Edit: Apparently there are some issues with this version on some configurations. If you experience any problems, revert back to 0.7.1 until I can figure this out.
Closing in on the final version.
- Fixed pixel offset error in light buffer with higher rendering resolution (caused small halos around some objects)
- Fixed AA not being correctly applied when the game uses the alternative rendering path (e.g. in the gallery)
- Added option to improve the Depth of Field effect (reduces flicker/pixelation)
- Added intial version of SSAO (screen space ambient occlusion) option
Some of these were much harder than they should have been. Maybe I’ll write up a longer post at some point with some more in-depth explanation of some of the things which go on in Deadly Premonition’s rendering pipeline, and how they affected DPfix development.
Also check out this high-res font/UI pack by InfiniteNine.
This is the “halo” effect I’m talking about in point 1:
It was caused by some pixel size (or rather, 0.5/pixelsize) shader parameters not being correctly updated with the increased resolution, both for vertex and for pixel shaders, and it got worse with higher resolutions. It should be completely fixed now.
The DoF improvements can be seen in the shot up top already, with a less muddy/pixelated but still unfocused image in the distance. Finally, here are two screenshots showing off the current SSAO effect: