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Releases: drbermejor/mgs4Ultra120

MGS4 Ultra120 v0.3.4-alpha.6 - Native Centered HUD

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@drbermejor drbermejor released this 31 Aug 19:35

MGS4 Ultra120 v0.3.4-alpha.6

This release replaces the obsolete renderer-level centered-HUD experiment with
an earlier, native-layout implementation. Ultrawide rendering, FOV, corrected
FPS support, supersampling, the high-resolution reticle fix, controller option
and launcher bypass are otherwise unchanged.

Native Centered HUD

MGS4NativeCenteredHUD.asi works on the game's native 1280x720 layout and a
small set of guarded surface/preview producers before the UI reaches D3D11 or
D3D12. It is a separate option and remains experimental and disabled by
default
.

Validated on native Windows at 3440x1440:

  • main menu and gameplay HUD centered without stretching;
  • main pause/menu frames, labels and controls centered;
  • subtitles and observed weapon/item/camouflage previews corrected;
  • full ultrawide 3D world retained behind the centered interface.

Known limitations:

  • map content is still horizontally compressed;
  • Codec auxiliary scene/content is still horizontally compressed;
  • original 16:9 title artwork may remain pillarboxed;
  • Proton packaging is tested, but visual HUD validation under Proton is still
    pending;
  • a complete playthrough may reveal further scene-specific exceptions.

Close the game and disable Native Centered HUD in the configurator to return
to the normal HUD without changing any other feature.

Updating

Guided Windows and Linux setup removes the retired HUD companion only when an
installer ownership marker or the exact public alpha.5 hash matches. An unknown
or modified old ASI is preserved and setup stops with instructions instead of
deleting it.

An opt-in from the retired HUD experiment is not carried into the new module.
After updating, enable Native Centered HUD deliberately in the configurator
only if you accept the limitations above.

The controller-profile workaround remains opt-in. If you need it, enable
Controller profile fix in the configurator; leave it disabled for
keyboard/mouse or controller-plus-mouse/gyro input.

Use the Windows setup EXE/portable ZIP or Linux tarball from this release. The
manual ZIP remains available for a transparent copy-only installation.

MGS4 Ultra120 v0.3.4-alpha.5 - High-resolution reticle and safer setup

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@drbermejor drbermejor released this 30 Aug 13:09

MGS4 Ultra120 v0.3.4-alpha.5

This release fixes the aiming reticle at high internal render resolutions and
makes the Windows/Linux setup safer. Thank you to
@ngsalmon for identifying and contributing the
core reticle fix in PR #8.

Reticle and supersampling

  • Removed the signed 16-bit truncation from all four matching X/Y reticle
    coordinate routes.
  • The four instruction sites are validated together before anything is changed;
    unknown or partly modified code is left untouched.
  • Native Windows gameplay validation passed at 3440x1440 output with 1.50x
    supersampling (5160x2160 internal), where the reticle had previously
    disappeared.
  • The old recommendation to keep internal width below 4096 is obsolete. The
    supersampling option remains experimental because GPU load, VRAM use and
    presentation/overlay scaling still vary by system.

Linux and configurator improvements

  • Custom Steam-library paths can now be passed directly:

    ./MGS4Ultra120-Linux-Setup.sh "/path/to/METAL GEAR SOLID 4/MGS4"
  • Running setup while the current directory contains mgs4.exe is also
    supported. Editing or copying internal scripts is no longer necessary.

  • Managed setup records the installed version, replaces its managed shortcut
    and rejects a mismatched/stale configurator.

  • The controller-profile workaround is now opt-in. Keep it disabled for
    keyboard/mouse or hybrid controller plus mouse/gyro input. Managed updates
    reset it to the safe disabled default. If you previously needed this fix,
    you must enable Controller profile fix again in the configurator and save.

    Manual users can set ControllerProfileFixEnabled=1 under [Input] in
    mgs4_ultrawide.ini.

Important centered-HUD warning

The optional centered 16:9 HUD is a known-broken development preview. Menus,
subtitles, maps, text and 3D inventory previews can be misplaced, squashed,
clipped or flicker. It remains disabled by default and should stay disabled for
normal play. Set Enabled=0 in mgs4_centered_hud_16x9.ini to restore the
normal HUD without disabling ultrawide, FOV, FPS, supersampling or the reticle
fix. Managed setup resets a previous HUD opt-in to Enabled=0; testers must
deliberately enable it again after reading the current warning.

Downloads

  • Windows setup EXE
  • Windows portable, manual, complete and 16:9 supersampling ZIPs
  • Linux/Proton tar.gz

The Windows installer is unsigned. Download only from this official repository
and keep normal security protections enabled.

MGS4 Ultra120 v0.3.4-alpha.4 - Complete centered HUD composition

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@drbermejor drbermejor released this 29 Aug 20:29

MGS4 Ultra120 v0.3.4-alpha.4

This update improves the optional centered 16:9 HUD on ultrawide displays.
FOV, cinematic FOV, supersampling, FPS and controller behavior otherwise keep
the same defaults as alpha.3.

What changed

  • The HUD is now moved as one coherent 2D composition instead of correcting
    individual elements late in the frame.
  • Menu text, subtitles, frames and panels no longer alternate between centered
    and stretched positions.
  • The tested 3D weapon/item previews are fitted inside the centered HUD without
    changing their proportions, camera or FOV.
  • The preview scissor state can no longer leak into a later rendering pass.
  • If the fixed HUD-transform budget is ever exhausted, the HUD experiment
    disables itself cleanly for that run and records the reason in its log.

Windows testing at 3440x1440 covered gameplay, load screens, the weapon menu,
AK-102 and knife previews. The HUD remains experimental, DX12-only and disabled
by default. The same ASI is included for Linux/Proton, where broader visual
coverage is still needed.

Install or update

Choose one download:

  • Windows setup EXE: guided installation and reversible uninstall.
  • Windows portable ZIP: extract it and run MGS4Ultra120-Setup.cmd.
  • Windows manual ZIP: copy-only installation with no setup script.
  • Windows complete ZIP: portable setup, manual files and documentation.
  • Windows 16:9 supersampling ZIP: 4K-to-1080p preset without ultrawide or
    FOV changes.
  • Linux/Proton tar.gz: extract it, exit Steam and run
    ./MGS4Ultra120-Linux-Setup.sh.

Use the managed updater or remove the previous patch before copying the new
files. Do not mix the new MGS4CenteredHUD16x9.asi with an older HUD INI or ASI.

Enabling and fallback

Enable Experimental centered 16:9 HUD (DX12 only) in the Windows or Linux
configurator. Leave it disabled if you want the established layout.

If a menu, prompt or fullscreen transition looks wrong, close the game and
disable only that HUD option. This restores the normal HUD without reinstalling
the patch or disabling ultrawide, FOV, FPS or controller fixes. Previous
releases, including the established v0.3.1-alpha.5 renderer-only fallback,
remain available.

The Windows installer is unsigned. The portable and manual packages contain
the same patch and remain available for users who prefer to inspect every file.

MGS4 Ultra120 v0.3.4-alpha.3 - Centered HUD stability fix

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@drbermejor drbermejor released this 29 Aug 15:40

MGS4 Ultra120 v0.3.4-alpha.3

This update fixes a runtime stability problem in the optional centered 16:9
HUD. All other patch features and defaults remain the same as alpha.2.

What changed

The experimental centered HUD could briefly stretch back to the full ultrawide
layout and then become centered again, especially around the dynamic weapon or
item panels after playing for a while.

The HUD resource tracker now:

  • ignores unrelated D3D12 textures;
  • preserves dynamic UI-buffer updates at their correct offsets;
  • safely recycles stale resource entries without discarding active HUD data;
  • handles reused D3D12 resource and pipeline identities.

The corrected Windows build was tested at 3440x1440 with repeated gameplay,
weapon/item HUD and pause-menu use beyond the previous failure interval. The
stretch/shrink pulse did not return.

Install or update

Choose one download:

  • Windows setup EXE: guided installation and reversible uninstall.
  • Windows portable ZIP: extract it and run MGS4Ultra120-Setup.cmd.
  • Windows manual ZIP: copy-only installation for users who prefer to inspect
    every file.
  • Windows complete ZIP: portable setup, manual files and documentation.
  • Windows 16:9 supersampling ZIP: preconfigured 4K-to-1080p supersampling
    without ultrawide or FOV changes.
  • Linux/Proton tar.gz: extract it, exit Steam and run
    ./MGS4Ultra120-Linux-Setup.sh.

Remove older patch files before installing, or use the managed setup/update
route. Do not mix ASIs, INIs or proxy DLLs from different releases.

Experimental HUD status

Centered 16:9 HUD remains experimental, DX12-only and disabled by default. It
can be enabled in the configurator. If any UI or full-screen effect behaves
incorrectly, disable only the centered-HUD option to return to the normal layout
without reinstalling the rest of the patch.

The same HUD ASI is included in Windows and Linux/Proton packages. The runtime
fix was visually validated on Windows; a repeat Linux/Proton visual pass is
still recommended because automated tests cannot verify final presentation.

The unsigned Windows EXE remains optional. Use the portable or manual package
if you prefer to inspect the open-source scripts and copy the files yourself.

MGS4 Ultra120 v0.3.4-alpha.2 - Linux library fix and 16:9 supersampling

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@drbermejor drbermejor released this 29 Aug 13:58

MGS4 Ultra120 v0.3.4-alpha.2

This update fixes Linux installation when MGS4 is stored outside Steam's
default library.

Linux fix

  • Easy Setup now detects MGS4 through Steam's library records and app manifest.
  • Native Steam, common Steam symlinks and Flatpak Steam are supported.
  • If automatic detection cannot select one installation, a graphical folder
    picker asks for the folder containing mgs4.exe.
  • The selected path is remembered for the desktop configurator and uninstaller.
  • MGS4_GAME_DIR remains available as an advanced manual override.

The fix covers external drives, separate partitions, paths containing spaces
and Steam libraries whose game installation directory has a non-default name.

Install

Choose one download:

  • Windows setup EXE: guided installation and reversible uninstall.
  • Windows portable ZIP: extract it and run MGS4Ultra120-Setup.cmd.
  • Windows manual ZIP: transparent copy-only installation.
  • Windows complete ZIP: portable setup, manual files and documentation.
  • Windows 16:9 supersampling ZIP: portable setup preconfigured for
    1920x1080 output and a 3840x2160 internal render, without ultrawide or FOV
    changes.
  • Linux/Proton tar.gz: extract it, exit Steam and run
    ./MGS4Ultra120-Linux-Setup.sh.

The normal Windows rendering behavior is unchanged from v0.3.4-alpha.1; this
release adds the explicit 16:9 preset and package. The cinematic FOV and
centered 16:9 HUD options remain experimental and disabled by default.

The 16:9 preset keeps the controller fix and optional corrected FPS/launcher
features available. Its 3840-pixel internal width is below the observed 4096
crosshair boundary, but supersampling remains experimental and can sharply
reduce performance or exhaust VRAM.

The Windows EXE remains unsigned. It is optional; use the manual ZIP if you
prefer to inspect and copy the open-source files yourself.

Do not mix ASIs, INIs or proxy DLLs from different releases. Completely remove
an older build before installing this one.

Manual Linux override

Automatic discovery or the graphical picker should normally be sufficient. A
terminal user can still specify the folder directly:

MGS4_GAME_DIR="/path/to/METAL GEAR SOLID 4/MGS4" \
  ./MGS4Ultra120-Linux-Setup.sh

The folder must contain mgs4.exe.

Reported and tracked in
#6.

MGS4 Ultra120 v0.3.4-alpha.1 - Cinematic FOV and centered HUD

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@drbermejor drbermejor released this 29 Aug 12:55

MGS4 Ultra120 v0.3.4-alpha.1

This release keeps the existing ultrawide, controller, launcher, FPS and
supersampling features and adds two optional experiments:

  • real-time cinematic FOV, with either the gameplay value (inherit) or a
    separate cinematic multiplier;
  • a centered 16:9 HUD for DirectX 12.

Both new options are disabled by default. The normal recommended setup is
unchanged unless you deliberately enable them.

Install

Choose one download:

  • Windows setup EXE: easiest guided installation.
  • Windows portable ZIP: extract it and run MGS4Ultra120-Setup.cmd.
  • Windows manual ZIP: copy its contents beside mgs4.exe; no installer or
    script is run.
  • Windows complete ZIP: portable setup, manual folder and documentation.
  • Linux/Proton tar.gz: extract it, exit Steam and run
    ./MGS4Ultra120-Linux-Setup.sh.

The Windows EXE is unsigned and may receive a SmartScreen or browser reputation
warning. It is optional: use the manual ZIP if you prefer to inspect and copy
the open-source payload yourself.

Remove older mixed or renamed builds before installing. Keep only one ASI
loader and do not mix ASIs from different MGS4 Ultra120 releases.

Enable the experiments

Open the Windows or Linux configurator while the game is closed:

  • enable Experimental real-time cinematic FOV;
  • keep Experimental native FOV enabled because the cinematic route depends
    on it;
  • keep Use gameplay FOV for cinematics selected, or enter a separate value;
  • enable Experimental centered 16:9 HUD only when using DirectX 12.

Manual users can set ExperimentalCinematicFOV=1 in
mgs4_ultrawide.ini and Enabled=1 in
mgs4_centered_hud_16x9.ini.

Expanded cinematic framing can reveal actors, geometry or animation changes
slightly before the original shot intended. The HUD classifier is conservative,
but an uncommon menu, subtitle or prompt can still be misplaced. These are
experimental options, not requirements for the normal ultrawide fix.

Return to the reference behavior

Close the game and disable the option that caused the problem. Disabling both
Experimental real-time cinematic FOV and Experimental centered 16:9 HUD
is sufficient to restore the reference rendering behavior; the disabled HUD
ASI exits before installing D3D12 hooks.

Windows command-line users can also apply -Profile stable. If a problem still
exists after both experiments are disabled, completely uninstall this build
and use the retained
v0.3.3-alpha.1 legacy fallback.

The aiming-reticle limitation at supersampling internal widths around or above
4096 pixels is separate and remains unresolved. Keep supersampling disabled for
the safest configuration.

Centered HUD screenshots

These ultrawide captures show the experimental HUD kept inside a centered 16:9
safe area while the 3D scene continues across the full output.

Experimental centered 16:9 gameplay HUD

Experimental centered 16:9 pause menu

MGS4 Ultra120 v0.3.3-alpha.1 - Recommended Windows / Linux alpha

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@drbermejor drbermejor released this 28 Aug 23:12

MGS4 Ultra120 v0.3.3-alpha.1

Recommended current alpha for Windows and Linux/Proton. This version fixes the
FOV distortion seen in the weapon menu and keeps ultrawide rendering, corrected
high-frame-rate support, controller fixes and the optional launcher bypass.

The final Windows package was tested at 3440x1440 in gameplay, the weapon menu
and the previously problematic in-engine cinematics.

Before installing

Completely remove any older MGS4 Ultra120 build. Do not combine files from
different releases or keep a second ASI loader under another DLL name. Guided
setup detects known conflicting loaders and old project ASIs.

Recommended settings

  • Most stable: leave Experimental native FOV disabled. Ultrawide aspect
    correction still works with the game's original vertical FOV.
  • Expanded 21:9 FOV: enable it and use the tested 1.200 recommendation.
    Higher values are allowed but untested and may expose geometry/animation
    transitions or culling problems; use them under your responsibility and
    disable the option if a scene behaves incorrectly.
  • Supersampling: experimental and disabled by default. Keep internal width
    below 4096 to avoid aiming-reticle problems.

Choose one download

  • Windows Setup EXE: easiest guided installation, configuration, shortcuts
    and uninstall. The executable is unsigned.
  • Windows Portable ZIP: extract it and run MGS4Ultra120-Setup.cmd.
  • Windows Manual ZIP: copy-only package for users who do not want to run the
    installer or scripts.
  • Windows Complete ZIP: portable setup, manual files and documentation.
  • Linux package: installer and configurator for Linux/Proton.

Manual Windows installation

  1. Close the game and remove the previous patch.
  2. Extract the Manual ZIP.
  3. Copy everything into the folder that directly contains mgs4.exe.
  4. Launch the game through Steam and use the official launcher to choose the
    language.

The final layout is:

MGS4\winmm.dll
MGS4\mgs4_ultrawide.ini
MGS4\scripts\MGS4Ultra120.asi

For corrected 120 FPS, manual users must also copy MGSFPSUnlock.asi and
MGSFPSUnlock.ini from the official
MGSFPSUnlock 0.1.0 release
into MGS4\scripts. Guided setup downloads and verifies these files
automatically.

Legacy fallback

v0.3.1-alpha.5 remains available as the previously validated renderer-only
fallback. Never install it over this version: remove the current build first.

Security notice

The Setup EXE is not digitally signed, so Windows or a browser may show an
unknown-publisher warning. The installer is optional: use the Portable or
Manual ZIP if preferred. The project is open source, contains no game files and
never modifies mgs4.exe.

Gameplay screenshot |
Weapon-menu screenshot

MGS4 Ultra120 v0.3.3-alpha.2 - Experimental cinematic FOV preview

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MGS4 Ultra120 v0.3.3-alpha.2 — cinematic FOV preview

This is an opt-in Windows and Linux/Proton preview, not the recommended
release. For normal play, continue using
v0.3.3-alpha.1.

What it tests

The preview can apply configurable FOV to real-time, in-engine cutscenes.

To use the same multiplier for gameplay and cutscenes:

FOVMultiplier=1.200
ExperimentalCinematicFOV=1
CinematicFOVMultiplier=inherit

inherit makes the cinematic FOV use the normal FOVMultiplier value.

To use separate gameplay and cinematic multipliers:

FOVMultiplier=1.200
ExperimentalCinematicFOV=1
CinematicFOVMultiplier=1.100

In this example, gameplay uses 1.200 and real-time cutscenes use 1.100.
Values are not artificially capped, but 1.200 or lower is recommended for
initial 21:9 testing.

Pre-rendered videos are unaffected.

Expected limitation: authored-scene pop-in

Expanded cinematic framing can expose characters, objects, geometry or
animation transitions before the original shot intended them to enter the
frame. They may appear suddenly near the newly visible edges.

This is scene pop-in or early visibility from showing more of the authored
shot. It is not the old projection/frustum culling regression discussed
during earlier FOV experiments.

Windows installation

The Windows preview intentionally has no installer or complete package.

  1. Install and verify v0.3.3-alpha.1 first.
  2. Close the game.
  3. Ensure there is only one project ASI at
    MGS4\scripts\MGS4Ultra120.asi.
  4. Extract the preview ZIP and replace that one ASI with the preview file.
  5. Add ExperimentalCinematicFOV=1 and
    CinematicFOVMultiplier=inherit under [Ultrawide] in
    MGS4\mgs4_ultrawide.ini.
  6. Launch normally through Steam.

Do not copy the preview over alpha.5, alpha.6 or a mixed installation. Do not
keep the old ASI under another .asi filename.

Linux / Proton installation

  1. Download and extract the Linux .tar.gz from this release.

  2. Exit Steam completely.

  3. Open a terminal in the extracted folder and run:

    ./MGS4Ultra120-Linux-Setup.sh
  4. In the configurator, enable Real-time cinematic FOV (experimental).

  5. Enter inherit to reuse the gameplay FOV, or enter a separate cinematic
    multiplier.

  6. Start Steam and launch the game normally using DirectX 12.

The package uses the same preview ASI as Windows through Proton. Its
install/configure/uninstall paths passed automated Ubuntu/WSL packaging tests;
real game behavior on Linux remains experimental and needs community
validation.

Reverting

Set ExperimentalCinematicFOV=0 to disable the preview path. To return fully
to the recommended build, close the game and reinstall the appropriate
v0.3.3-alpha.1 Windows or Linux package.

Reporting

Please use only
tracking issue #5.
Do not open a separate issue for each scene. Include the exact
scene/checkpoint, resolution, both FOV values, screenshot or video, and
mgs4_ultrawide.log.

Reports without enough reproduction information may not be investigated.

MGS4 Ultra120 v0.3.2-alpha.1 - unified Linux / Proton setup

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@drbermejor drbermejor released this 28 Aug 17:16

MGS4 Ultra120 v0.3.2-alpha.1 — unified Linux / Proton setup

This prerelease brings the Windows plugin architecture and guided feature set
to Linux/Proton. The Linux package now uses pinned Ultimate ASI Loader 9.7.4,
MGS4Ultra120.asi and optional MGSFPSUnlock 0.1.0 as separate modules.

Easy Linux setup

  1. Download MGS4Ultra120-v0.3.2-alpha.1-linux.tar.gz and extract it.
  2. Exit Steam completely.
  3. Run ./MGS4Ultra120-Linux-Setup.sh from a terminal in the extracted folder.
  4. Choose whether to install corrected FPS support, then configure resolution,
    FOV, supersampling, FPS, launcher bypass and fullscreen mode in the GUI.
  5. Start Steam and launch MGS4 using DirectX 12.

Setup keeps a stable local copy under ~/.local/share/mgs4Ultra120 and creates a
configurator shortcut on the desktop and in the application menu.

MGSFPSUnlock is downloaded directly from its official release because upstream
does not declare a redistribution license. Setup verifies the upstream archive
and ASI hashes, applies the Wine compatibility byte locally and verifies the
result. The release asset does not contain MGSFPSUnlock or any game file.

Proton validation

Validated with GE-Proton10-34 at 3440x1440:

  • native Hor+ rendering and FOV 1.150;
  • 1.15x supersampling at 3956x1656 internal resolution;
  • exact 3440x1440 Gamescope client and outer window;
  • launcher bypass through Steam;
  • Ultimate ASI Loader loading both independent plugins;
  • corrected 120 FPS target plus camera, character, polygon-demo, wind, SPURS,
    hair, cloth, rigid-body and ragdoll timing hooks on three consecutive starts.

Important warnings

  • 120 FPS and supersampling remain experimental.
  • A complete 120 FPS playthrough is not yet certified. Report stalled scripted
    scenes, QTE timing or physics differences and switch to 60 FPS when needed.
  • Keep internal supersampling width below 4096 to avoid the known reticle issue.
  • The unfinished UI/safe-area experiment is not included.
  • Only the currently supported Steam executable is verified. The unsafe
    override remains available under the user's responsibility.

MGS4 Ultra120 v0.3.1-alpha.6 - Experimental supersampling preview

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@drbermejor drbermejor released this 28 Aug 14:49

MGS4 Ultra120 v0.3.1-alpha.6 - experimental supersampling preview

Experimental prerelease. Supersampling is disabled by default.
Use v0.3.1-alpha.5
if you want the validated ultrawide/FOV/120 FPS release without this preview.

This preview adds optional resolution-independent supersampling. Width and
Height remain the physical output and game-window size, while RenderScale
raises the internal render resolution before DXGI presents the complete frame
at the physical size. It does not require AMD VSR, NVIDIA DSR or a Windows
desktop-resolution change.

Aspect-ratio regression fixed

The first alpha.6 package enabled an early camera/frustum rewrite that was not
present in the alpha.5 ASI actually distributed. A user correctly reported that
it made characters look unnaturally tall and thin with supersampling both on
and off. Native Windows A/B testing reproduced the difference. The early hook
has been removed and the visually validated alpha.5 renderer projection path is
restored. FOV 1.150 and natural character proportions were confirmed in game.

This correction also fixes the release record: synchronized CPU culling and
continuous FOV through extreme close-ups are not claimed by the current binary.
Values above FOV 1.000 may still reveal side pop-in.

Examples:

Physical output Scale Internal render
1920x1080 2.00 3840x2160
2560x1080 2.00 5120x2160
3440x1440 1.50 5160x2160
3440x1440 2.00 6880x2880

Native-Windows testing confirms that supersampling keeps a real 3440x1440
window while requesting a 5160x2160 internal render. Aiming-crosshair behaviour
at high internal resolutions is still under investigation. It remains stable at
3956x1656. At exactly 4096 pixels wide it begins to flicker; at 4128x1728 it
appears or disappears depending on the depth of the aimed point, and it was
also captured missing at 5160x2160. This points to the high-width
projection/update path of the depth-aware reticle rather than FOV, world
culling or the physical monitor. Keep internal width below 4096 for normal
gameplay until the targeted UI defect is fixed.

Alpha.6 also contains the visually validated alpha.5 renderer-level FOV path,
the controller profile fix, optional corrected 120 FPS setup and the
Unity-launcher bypass.

Downloads

  • MGS4Ultra120-v0.3.1-alpha.6-windows-setup.exe - easiest guided setup,
    configurator, shortcuts and reversible uninstall.
  • MGS4Ultra120-v0.3.1-alpha.6-windows-portable.zip - the same setup through
    the readable MGS4Ultra120-Setup.cmd route without registering an app.
  • MGS4Ultra120-v0.3.1-alpha.6-windows-manual.zip - minimal copy-only files;
    no script is executed.
  • MGS4Ultra120-v0.3.1-alpha.6-windows-complete.zip - portable setup, manual
    tree, documentation and notices together.
  • MGS4Ultra120-v0.3.1-alpha.6-linux.tar.gz - separate Linux/Proton package;
    supersampling is disabled by default and unvalidated on Linux in this cycle.

Linux users who want the established path should remain on alpha.5. Alpha.6 is
provided only for voluntary supersampling testing and retains the normal Linux
configuration scripts.

Guided use

Install or update with the EXE or portable CMD, open the configurator, enable
Experimental supersampling, choose a scale and review the calculated
internal resolution. At 3440x1440, 1.15x/3956x1656 is the conservative starting
point currently confirmed with a visible crosshair. Windowed presentation is
the only configuration tested so far. Saving requires an explicit warning
confirmation.

Manual use

  1. Close the game and extract the manual ZIP.

  2. Copy winmm.dll, mgs4_ultrawide.ini and the included scripts folder into
    the MGS4 folder containing mgs4.exe.

  3. Open mgs4_ultrawide.ini and set:

    [Supersampling]
    SupersamplingEnabled=1
    RenderScale=1.15
  4. Keep Width and Height at the physical output resolution and launch
    normally through Steam.

  5. If startup fails, close the game and set SupersamplingEnabled=0 to return
    to the stable rendering path.

Important limitations

  • Rendering cost and approximate render-target memory grow with the square of
    the scale: 1.50x uses 2.25x as many pixels and 2.00x uses 4x.
  • Excessive settings may exhaust VRAM, reduce performance, crash the game or
    reset the graphics driver. The patch warns about unusual values but does not
    guess a safe limit for each GPU.
  • The complete frame is downsampled. HUD text and the Steam overlay may appear
    smaller because world and UI rendering are not separated.
  • Known crosshair defect: at exactly 4096 internal pixels wide, the
    depth-aware aiming reticle can flicker. Above it, the reticle can appear or
    disappear depending on the distance of the aimed point; this is reproduced
    at 4128x1728 and captured at 5160x2160. Keep the calculated internal width
    below 4096 for normal gameplay. The warning is advisory rather than a hard
    limit.
  • Exclusive fullscreen, HDR, VRR/G-SYNC, mixed-refresh multi-monitor systems
    and Proton require additional testing.
  • Supersampling is off by default in every recommended profile.

The setup EXE is open-source but unsigned, so Windows or a browser may display
an unknown-publisher/reputation warning. The EXE is optional: use the portable
or manual ZIP if preferred. Download only from this official release and keep
antivirus enabled. Standalone checksum files are intentionally not included in
the download list.