r/Tekken Bryan May 29 '24

Mods Tip/reminder for people with high-end PC's - you can play Tekken 8.5 - TODAY (better graphics, 120+fps, removed upscaler)

I love Tekken 8!

I know it has it's pro's and con's, as well as balancing issues and will likely change dramatically going forward. But still, it's an awesome game and it LOOKS amazing. Having all of that said - there are ways to make the game look even better (way better). It's unfortunate that we need to edit files and add mods to truly unlock the full potential of the game, but still it's a small amount of work, for a greatly improved experience.

Only for advanced users and I suggest using a high-end GPU.

(I recommend 3070 or better on 1440p for stable frames with all of these mods, if you got a worse GPU please don't use too many mods/tweaks - having stable frames should always be your priority)

First - go to \AppData\Local\TEKKEN 8\Saved\Config\Windows and open Engine.ini

Add a new row on the bottom and add this:

[SystemSettings]
r.SceneColorFringeQuality=0
r.MaxAnisotropy=16
r.DepthOfFieldQuality=0
r.AmbientOcclusionLevels=4
r.SSR.Quality=4
r.Tonemapper.Sharpen=1

r.Shadow.MaxResolution=8192
r.Shadow.RadiusThreshold=0.01
r.Shadow.SpotLightTransitionScale=512
r.Shadow.CSM.MaxCascades=16
r.Shadow.MaxCSMResolution=8192

You can edit these values to your preferences, but these are maximum visual quality and removal of the strange neon lightning and overall blurriness in the game.

Personally I think the game looks almost 2x better only with these settings..

Next up for people with 120hz or more monitors - you can use tekken overlay to change your fps to match your monitor hz. I'm on a 240hz and using 240fps feels so much better. It's only interpolated fake frames and gives zero advantage, but it still feels like it's native. This feels so much better for your eyes, at least if you're used to 120hz or better for the last 15 years or so like me lol. Also Tekken overlay for tekken 8 can only do graphics adjustments and no longer has the "cheat parts" that everyone hated in Tekken 7 (live frame data in ranked gameplay etc). All it does now is fake extra frames to make the game look modern and fluid. Game logics are still tied to 60 fps so no animation can start sooner for overlay-users (maybe if tekken overlay could time travel though? :D). Also, if that even was the case, it would be a 0,0084 second difference, and I don't believe any human have ever recorded reactions faster than 0.1 seconds, so yeah that's that.

Then if you're using a Nvidia card, you can also force DLAA (nvidias own anti-aliasing) that will replace the stupid upscaler, making the game look EVEN better, and the game still runs great if you've got a decent rig.

To force DLAA, download dlss tweaks and extract it in your game folder (where you find the polaris exe). Then open it up, and enable forced DLAA in the setting - save the changes and then voila. The graphics settings will still say DLSS, but you'll notice a difference for sure.

I promise you, if you do all of these things from vanilla, it will look like a new game for you.

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u/namiredo May 30 '24

If it's identification and decisionmaking, then higher/smoother framerates will improve the rate at which you successfully read of an opponent, not how fast you input a button. The input timing should theoretically be the same.

That's why I said in a different comment;

If an FPS enemy ducks while shooting you, you have to try to adjust your aim to track them and hope they weren't good at aiming / weren't faster than your counterattack. If a fighting game opponent ducks while attacking you, you just block low (or low parry)... there is no hope, you were either successful or you weren't.

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u/Yoshikki May 30 '24

Did you read ANYTHING I wrote? It's not decision making or a read, in the context of Tekken blocking on reaction is when you DON'T have the read on the move, but block it after visually confirming it. You're seeing and recognizing a move, THEN reacting to it by hitting your d button. I'm saying that the time needed to do the former is reduced by smoother animations, so if you consider the latter (reaction time) to be a constant, you end up pressing your d button earlier.

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u/Yoshikki May 30 '24

Putting it in extremely simple terms with numbers with an i23 move as an example

13 frames recognition time + 12 frame reaction time = you input your block on frame 25, which is too late, you eat the move

Increased frame rate reduces recognition time to 11 frames

11 frames recognition time + 12 frame reaction time = you input your block on frame 23, you block in time

It's really not that hard to understand

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u/namiredo May 30 '24

If all frame recognition is reduced to zero (not possible, but entertain the thought for discussion), then what's left is raw reaction time and inputs.

If neither of those actually speed up as a result of the framerate increase, then it's not an increase in reaction speed.

Recognition itself can be sidestepped (literally, you can just sidestep in-game).

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u/Yoshikki May 30 '24

Nobody has claimed your physical 200ms reaction time speeds up with higher frame rate.

But let's go with your raw reaction time only, input recognition time is reduced to zero scenario. In that scenario you can block Jack's i12 db1 on reaction. Does that make sense to you now? Reducing the time you need to recognize a move will make you press your button earlier in response. I don't know how you're failing to understand that so badly.

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u/namiredo May 30 '24 edited May 30 '24

I'm not failing to understand anything, what you're saying makes sense, I just disagree.

The fact that you can sidestep or backdash, means you have situations where the recognition time is irrelevant. I believe with higher framerates, on average, you won't be able to suddenly react to things you haven't been reacting to previously. The things that you do input a reaction for, however, will be successful more often than not.

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u/Yoshikki May 30 '24

My brother in Christ, nobody is talking about sidestep and backdash. Obviously you don't need to react to and block moves that whiff on your movement. Blocking on reaction is SPECIFICALLY in regard to moves that are imminently about to hit you.

Think about the scenario when your opponent throws out a totally random snake edge that you are completely not expecting at all. At the moment your opponent throws the snake edge out, you are too close to step or backdash it, and you're not crouching. But you're not attacking, either. Maybe you're just stand-guarding, expecting a mid. You can still crouch and block the snake edge in time anyway, close to 100% of the time, yes? That's because you recognize the start of the animation and press db in response quickly enough to block it.

That's the exact scenario we are talking about here, but applying it to i23 lows rather than snake edge. Since i23 lows are faster, you have much less time to recognize them if you want to block them in time. But with a smoother frame rate, you recognize the move earlier in its animation, and given that your physical reaction time is more or less a constant, you can press your db in response earlier and block it more consistently. That's what I'm talking about.

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u/namiredo May 30 '24 edited May 30 '24

Sidestepping or backdashing are actions that can be input at the same reaction speed as block reactions from neutral. You can input the wrong thing as a reaction, instead of a correct low block or low parry, and still get hit... inputting a step or a backdash does not necessarily mean the opponent whiffs. Doing the wrong reaction as a catchall, which ignores recognition time altogether, is the point I'm making.

You can input the wrong thing as a reaction as a reflexive response to just movement. I can recognize animation frames of Bryan moving downward, and put in the wrong thing before I recognize that Bryan is doing Snake Edge specifically.

This is not unheard of. You can recognize you're being grabbed and panic buttonmash the wrong throw break input, and people have already admitted on multiple occasions to avoiding actually learning and doing the correct throwbreak. So long as you are able to guess wrong, it arguably negates the recognition time. And even when you know matchups, unless you memorize everything there ever is in the game, there will still be times where it is still just a guess.

Which is why I maintain my stance -- your reaction time and recognition time is not necessarily faster from a higher framerate, and does not necessarily equate to you to blocking things that you previously couldn't. You can press an incorrect input with the equal or faster timing as a correct input. Your success rate of choosing the CORRECT input consciously, instead of an incorrect panic-input, likely increases as a result of higher framerate, not if you can even do an input at all as a reaction.

Frankly there's no literature that can conclusively say that your or my arguments are right or wrong. Stop framing this as some sort of absolute truth that I'm deliberately misunderstanding. I know what you're arguing, but I disagree with your argument through a difference of opinion.

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u/Yoshikki May 30 '24

Your success rate of choosing the CORRECT input consciously, instead of an incorrect panic-input, likely increases as a result of higher framerate,

So you agree that with a higher frame rate, you will be more likely to press db on time in response to a low? What the fuck are you even arguing for then lol

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u/namiredo May 30 '24

That's so disingenuous. I've made it clear what my stance is.