Final Fantasy XII The Zodiac Age
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I got the game! And I don't have space for it, lol. I guess some other games will have to go. I'll be able to download it next week, so if anyone plays it before me, please share 3D reports. Note: I'm busy right now playing Zwei and Trails in the Sky SC. Trails of Cold Steel will be released in less than two weeks too. If I make a FFXII fix (if needed) soon, it will be based on the first hours of the game for the moment.
I got the game! And I don't have space for it, lol. I guess some other games will have to go.

I'll be able to download it next week, so if anyone plays it before me, please share 3D reports.

Note: I'm busy right now playing Zwei and Trails in the Sky SC. Trails of Cold Steel will be released in less than two weeks too. If I make a FFXII fix (if needed) soon, it will be based on the first hours of the game for the moment.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#1
Posted 02/02/2018 07:25 AM   
thanks man. Out of curiosity, is there a guide from which you learned to fix 3D games?
thanks man. Out of curiosity, is there a guide from which you learned to fix 3D games?

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#2
Posted 02/04/2018 02:21 AM   
First of all, I'm not at the level of skills that some other known fixers have. That's one of the reasons why I usually fix more graphically simple games. The most important thing is seeing a broken effect and comparing how it looks now vs how it should look. Like: "is it always at screen depth?", "does it show a 'double depth' silhouette (haloing) or refraction/reflection?", "does it render only in one eye?", "is it a skybox?", "can this be stereoized in an easy way (TextureOverride)?". Depending on the answer to those questions, you have to do different things. Haloing (or refraction/reflection effects) and skyboxes are usually the easiest things to fix. Shadows and lighting can be a lot harder if known formulas don't work. For example, I discovered the shadows and lighting formulas for Dark Souls 2 SOTFS after a lot of trial and error, and other games needed the same so I could fix it in a minute for them (Skyrim SE, Gothic). Meanwhile, I'm scratching my head about what to do with FFXV's shadows and don't know what to do. I learned a lot thanks to the work of other people (3Dmigoto examples about its features, some specific help and ideas people gave me, fixes of similar games...), and I also learned by myself. The most basic thing for fixing is the canonical stereo code: http://wiki.bo3b.net/index.php?title=Canonical_Stereo_Code There are useful things (more advanced stuff) here: http://helixmod.blogspot.com.es/2017/04/collection-of-bookmarked-posts-related.html
First of all, I'm not at the level of skills that some other known fixers have. That's one of the reasons why I usually fix more graphically simple games.

The most important thing is seeing a broken effect and comparing how it looks now vs how it should look. Like: "is it always at screen depth?", "does it show a 'double depth' silhouette (haloing) or refraction/reflection?", "does it render only in one eye?", "is it a skybox?", "can this be stereoized in an easy way (TextureOverride)?".

Depending on the answer to those questions, you have to do different things. Haloing (or refraction/reflection effects) and skyboxes are usually the easiest things to fix. Shadows and lighting can be a lot harder if known formulas don't work.

For example, I discovered the shadows and lighting formulas for Dark Souls 2 SOTFS after a lot of trial and error, and other games needed the same so I could fix it in a minute for them (Skyrim SE, Gothic). Meanwhile, I'm scratching my head about what to do with FFXV's shadows and don't know what to do.

I learned a lot thanks to the work of other people (3Dmigoto examples about its features, some specific help and ideas people gave me, fixes of similar games...), and I also learned by myself. The most basic thing for fixing is the canonical stereo code: http://wiki.bo3b.net/index.php?title=Canonical_Stereo_Code


There are useful things (more advanced stuff) here: http://helixmod.blogspot.com.es/2017/04/collection-of-bookmarked-posts-related.html

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#3
Posted 02/04/2018 12:23 PM   
I had this game on ps2 since release and never actually finished it, now i think it is time ;)
I had this game on ps2 since release and never actually finished it, now i think it is time ;)

#4
Posted 02/04/2018 06:26 PM   
get rid of all those dynasty warrior games. lol.
get rid of all those dynasty warrior games. lol.

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OS: Microsoft Windows 7 Ultimate

#5
Posted 02/04/2018 10:39 PM   
[quote="shinra358"]get rid of all those dynasty warrior games. lol.[/quote] ???? Also, crap, I forgot to bring an external HDD today (which I prepared yesterday), so I can't download the game yet. It will have to wait one more day.
shinra358 said:get rid of all those dynasty warrior games. lol.


????


Also, crap, I forgot to bring an external HDD today (which I prepared yesterday), so I can't download the game yet. It will have to wait one more day.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#6
Posted 02/05/2018 07:51 AM   
Whoa, FFXII is more performance hungry than I expected. My 1080 isn't enough for 1440p 3D at constant 60fps (at least in the first city and the prologue. It's better outside), even with many things turned down or off. I'll wait for Volta to do a serious playthrough then. It has mandatory post processing AA (SMAA or FXAA), so I made a hotkey to disable them. I also made a brightness hotkey (not like the ingame brightness setting) because it's way too dark. Up to 125%, because more than that creates too much upper color clipping. The game has also a general blurry look, and I'm looking into it. I found a 3-4 lines shader that disables that, but also freezes heatwave effects and freezes the entire image if SMAA is present. Too many things depend on the HUD vertex shader and will be a pain to do correctly. Also, some lifebars and zone transitions go crazy with convergence other than 1. I somehow have to tell the HUD VS to NOT stereoize things IF it's with some pixel shaders. I can do a shader override for the VS to force 0 separation and convergence for it... but yeah, it forces all its pixel shaders to 2D. And the override didn't seem to work when applied to pixel shaders. I need to test more.
Whoa, FFXII is more performance hungry than I expected. My 1080 isn't enough for 1440p 3D at constant 60fps (at least in the first city and the prologue. It's better outside), even with many things turned down or off. I'll wait for Volta to do a serious playthrough then.

It has mandatory post processing AA (SMAA or FXAA), so I made a hotkey to disable them.

I also made a brightness hotkey (not like the ingame brightness setting) because it's way too dark. Up to 125%, because more than that creates too much upper color clipping.

The game has also a general blurry look, and I'm looking into it. I found a 3-4 lines shader that disables that, but also freezes heatwave effects and freezes the entire image if SMAA is present.

Too many things depend on the HUD vertex shader and will be a pain to do correctly. Also, some lifebars and zone transitions go crazy with convergence other than 1. I somehow have to tell the HUD VS to NOT stereoize things IF it's with some pixel shaders. I can do a shader override for the VS to force 0 separation and convergence for it... but yeah, it forces all its pixel shaders to 2D. And the override didn't seem to work when applied to pixel shaders. I need to test more.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#7
Posted 02/07/2018 07:47 AM   
I found a way to disable blurriness. That will work with a hotkey. 2D example of some of my mods put together for a sharp look and more brightness: https://u.cubeupload.com/masterotaku/FFXIITZA001.jpg I found a way to not break the sun, and to separate different HUD elements depending on depth (to do different things to each of them). There is still the problem with these in-depth elements that I commented before. It's like an inaccuracy that makes them stretch and freak out over time, even with a static camera.
I found a way to disable blurriness. That will work with a hotkey. 2D example of some of my mods put together for a sharp look and more brightness: https://u.cubeupload.com/masterotaku/FFXIITZA001.jpg


I found a way to not break the sun, and to separate different HUD elements depending on depth (to do different things to each of them). There is still the problem with these in-depth elements that I commented before. It's like an inaccuracy that makes them stretch and freak out over time, even with a static camera.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#8
Posted 02/07/2018 11:24 PM   
[b]Good news:[/b] I have accurately stereoized life bars, loot, zone transition balls, and interaction icons. They are in the correct space position. Similar to that, particle effects too. Damage numbers don't have depth value, so I put them at an approximate depth, depending on convergence. And also accurately fixed heatwaves and the save crystal image (although with manual formulas for each one of the convergence presets I have). https://u.cubeupload.com/masterotaku/32fFFXIITZA001.jpg I assume that this last thing will work too for Final Fantasy X/X-2, so whenever I have the space to download it, I'll try to update the fix with the same thing. [b]Bad news:[/b] by default, these HUD elements I fixed (even without a fix) flicker between their depth dependant position and screen depth, with camera movement. This is fixed if I disable stereo cutoff in the game profile, but then a bunch of things get stereoized when they shouldn't. I'm in the process of trying to fix that. The screenshot I posted is at 1.0 convergence, where all these wrong things align correctly. Edit: in case someone is good at math, the fixing formula for heatwaves is: [code] v0.z=v0.z*10-9; v2.x+=stereo.x*0.5*(v0.z-thecon)*stereo.y; [/code] "thecon" is the value I need. This graph (unordered list, sorry) shows the "thecon" values (x) and the resulting convergence values that work perfectly with it (y): [img]https://u.cubeupload.com/masterotaku/daaformulaffxii.png[/img] So... I haven't figured out what convergence dependant formula fits that.
Good news: I have accurately stereoized life bars, loot, zone transition balls, and interaction icons. They are in the correct space position. Similar to that, particle effects too. Damage numbers don't have depth value, so I put them at an approximate depth, depending on convergence.

And also accurately fixed heatwaves and the save crystal image (although with manual formulas for each one of the convergence presets I have).

https://u.cubeupload.com/masterotaku/32fFFXIITZA001.jpg

I assume that this last thing will work too for Final Fantasy X/X-2, so whenever I have the space to download it, I'll try to update the fix with the same thing.


Bad news: by default, these HUD elements I fixed (even without a fix) flicker between their depth dependant position and screen depth, with camera movement. This is fixed if I disable stereo cutoff in the game profile, but then a bunch of things get stereoized when they shouldn't. I'm in the process of trying to fix that. The screenshot I posted is at 1.0 convergence, where all these wrong things align correctly.


Edit: in case someone is good at math, the fixing formula for heatwaves is:

v0.z=v0.z*10-9;
v2.x+=stereo.x*0.5*(v0.z-thecon)*stereo.y;


"thecon" is the value I need. This graph (unordered list, sorry) shows the "thecon" values (x) and the resulting convergence values that work perfectly with it (y):

Image


So... I haven't figured out what convergence dependant formula fits that.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#9
Posted 02/08/2018 10:22 PM   
WIP fix: https://s3.amazonaws.com/masterotaku/FFXII/FFXII_TZA_3D_Vision_fix_WIP1.7z Hotkeys: - F1: convergence presets. - o: HUD depth presets (the minimap won't look good, because I enabled scissor clipping to avoid overflowing. I'll check if using it only in one shader is enough later). - j: HUD toggle. - F5: tone mapping and other effects toggle. Better not use this, it will disable too many things. - F6: SMAA/FXAA toggle. - i: brightness presets. 110%, 120%, 125% and 100% again. - k: blurriness toggle. - h: my preferred combination of presets toggle (no blurring, no SMAA/FXAA, and brightness at 120%). - g: experimental shader adjustments for the cutoff setting I'm using. It fixes some stuff when you don't use 1 convergence. It includes a driver profile that will make things look good ONLY at 1 convergence (convergence that will be used by default first thanks to forced profile settings), but it will fix the flickering of HUD elements and particles. Pressing "g" while using other convergence preset will fix some broken things, but it isn't worth it. If you want to bear with HUD flickering to use more convergence, change "StereoCutoff = 0x00000002" to "StereoCutoff = 0x00000001" in "d3dx.ini" and rstart the game.
WIP fix: https://s3.amazonaws.com/masterotaku/FFXII/FFXII_TZA_3D_Vision_fix_WIP1.7z

Hotkeys:

- F1: convergence presets.
- o: HUD depth presets (the minimap won't look good, because I enabled scissor clipping to avoid overflowing. I'll check if using it only in one shader is enough later).
- j: HUD toggle.
- F5: tone mapping and other effects toggle. Better not use this, it will disable too many things.
- F6: SMAA/FXAA toggle.
- i: brightness presets. 110%, 120%, 125% and 100% again.
- k: blurriness toggle.
- h: my preferred combination of presets toggle (no blurring, no SMAA/FXAA, and brightness at 120%).
- g: experimental shader adjustments for the cutoff setting I'm using. It fixes some stuff when you don't use 1 convergence.

It includes a driver profile that will make things look good ONLY at 1 convergence (convergence that will be used by default first thanks to forced profile settings), but it will fix the flickering of HUD elements and particles. Pressing "g" while using other convergence preset will fix some broken things, but it isn't worth it. If you want to bear with HUD flickering to use more convergence, change "StereoCutoff = 0x00000002" to "StereoCutoff = 0x00000001" in "d3dx.ini" and rstart the game.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#10
Posted 02/09/2018 06:21 PM   
Thanks you so much for all the effort you are putting into this one. It has been on my radar since it was first revealed that it was coming to PC. Loved it when I played the original years ago. Really looking forward to playing it again in 3D.
Thanks you so much for all the effort you are putting into this one. It has been on my radar since it was first revealed that it was coming to PC. Loved it when I played the original years ago. Really looking forward to playing it again in 3D.

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#11
Posted 02/09/2018 10:21 PM   
Heatwaves and water need slightly different values to be perfect (the first WIP fix is for heatwaves. I discovered the other value after uploading it). In the same shader, and it counts as the same texture. For the next WIP I'll include a hotkey because I know the values. But first I'll try to find something to distinguish which effect is on screen. Lens flares of the sun and similar things are broken for now. The hardest thing right now is unstereoizing things to restore the way the game should look for the new stereocutoff value that fixes the HUD flickering. I'm stuck with this for now.
Heatwaves and water need slightly different values to be perfect (the first WIP fix is for heatwaves. I discovered the other value after uploading it). In the same shader, and it counts as the same texture. For the next WIP I'll include a hotkey because I know the values. But first I'll try to find something to distinguish which effect is on screen.

Lens flares of the sun and similar things are broken for now.

The hardest thing right now is unstereoizing things to restore the way the game should look for the new stereocutoff value that fixes the HUD flickering. I'm stuck with this for now.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#12
Posted 02/09/2018 11:43 PM   
Expect a new version of the fix tomorrow (maybe final release if things go right). I've fixed almost everything now, for all convergence levels :). Also, no more black bars, with a hotkey: https://u.cubeupload.com/masterotaku/FFXIITZA016.jpg That's a 21:9 screenshot, showing all letterboxing removed.
Expect a new version of the fix tomorrow (maybe final release if things go right). I've fixed almost everything now, for all convergence levels :).

Also, no more black bars, with a hotkey: https://u.cubeupload.com/masterotaku/FFXIITZA016.jpg


That's a 21:9 screenshot, showing all letterboxing removed.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#13
Posted 02/10/2018 09:18 PM   
Published: http://helixmod.blogspot.com.es/2018/02/final-fantasy-xii-zodiac-age.html I don't think I can do much more with this. If I find a way to fix some of the current issues or find more fixable stuff, I'll update the fix. The main problem is the game sharing shaders too much between effects that need different fixes. If everything used different shaders, the fix would be better.
Published: http://helixmod.blogspot.com.es/2018/02/final-fantasy-xii-zodiac-age.html


I don't think I can do much more with this. If I find a way to fix some of the current issues or find more fixable stuff, I'll update the fix.

The main problem is the game sharing shaders too much between effects that need different fixes. If everything used different shaders, the fix would be better.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#14
Posted 02/11/2018 08:54 PM   
I guess I published it a bit too soon. I've encountered a cave where I need different HUD icons and particles calculations. I'll upload a new version in a few days after I check more places just in case.
I guess I published it a bit too soon. I've encountered a cave where I need different HUD icons and particles calculations. I'll upload a new version in a few days after I check more places just in case.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#15
Posted 02/12/2018 11:17 PM   
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