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Deadly Premonition Recompilation 2.0.14

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@LittleBitUA LittleBitUA released this 03 Oct 19:32

Deadly Premonition Recompilation 2.0.14

Mouse look fixes.

Install from the launcher's Update button, or unzip over any earlier version. Saves and settings are kept.

What changed

  • Looking up with the mouse no longer shakes the camera against the ground (#45). The mouse could tilt the camera further than the game allows with the stick, right into the ground. It now stops where the stick stops.
  • In the car, the camera stays where you turn it (#45). Turning the camera with the mouse while driving used to snap it straight back behind the car. It now holds while you move the mouse and for a second after, then glides back behind the car like it does when you let go of the stick.

Still open from #45

  • Peeking through windows lets the mouse look past the window, shaving turns York instead of the camera, and walking backwards right after a mouse turn snaps York to his old direction. These are next.

Please tell us

  • If the car camera returns too early or too late for your taste, the delay is dp_mouse_camera_car_hold_ms in deadlyprem.toml (milliseconds, 1000 by default).

Known issues

  • AMD Radeon with the native renderer: if the picture looks purple, update your AMD driver first (#37).
  • With the native renderer, keep Vertical sync off; in native mode it doesn't sync to the monitor.

Thank you

Thanks to Crowley9 for the detailed mouse look report. 2.0.13 notes · 2.0 notes.

Deadly Premonition Recompilation 2.0.13

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@LittleBitUA LittleBitUA released this 03 Oct 18:56

Deadly Premonition Recompilation 2.0.13

Reflections in the native renderer.

Install from the launcher's Update button, or unzip over any earlier version. Saves and settings are kept.

What changed

  • Reflections in the native renderer show the right thing. The mirror in Emily's house showed a blown-up piece of the wall instead of York (#46), and the lake by the hospital reflected a shifted strip of the forest, with the fish icon floating above the water (#41). The native renderer cut every reflection with the wrong plane, so things behind the mirror or under the water got into the picture. It now uses the plane the game sets, like the default renderer does. We checked Emily's mirror and the station's mirror floor in game; the lake goes through the same code, so it should match the default renderer now too.

Please tell us

  • If a reflection still looks different from the default renderer (especially the lake), please open an issue with a screenshot of both.
  • Does the car feel weaker at 60 FPS than at 30 FPS? If accelerating or the top speed feel clearly slower at 60 FPS (you can switch 60 FPS off in the launcher to compare), please tell us in an issue.

Known issues

  • AMD Radeon with the native renderer: if the picture looks purple, update your AMD driver first (#37).
  • With the native renderer, keep Vertical sync off; in native mode it doesn't sync to the monitor.

Thank you

Thanks to Crowley9 for the save next to Emily's mirror and to Dominus41 for the lake screenshots, and to everyone testing. 2.0.12 notes · 2.0 notes.

Deadly Premonition Recompilation 2.0.12

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@LittleBitUA LittleBitUA released this 03 Oct 16:44

Deadly Premonition Recompilation 2.0.12

Long sessions with the native renderer, and effects at 60 FPS.

Install from the launcher's Update button, or unzip over any earlier version. Saves and settings are kept.

What changed

  • The native renderer no longer stops drawing objects after about 75 minutes (#37, #43). It kept every texture it ever loaded, until there was no room left: buildings, the map and York himself stopped being drawn. Textures that have not been on screen for a minute are now released and loaded again when they come back, so video memory also stays in check.
  • Muzzle flashes, splashes and hits play at the console's speed at 60 FPS. The game advances these effects by a fixed step every frame, which at 60 FPS made them twice as fast as on the console.

Please tell us

  • Does the car feel weaker at 60 FPS than at 30 FPS? Parts of the car's physics are tied to the frame rate on the console too. If accelerating or the top speed feel clearly slower at 60 FPS (you can switch 60 FPS off in the launcher to compare), please tell us in an issue.

Known issues

  • Reflections in the native renderer can be wrong (the lake by the hospital, the mirror in Emily's house): #41, #46. The default renderer shows them correctly.
  • AMD Radeon with the native renderer: if the picture looks purple, update your AMD driver first (#37).
  • With the native renderer, keep Vertical sync off; in native mode it doesn't sync to the monitor.

Thank you

Thanks to Crowley9 and SilentHeII for the logs that pinned down the long-session bug, and to everyone testing. 2.0.11 notes · 2.0 notes.

Deadly Premonition Recompilation 2.0.11

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@LittleBitUA LittleBitUA released this 28 Sep 18:46

Deadly Premonition Recompilation 2.0.11

Housekeeping from the latest ReXGlue updates.

Install from the launcher's Update button, or unzip over any earlier version. Saves and settings are kept.

What changed

  • The logs folder stays small. Old logs are removed when the folder grows past 256 MB, and only the 5 newest crash dumps are kept. Before this, nothing was ever removed.
  • A controller plugged in or woken up mid-game is noticed by the game.
  • Closing a system message no longer also presses a button in the game. While a message or the storage device selector is on screen, the game ignores the controller and keyboard.

Known issues

  • A crash in the thread that streams the town in is still open. A save from shortly before it would help (#39).
  • Very long sessions with the native renderer (about 80 minutes or more) can run out of texture slots: buildings turn black and the map breaks (#37). Restarting the game avoids it until the fix lands.
  • AMD Radeon with the native renderer: if the picture looks purple, update your AMD driver first; for one player that fixed it (#37).
  • With the native renderer, keep Vertical sync off; in native mode it doesn't sync to the monitor.

Thank you

Thanks to the ReXGlue developers for the upstream changes. 2.0.10 notes · 2.0 notes.

Deadly Premonition Recompilation 2.0.10

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@LittleBitUA LittleBitUA released this 27 Sep 20:07

Deadly Premonition Recompilation 2.0.10

One frame shown per game frame.

Install from the launcher's Update button, or unzip over any earlier version. Saves and settings are kept.

What changed

  • No more extra presents (#36). The small corner indicators (shader compiling, achievements) kept the interface repainting on every monitor refresh even while hidden, so on top of each game frame the screen was presented again: an FPS overlay showed 120 on a 60 Hz monitor. Now the game shows exactly one image per frame, 60 per second, with both renderers.
  • With the native renderer, keep Vertical sync off: in native mode it doesn't sync to the monitor, it only changes the game's internal timing.

Known issues

  • A crash in the thread that streams the town in is still open. A save from shortly before it would help (#39).
  • Very long sessions with the native renderer (about 80 minutes or more) can run out of texture slots: buildings turn black and the map breaks (#37). Restarting the game avoids it until the fix lands.
  • AMD Radeon with the native renderer: if the picture looks purple, update your AMD driver first; for one player that fixed it (#37).
  • The lens flare around the sun twinkles. That is the game's own effect, just twice as fast at 60 FPS.

Thank you

Thanks to valeriyjurievich-ctrl for the overlay screenshot that showed the extra presents. 2.0.9 notes · 2.0 notes.

Deadly Premonition Recompilation 2.0.9

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@LittleBitUA LittleBitUA released this 27 Sep 19:11

Deadly Premonition Recompilation 2.0.9

Smoother 60 FPS.

Install from the launcher's Update button, or unzip over any earlier version. Saves and settings are kept.

What changed

  • Even frame pacing (#36). The game's frame limiter ran very slightly slower than 60 FPS, and every few seconds the game caught up with a double step: a small jerk while York or the camera moves. Frames now follow exact 1/60 s deadlines, so the game advances one step per frame. With vsync on, the same drift also made a frame miss the monitor's refresh now and then; that should be gone too.

Known issues

  • A crash in the thread that streams the town in is still open. A save from shortly before it would help (#39).
  • Very long sessions with the native renderer (about 80 minutes or more) can run out of texture slots: buildings turn black and the map breaks (#37). Restarting the game avoids it until the fix lands.
  • AMD Radeon with the native renderer: if the picture looks purple, update your AMD driver first; for one player that fixed it (#37).
  • The lens flare around the sun twinkles. That is the game's own effect, just twice as fast at 60 FPS.

Thank you

Thanks to valeriyjurievich-ctrl and valeraudovenko32-oss for the logs, saves and video that tracked this down. 2.0.8 notes · 2.0 notes.

Deadly Premonition Recompilation 2.0.8

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@LittleBitUA LittleBitUA released this 27 Sep 16:29

Deadly Premonition Recompilation 2.0.8

Fixes a crash later in the story.

Install from the launcher's Update button, or unzip over any earlier version. Saves and settings are kept.

What changed

  • Crash in the game's collision code fixed (#39). Some collision checks needed more stack than the game gives its main thread, and the game closed. The game's threads now get more room. This happened with both renderers.

Known issues

  • Another crash from the same report, in the thread that streams the town in, is still open. A save from shortly before it would help (#39).
  • Very long sessions with the native renderer (about 80 minutes or more) can run out of texture slots: buildings turn black and the map breaks (#37). Restarting the game avoids it until the fix lands.
  • AMD Radeon with the native renderer: if the picture looks purple, update your AMD driver first; for one player that fixed it (#37).
  • The lens flare around the sun twinkles. That is the game's own effect, just twice as fast at 60 FPS.

Thank you

Thanks to michaelbub for the crash logs and dumps, and to Dumpster73 for testing a new driver and sending a save. 2.0.7 notes · 2.0 notes.

Deadly Premonition Recompilation 2.0.7

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@LittleBitUA LittleBitUA released this 27 Sep 12:53

Deadly Premonition Recompilation 2.0.7

Native renderer shadows closer to the console, and a clean sun.

Install from the launcher's Update button, or unzip over any earlier version. Saves and settings are kept.

What changed

  • Shadows. We compared the native renderer with the emulated one frame by frame. The shadow maps themselves match; the differences were around them. At 2x and above surfaces no longer shadow themselves in dark stair-stepped bands, shadow edges at 3x and 4x are sharp again, and the fog veil in floor reflections is back.
  • The sun no longer has a dark jagged ring around it.
  • Texture filtering uses the anisotropy levels the game asks for.

Known issues

  • The lens flare around the sun twinkles. That is the game's own effect (the PC version does it too), just twice as fast at 60 FPS; we're looking at matching the console's pace.
  • Very long sessions with the native renderer (about 80 minutes or more) can run out of texture slots: buildings turn black and the map breaks (#37). Restarting the game avoids it until the fix lands.
  • AMD Radeon with the native renderer: the picture looks purple (#37). Use the default renderer on Radeon for now.

Thank you

Thanks to SilentHeII for confirming the 2.0.6 fix and for the new report and log, and to everyone sending saves and logs. 2.0.6 notes · 2.0 notes.

Deadly Premonition Recompilation 2.0.6

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@LittleBitUA LittleBitUA released this 26 Sep 23:54

Deadly Premonition Recompilation 2.0.6

A fix for the native renderer at 3x and 4x, and a log that explains graphics problems.

Install from the launcher's Update button, or unzip over any earlier version. Saves and settings are kept.

What changed

  • Sun shadows at 3x and 4x (#38). At 3x and above the sun shadow map was larger than Direct3D 12 allows for that kind of texture, so it was never created and kept being rebuilt, which drew a hard line of brighter light in the distance that moved with York. It now stays at the largest size the GPU accepts, while the rest of the picture keeps your resolution. Thanks to SilentHeII for the report, logs and save.
  • Clearer logs for graphics problems. The log now starts with your GPU and driver version, and when the native renderer cannot create something it says once what and why (too large for the GPU, out of video memory and so on) instead of repeating an error every frame. If you report a graphics issue, the newest file from the logs folder now tells us much more.

Known issues

  • Shadows with the native renderer are still not right in many places; a larger shadow pass is next.
  • AMD Radeon with the native renderer: characters and the picture look purple (#37). Until it is fixed, use the default renderer on Radeon cards.

Thank you

Thank you all for the reports, logs and saves. 2.0.5 notes · 2.0 notes.

Deadly Premonition Recompilation 2.0.5

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@LittleBitUA LittleBitUA released this 25 Sep 20:16

Deadly Premonition Recompilation 2.0.5

Driving with the keyboard, a much faster start with Skip Intro, and the Director's Cut controller layout fixed after driving.

Install from the launcher's Update button, or unzip over any earlier version. Saves and settings are kept.

What changed

  • Drive with W and S. In a car, W now accelerates and S brakes and reverses, so you no longer hold Space to drive and the mouse stays on the camera instead of steering. A and D steer as before. Space and Ctrl still work as the accelerator and brake; while Space is held the mouse steers, as it always did. To turn it off, set dp_keyboard_driving = false in deadlyprem.toml.
  • Getting out of the car. The game keeps updating York's car after he steps out, and the port took that as "still driving". Now driving ends the moment York leaves the driver's seat. This also fixes the Director's Cut controller layout staying paused on foot after a drive, with aim and fire back on the original triggers, which is likely what #19 ran into.
  • Skip Intro skips the opening movie too. With Skip Intro on, the game still played its almost 6-minute opening movie before the title screen, which looked like the game hanging at start. Now both Skip Intro settings skip it: the main menu appears in about 7 seconds (USA) or 11 seconds (PAL).
  • Stutter reports. The native renderer's statistics line in the log now also shows how long each frame takes to reach the screen, to track down stutter like #36.

Known issue

  • AMD Radeon with the native renderer: characters look dark or purple (#37). We are working on it. Until then, use the default renderer on Radeon cards (launcher, Native page, Native Renderer off).

Thank you

Thanks to Crowley9 for the save we tested the car with, to kite1234567 for the log that showed the long start, to valeraudovenko32-oss and valeriyjurievich-ctrl for the detailed performance logs in #36, to EliParker28 for sticking with #19, and to Dumpster73 for the Radeon video in #37. Thank you all for your activity and for supporting the project. Everyone who has helped on GitHub is listed in the README.

Still asking for your reports

Please keep telling us how the native renderer runs for you: impressions, FPS (1x and 2x) and your hardware, in the issues. A save and the log from the logs folder make a report ten times faster to fix. 2.0.4 notes · 2.0 notes.