Please note that you are required to have a exploited PlayStation 4 console to run the patches mentioned in this article.
One of my favorite games this past generation was What Remains of Edith Finch. A underrated beautifully crafted game created by Giant Sparrow. But it doesn’t run so well on the PlayStation 4 so let’s see what’s up with its performace and if I can improve on it.
Inital Performance Impressions
This game targets its proformance profile at 1080p and 30FPS at least for Base Console.
25 - 30FPS during the opening scene.. the good thing here is that this is the only time the game will give the player to explore this large open space. during the exploration of the house it stays at 30fps almost all the time.
In my previous article I discovered the inital value for Unreal Engine Screen Percentage and Sync Intervals. Let’s have a look in the config files and see if there’s anything useful there.
This is extracted using the UT4 QuickBMS script and it didn’t look exactly great. UnrealPak gives up and doesn’t extract correctly either, So let’s try bruteforcing by searching for values in memory instead.
100.0 float for screen percentage, and 2 for sync interval.
Looks like I found it.
That was simple at least for screen percentage but I ran into a deadend with sync interval.. how about we look in the executable? Could be clues that should lead us somewhere.
XREF: FUN_027149a0:027149f1 (*) 042247ac 72 00 2e unicode u"r.VSync" 00 56 00 53 00 79 ...
Searching for sync came up with only a couple of releavent results. There’s
r.VSync though. let’s checkout that cvar and see what’s up.
027149ee 48 8b 07 MOV RAX,qword ptr [RDI] 027149f1 48 8d 35 LEA RSI,[u_r.VSync_042247ac] b4 fd b0 01 027149f8 ff 90 80 CALL qword ptr [RAX + 0x80] 00 00 00 027149fe 31 c9 XOR ECX,ECX 02714a00 48 85 c0 TEST RAX,RAX 02714a03 74 0c JZ LAB_02714a11 ... 02714a29 48 8b 05 MOV RAX,qword ptr [DAT_0532b158] 28 67 c1 02 02714a30 c5 f0 57 c9 VXORPS XMM1,XMM1,XMM1 02714a34 83 38 00 CMP dword ptr [RAX],0x0 02714a37 74 18 JZ LAB_02714a51 02714a39 0f b6 83 MOVZX EAX,byte ptr [RBX + 0x608] 08 06 00 00 02714a40 c5 f0 57 c9 VXORPS XMM1,XMM1,XMM1 02714a44 83 f8 02 CMP EAX,0x2 02714a47 74 08 JZ LAB_02714a51 02714a49 c5 fa 10 VMOVSS XMM1,dword ptr [RBX + 0x60c] 8b 0c 06 00 00
cmp instructions? Seems to use a pointer that is then allocated in memory but this is not eboot space as we’ll see later so let’s set a breakpoint and see where it takes us.
RAX has our memory location somewhere up high, let's check it out.
A row of values. seems to be 4 byte int. setting one of these values to 0 introduces tearing.
This isn’t ideal because we are targetting up to 60FPS and not completely unlocked.
02714a34 83 38 00 CMP dword ptr [RAX],0x0 02714a37 74 18 JZ LAB_02714a51
There’s a compare instruction here. Let’s set our value back to 1 and set this jump to Jump Not Zero and see what it does.
How about screen percentage? Almost forgot about it heh.
02893389 48 8b 07 MOV RAX,qword ptr [RDI] 0289338c 48 8d 35 LEA RSI,[u_r.ScreenPercentage_0423d4d6] 43 a1 9a 01 02893393 ff 90 80 CALL qword ptr [RAX + 0x80] 00 00 00 02893399 31 c9 XOR ECX,ECX 0289339b 48 85 c0 TEST RAX,RAX 0289339e 74 0c JZ LAB_028933ac ... 028933bf 48 8b 05 MOV RAX,qword ptr [DAT_053322f8] 32 ef a9 02 028933c6 c5 f0 57 c9 VXORPS XMM1,XMM1,XMM1 028933ca c5 fa 10 00 VMOVSS XMM0,dword ptr [RAX] 028933ce c5 f8 2e c8 VUCOMISS XMM1,XMM0
Setting a memory breakpoint on that address I found earlier brought us here.
Similar looking code at the bottom but there isn’t enough space to write our code here. Let’s pick a random spot in the executable nearby to write our code.
Plan is to write a custom float value to that pointer which then will be read by
VMOVSS instruction and does all the heavy lifting for us.
028933bf e8 5d 07 CALL SUB_02893b21 ; cave 00 00 ... 02893b21 48 8b 05 MOV RAX,qword ptr [DAT_053322f8] ; previous instruction d0 e7 a9 02 02893b28 c7 00 0a MOV dword ptr [RAX],0x4285570a ; write our float value in hex 57 85 42 02893b2e c3 RET ; return from subroutine
Pretty simple right? This should work in-game, let’s test it out.
Image quailty comparisons, can you guess which is which?
Right Click and View Image to see detailed image.
Patches released since Final Fantasy VII: Remake
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