

http://wiki.modsrepository.com/index.php?title=Call_of_Duty_:_A_Study_on_FPS

com_maxfps 333 and holding it stable there results in quieter movement, further and higher jumps (heh), taking less falling damage (HEH), etc. etc.

This is, to my knowledge, an issue that persists up till today with the latest CoD games, although the various devs have had differing ways of 'dealing' with it (removing access to com_maxfps, hardcoding it to 81 (... huh?), etc) and of course, it's not a problem at all on console which exposes much less of the engine for obvious reasons.

Incidentally Q3A/Quake Live had the same issue, since it's the grandfather of the CoD engine through RTCW but got fixed so that the thinkrate was always 125.

(Of course, this isn't anywhere near on the same tier as engines like Tales, Dark Souls, Valkyria Chronicles, etc. where everything has to be solved manually rather than the engine being able to handle most of the obvious legwork out-of-the-box)
 
There are even weirder things. Chivalry for example, if you overclock your CPU, you actually move faster and swing your weapon faster in the game compared to everyone else. I dunno if they fixed that or not, but yeah, a lot of different ways to tie your game logic it seems :lol
 
I wrote an article explaining ways to mod games without official support, based on the example of TZF (much of which is based in turn on information provided by both DrDaxxy and Kaldaien).

Have a look if you want to know more about it!
 
For fucks sake. Then again, that happened with DSFix constantly and was (I assume) a relatively easy fix, mind chiming in Durante? :P
 
Hope this gets fix by Christmas as that is the only period of time where I'll be free due to crunching period at work.

"Sorey, Bamcouldn't breaks what Modders can do with new patch!"
 
No need to roll back anymore. Cross posting from the OT:

Just for the heads up, no need for rollback anymore. A new version of the mod is available.

Kaldaien said:
TZFix 1.1.1 is compatible with the 12/4/2015 Patch

  • Updated memory addresses for framerate related features
  • Updated memory address for FOVY and AspectRatio
  • Reverted to OLD D3D9 hooking system for compatibility with RTSS
Grab it in the Downloads section here: http://steamcommunity.com/sharedfile.../?id=542500356

Long story short -- there was no major work necessary here. I was in the middle of making key bindings user-defined when the game was patched, so the FPS limit presets were not working. It would have only taken 30 minutes to sort this stuff out otherwise ;)
Future versions will be able to locate appropriate pieces of memory on their own so that I don't have to step-in and release an update to TZFix with each patch.
 
Is there a way to eliminate the texture shimmering on distant foliage and objects? Downsampling from 2880x1620 to 1920x1080, and yet the shimmering is still incredibly noticeable.
 
Is there a way to eliminate the texture shimmering on distant foliage and objects? Downsampling from 2880x1620 to 1920x1080, and yet the shimmering is still incredibly noticeable.

You need to either downsample from 4k (to have integer scaling) or, preferably, enable SGSSAA 4x.
 
Took long enough, but we just fixed the Lastonbell Priest.

Good thing about this is that if we hear of any similar problems, pinpointing and fixing them shouldn't take us very long (at least if we get a save file) as we now have the necessary knowledge and code for those.
 
Took long enough, but we just fixed the Lastonbell Priest.

Good thing about this is that if we hear of any similar problems, pinpointing and fixing them shouldn't take us very long (at least if we get a save file) as we now have the necessary knowledge and code for those.

Awesome! I've been waiting for that to be fixed before starting. :)
 
So what's the status of this at the moment? Are the issues it was having more or less sorted now?
Yes. There are some aesthetics-only cloth physics bugs in various cutscenes, but that's all.

(I've completed the entire game except for the first few hours at 60 FPS)
 
Yes. There are some aesthetics-only cloth physics bugs in various cutscenes, but that's all.

(I've completed the entire game except for the first few hours at 60 FPS)

Also weird flashes when changing camera angles during cutscenes.
Nothing major, mind you, but definitely noticeable.
 
If I remember right, save files with 60FPS mod weren't compatible with the regular 30FPS game. Is this correct?
 
Finally giving this a try but having some issues.
I downloaded the config tool as well, but whenever I set the refresh rate to 144Hz to match my monitor, then whenever I try to load a save game it causes my PC to hang on a black screen. Hitting Ctrl+Alt+Del gets me a mouse pointer on the black screen, but that's it.
Only way out is a hard reset of the PC.


EDIT - After changing the setting back to 60Hz, attempting to load my save game now results in the a crash to desktop and "Tales of Zestiria.exe has stopped working". Removing the files for the mod fixes this, but extracting them fresh again to try and re-apply the mod brings the error back.
 
Damn, fix still get better and better (but i already beat the game, hope that Tales of Symphonia will follow =) )

Tales of Zestiria "Fix" 1.3.0
@Kaldaien Kaldaien released this 16 days ago

Framerate Limiter and Texture Quality Tweaks and Keyboard Binding Enhancements

Framerate statistic overhaul for the OSD

Frametime now measures mean and standard deviation over a 1 second sample period rather than instantaneous frametime
"CompleteMipmaps" has been removed

It has been replaced with "RemasterTextures", which eliminates almost all texture aliasing problems for a slight increase in load times
This feature will not cause hitching during battle as the original "CompleteMipmaps" option was prone to do
Framerate limiting is disabled during loading


The "MinimizeLatency" option has been revamped

It now controls whether the framerate limiter applies before or after presentation of the last staged frame.
It is enabled by default; turning this off will reduce framerate variability, but will produce sluggish mouse input.
In framed cutscenes, with aspect ratio correction enabled, the hazy white border now covers the entire screen

Instead of just the 16:9 region
Ordinarily non-bindable / re-bindable keys can be remapped as needed
 
Think I'm going to try and uninstall the game completely to remove anything the fix/config tool might have done, then try it again but leave the refresh rate at 60.

Will I notice any issues with the 60 refresh rate in the config tool but my monitor refresh rate being 144?
Not sure why that setting caused the whole thing to break mind. Anyone else experienced any similar issues? I'm using the latest version of the fix and the game is up to date on Steam.
 
Top Bottom