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Talk:Mass Effect Legendary Edition

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Mass Effect 1 actually natively supports full surround, OpenAL Soft may be required

2
Hitorisensei (talkcontribs)

According to Mass Effect Legendary Edition page, ME1 doesn't work in surround mode: "20. Verified by User:Shadowstealer7 on 2021-05-14 Tested using Razer Surround 7.1 virtualisation and confirmed using Special K. Mass Effect 1 did not show any channel activity other than left and right stereo channels."

After a lot of trial and error I was able to get full surround (5.1 in my case) in ME1 using OpenAL Soft and Forcing HRTF OFF via OpenAL settings. Steps to perform:

  • Extract OpenAL Soft to %AppData%\OpenAL
  • Copy DLL files according to readme.txt, overwrite system files
  • Open %AppData%\OpenAL\alsoft-config\alsoft-config.exe
  • In Playback tab: Set correct channels mode that match your system and speakers setting
  • In HRTF tab: Set HRTF to "Force off" (this was required for ME1 to use surround instead of headphones mode)
  • Save settings

If it still doesn't work, delete OpenAL32.dll and wrap_oal.dll from "Mass Effect Legendary Edition\Game\ME1\Binaries\Win64" folder.

I've tested the game on W11 and Creative X-Fi sound card using Daniel_K's Support Pack 8.0 drivers.

Mirh (talkcontribs)

You are using.. a headset virtualization driver, to drive a 5.1 home teather, on a X-Fi card? That sounds like looking for trouble, even just to understand whose fault problems are.

Then, openal-soft is already smart enough to detect the difference between headphones and speakers. It seems strange it would be so dumb to apply HRTF in the wrong scenarios.

Improve Anti Aliasing in Mass Effect 2 and 3?

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184.57.65.19 (talkcontribs)

In the original games you could use Nvidia profile inspector to force SSGGAA to eliminate aliasing. It doesn't work on these releases. Any idea how to fix this?

Shadowstealer7 (talkcontribs)

As far as I'm aware SSGGAA doesn't work with DX11. Your best bet for better AA in this game is to downsample it

5.103.180.200 (talkcontribs)

I hope someone fixes this soon. Jaggies are annoying.

ChaosBahamut (talkcontribs)

There's nothing to fix. Since there are no working compatibility flags for AA in DX11 it's impossible to enforce any kind of proper AA via the drivers. SGSSAA included. Now if the games had native MSAA support it'd be possible to enhance it to SGSSAA via the drivers, but that's not the case here. You'll have to use DSR. (set the resolution you want in the config files; they can be found in Mass Effect Legendary Edition\Game\ME#\BioGame\Config (replace # with 1, 2, and/or 3 as needed) under the file GamerSettings.ini)

5.103.180.12 (talkcontribs)

So, there is no way to alleviate the shimmering, flickering, jagged edges? Reshade didn't help, DSR didn't help, Nvidia settings (AA override) didn't help.

2804:2FC:3655:1E00:788C:8D1C:2F51:C41D (talkcontribs)

This is really bad, i hope they can patch this.

The original games with SGSSAA are way better.

Mirh (talkcontribs)

The original games with SGSSAA are broken (or at least most definitively the first one).

No reason downsampling couldn't do the same then.

73.182.219.104 (talkcontribs)

Someone needs to make a TAA injection mod

Mouse acceleration fixable according to Steam forums

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85.228.100.181 (talkcontribs)

According to Steam forum posts the mouse acceleration can by turned off in the ini if you make the ini read-only before starting the game. Holding off on buying it until there are more fixes available, so can't verify myself.

Aaronth07 (talkcontribs)

That didn't work for me. Setting mouse dampening to false in the INI still had negative mouse acceleration applied. And it was never re-enabled so setting it to read-only shouldn't matter.

Liskot (talkcontribs)

The dampening in ME1LE seems to be hardcoded similar to the original, as the ini tweaks have no effect on it at all (either inside coalesced_INT.bin or in GamerSettings.ini). It seems likely the first game will need a dll injection like the original did.

Should note that the dll fix for the original does not work in ME1LE contrary to some user reports on steam and elsewhere, and the ini fix currently displayed on this PCGW page or in fixes posted on NexusMods most definitely do not work in the first game.

From reports it seems the dampening setting does work in the other two games, similar to the originals. I've only played the first game so far in LE so can't confirm those.

Aaronth07 (talkcontribs)

Yes, the DLL fix didn't work for me either. Luckily it's not *too* bad, still playable. Considering the other games have options in the menu that actually work, it makes me wonder if it was something that would take too much time for Bioware to do. Especially since the PC ports of the games have been overlooked in general.

45.74.79.11 (talkcontribs)

Yea it doesn't work, and the page currently both says it doesn't work in the input section, and says you can edit the ini to fix it in a separate unlinked section. Page is locked for editing and when I go to make an account, it's glitched and never sends me the email so yea can't edit it. Someone clean that up to at least be one or the other.

Jazmac (talkcontribs)

So I've been playing through the games and my experience has been that even setting the mouse dampening to false in the gamersettings.ini did not remove some form of acceleration that seemed to persist after this edit (the mouse aiming would wildly change speed in certain areas and might be based on framerate but I'm just speculating).

What I found that did work (although there might still be some kind of minor acceleration going on that doesn't bother me, but suffice to say it's "good enough") was using one of the many coalesced editors you can find to change both "bEnableMouseSmoothing" and "bUseMouseDampening" to false, which you'll find in the "BIOInput" section of the coalesced file.

This worked for all 3 games. I can't say whether you only need to change one or both of these as I didn't test beyond this once I found that my issue was resolved.

This can also be done for Mass Effect 1 and made mouse aiming reasonable. The programs I used to edit the files were LECoal for Mass Effect 1 and 2 (bit awkward to use as it requires using powershell commands) and ME3Coalesced for Mass Effect 3 (much more user friendly).

There may be better programs but those were the first two I came across that served the purpose I needed. It could also be the case that the "bEnableMouseSmoothing" can be disabled in the gamersettings.ini and resolve it that way as well but I never bothered to try.

Aaronth07 (talkcontribs)

AFAIK none of those fixes work for ME1, or at least they didn't for me. ME2 and ME3 already has mouse acceleration fully disableable in the options.

Jazmac (talkcontribs)

The coalesced edit I use for ME1 definitely improved mouse aiming to a more reasonable level but it may also be the case that there was some other mouse aiming issue that only affects certain systems because just turning off mouse dampening in the gamersettings.ini did nothing for me for both ME2 and 3.

This was a very specific wild jump in mouse aim speed that occurred in all 3 games but I couldn't say what the definitive cause of it was. I just know that my edits in the coalesced fixed it.

Aaronth07 (talkcontribs)

Changing the settings in-game in ME2 and ME3 disabled mouse acceleration for me. If you think your fix for ME1 works, then feel free to add it to a fixbox. I'm sure you will get feedback on whether it works for other people very soon.

It's possible to disable the 'per game SplashScreen' window popup as well.

3
136.37.8.19 (talkcontribs)

Renaming/deleting the <path to game>/Game/ME?/BioGame/Splash/PC/Splash.bmp file is all it needs, perhaps add this to the 'skip intro videos' portion? Load time appears improved for initially launching each game from a cold reboot of the PC as well, so it appears that SplashScreen window which is forced 'on top' of the desktop is a fixed arbitrary timer not actually waiting for a background task.

Aaronth07 (talkcontribs)

Done! But keep in mind this is a freely editable wiki. While the page is currently locked to registered users, it doesn't take much to register :)

Mirh (talkcontribs)

No hurry folks, the best solution will come soon

Double Buffered V-Sync

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Aaronth07 (talkcontribs)

I have personally not noticed this. I have had certain sections of ME1 drop to mid 40 FPS, if it was truly double buffered, it would drop to 30. And then the source for this is merely an assumption, and then provides an incorrect "fix" as a workaround.

Vote to change the citation to "citation needed".

Rose (talkcontribs)

The way to question references is by using the {{dubious|reason=}} template. Glancing at this particular reference, it seems to be reliant on one post. One comment vaguely confirms the report but it's up for interpretation. If it were just one, we could just remove the reference and the claim without thinking, as per the References guidelines.

Aemony (talkcontribs)

It's complicated, but basically the game makes use of two back buffers (this is a requirement for flip model which the game makes use of). On top of this I believe in some scenarios there might also be a third front buffer.

My current hypothesis is that this depends on what presentation mode the OS is able to grant the game, but I need more info from Kaldaien to say for sure.

Basically flip models requires two back buffers, but as far as I understand it when engaged in the best optimization mode where the DWM of Windows steps back there wouldn't necessarily be a third front buffer -- a direct scanout would occur straight from one of the two back buffers of the game.

This would, I guess, result in the noticeable double buffered v-sync behavior where frame rate drops from (Refresh Rate / 1) to (Refresh Rate / 2).

However, there is also composed situations to consider... If the DWM is involved, and a direct scanout cannot be achieved from the back buffers, a third front buffer would be involved where the contents of one of the back buffers would be composed along with contents from other buffers on the system.

That would, I once more guess, set up a scenario where the FPS can render unrestricted in the two back buffers without dropping down to (Refresh Rate / 2) when the FPS drops below (Refresh Rate).

So what we're seeing here might simply be the result of different presentation models engaged in Windows -- the guy who experienced the double buffered v-sync behavior might have Windows engage a more optimized presentation model than those that do not experience that behavior.

Aren't games complicated?! :D


This is just my current hypothesis that would explain everything -- I haven't actually confirmed it myself yet. I've also pinged Kaldaien on the Special K Discord server to check with him if this sounds like a reasonable assumption/explanation.

Ultrawide fix in the works?

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Aaronth07 (talkcontribs)

Pillarboxed dialogue is absolutely unacceptable.

103.94.49.36 (talkcontribs)

I doubt it - most cutscenes were built with 16:9 in mind - extending this would show weirdness such as preloaded offscreen models or revealing that planet entry cutscenes are just a ship flying infront of a 2D texture.

89.70.152.141 (talkcontribs)

In original tirlogy mods made cutscenes in-game and dialogues 21:9 as well.

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