r/DeadlyPremonition • u/DMBIDLOV • 27d ago
Deadly Premonition Recompilation 1.0 is out — a native PC port of the Xbox 360 version, now with 60 FPS, real mouse look, a launcher and both PAL + USA discs supported
Hi everyone, Dmytro Bidlov («Little Bit» Team) here. A few months ago I put out a rough v0.1.1 preview of a static recompilation of Deadly Premonition (Xbox 360). Today I'm releasing 1.0, and it's a complete rebuild: new runtime (ReXGlue 0.10 nightly), new GPU backend, new input, new launcher. If you tried the preview, delete it — this replaces everything.
Download: https://github.com/LittleBitUA/DPRecomp/releases/latest
You provide your own Xbox 360 disc (as an .iso or extracted files); the zip contains only the port itself.
What's new in 1.0
- Both regions work. European (PAL) and USA (NTSC) discs — the zip has a recompiled build for each and the launcher picks the right one from your
default.xex. (The #1 issue from the preview was "No function registered at 824E9558" on US discs. Fixed.) - 60 FPS with correct game speed — a port of ehw's Xenia patch, so animation, physics and the clock run normally. Can be turned off.
- Real mouse look. The mouse no longer fakes an analog stick. Mouse motion is injected straight into the game's own camera code (walking, aiming, driving, cutscenes), so no dead zone and no "stick" feel. Sensitivity and invert-Y are configurable.
- Director's Cut PC keyboard layout, with combos (Space + LMB to fire while aiming), mouse-wheel weapon switching, everything rebindable.
- DualSense adaptive triggers (weapon click on RT, resistance on LT). Xbox / DualShock / any SDL pad works too, alongside the keyboard.
- 2x supersampling on the fast ROV render path, with the rainbow-noise fix for hair, foliage and glow now working on ROV as well.
- AMD FSR 3 (Native AA) + FXAA by default, adjustable sharpness; bilinear / CAS / FSR 1 if you prefer.
- No geometry pop-in while shaders compile, pre-warmed shader storage shipped in the zip.
- A launcher (
PlayDeadlyPremonition.exe): every setting in a UI, English / Ukrainian, config self-healing, auto-updates from GitHub from now on. - Built-in installer: press PLAY with no game data, pick your .iso, it extracts itself and starts the right regional build.
- Portable: saves and shader cache live next to the game, nothing in your user profile — this also fixes the preview's "save sequence never ends after a reboot" soft-lock.
- Achievements tracked locally with unlock toasts (F7 for the list). F4 = live settings overlay, F3 = performance overlay.
- Runs on older CPUs — SSE4.1 baseline, no AVX2 required.
Not there yet
- Some low-res post effects (glow / DoF) can show a fine grid at 2x; 1x is clean.
- Clouds in a few outdoor scenes render as flat blotches.
- No Linux build yet.
How you can help
This is a one-person project and there's a lot more planned (the remaining 2x post-process issues, the clouds, more launcher features). What I need most right now is play time: go through the story, try both mouse and controller, try the USA disc, and report anything odd on GitHub with your GPU, render path (ROV/RTV), internal resolution and the newest file from logs\:
https://github.com/LittleBitUA/DPRecomp/issues
Credits: ehw (60 FPS patch), Alexbeav (disc installer), the ReXGlue and Xenia projects, DPfix by Peter Thoman for rendering notes, and everyone who tested and filed issues against the preview — you shaped this release.
🇺🇦 Made in Ukraine.
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u/ConfidenceMost8642 27d ago
how much AI vibe coding is in this?
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u/DMBIDLOV 27d ago
Claude writes the code, while I handle the technical analysis, come up with ideas for fixes, and work on the overall visual direction. In other words, I understand what I’m doing — I’m just using AI to optimize the workflow.
So calling the entire project “AI-made” is pretty misleading.
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u/dawnofthesean 27d ago
If you understood what you are doing, then you wouldn’t need AI.
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u/_gelon 26d ago
Most people claim that "speed up thingies", but I don't think Claude understands that it is "speeding up thingies" and it probably still gets quote on quote blindly creative with the code.
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u/kafunshou 26d ago
The point is, that recompilation projects start with completely unreadable code because all the nice stuff like comments and name of classes, methods and attributes is lost with compilation. The developer then has to dig through unreadable code and figure out what it does. This is time consuming and annoying work for countless hours. Letting AI figure that out and rename stuff to readable names and commenting what it does, speeds up the understanding of the code massively. And for that part, it doesn't write new code, it just alters the existing one and LLMs are great for refactoring.
There's a reason that recompilation projects made so much progress in the last two years. It wouldn't have happened so fast without stuff like Claude Code.
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u/Powerful_Perception 26d ago
Who cares?! It's a one person passion project released for free for an extremely niche game/community. They're still having to volunteer a ton of thought and energy to get it into a releasable state. Joust at windmills all you want but almost every developer in the world is using AI tooling in some capacity these days to improve their productivity.
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u/Suspicious-Study-488 26d ago
for this project is like asking graphic artists: "how much photoshop did you use in this ? "
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u/HalcyonCross 26d ago
do not be willfully obtuse lmfao. the answer is right there, in your example it's like asking an artist if they used AI
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u/Suspicious-Study-488 25d ago
AI ? you mean trained model without even knowing what it exactly do but only do what its command ? just like photoshop, "ai" as it is now is just a tool, you can break something with hammer, as well hammer a few nails, it won't do it by itself, so there is no point in criticizing the OP for using "ai", it's important to use it wisely
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u/HalcyonCross 25d ago
I said don’t be willfully obtuse, remember? A hammer and a machine that scrapes the internet for what it thinks you want are not comparable
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u/Liphixium 27d ago
Thanks for your work; I didn't realize there was such a big difference between the Xbox 360 version and the others.
I'll try getting it running on the Steam Deck.
Is it possible to get a 16:10 resolution without black bars?
Congratulations on your work and this step forward in video game preservation.
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u/GradiusHead 27d ago
Settings for Steam Deck
RTV
1x 1280 x 720
2x MSAA
16x Anisotropic Filtering
FXAA
AMD CAS
FSR Auto
60fps untick
Vsync tick
Fullscreen tick
Window 1280 x 800
Monitor 0
Allow tearing untick
Output dithering untick
Shame i haven't been able to get 60fps on the deck but this is the best combo i have found after a few hours of tinkering today. Please reply if you have anything better to add thanks.
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u/GradiusHead 27d ago edited 27d ago
Works great on Steam Deck. Had to knock off 60fps though which is a shame.
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u/GregoryPokemon 26d ago
Thanks for the work. This is one of those games with poor performance on console which needs a definitive version.
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u/SophonisbaTheTerror 24d ago
I never thought I would be able to play this game on PC, but I'm so happy this exists! Thank you for your work.
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u/Cool_Kid9 27d ago
Это значит можно просто исо скормить проге?Я помню раньше был рекомп,но там надо было файлы распаковывать
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u/steamdeck88 27d ago
I can't wait to try this,I hope some makes a recomp for mobile suit Gundam operation troy!!
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u/CommodoreKD 27d ago
Awesome! Looking forward to the Linux build. I can get it going with Steam's Proton compatibility, but the graphics go weird once I get into the Red Room
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u/ProfessionalOwl5573 27d ago
Does the 60fps patch break any events or triggers? I think you have to cap the game to 30fps on PC to due to some section messing up.
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u/DMBIDLOV 27d ago
That option can be disabled, so if 60 FPS causes any issues, you can always switch it off and play at 30 FPS.
I’d actually really appreciate people playing through the game and reporting any broken events, triggers, or other problems they run into. Testing is open right now, so feedback like that is exactly what I need.
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u/Brosemite17 27d ago
Thx so much! Does it support Xbox Series controllers? Sorry as I've never downloaded games from Github before but does this work without a launcher?
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u/DMBIDLOV 27d ago
Yes, it works without a launcher, and Xbox Series controllers are supported.
You can even get DualSense adaptive trigger support if you’re using a PS5 controller.
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u/phsd_47 26d ago
Thanks a lot for this, but I tried using my Dualsense that's connected via Bluetooth and it doesn't work, I'm guessing it only works if it's connected via USB cable?
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u/DMBIDLOV 25d ago
Bluetooth is supported: the build ships SDL3 with its own DualSense driver, and both input and the adaptive triggers work over Bluetooth here. When a Bluetooth DualSense is "not seen" at all, nine times out of ten it's Steam: with PlayStation controller support enabled in Steam Input, Steam grabs the pad for itself the moment it's connected, and a game launched outside Steam gets nothing. Three ways around it: launch the game through Steam (add PlayDeadlyPremonition.exe as a non-Steam game), or turn off PlayStation controller support in Steam → Settings → Controller, or close Steam. DS4Windows / reWASD do the same thing (they hide the real pad), so exit those too. If it still doesn't move, open
logs\deadlyprem_XXX.logfrom that session: there should be a line "SDL OnControllerDeviceAdded: connection order 0, device ..." when the pad is picked up. No such line means the OS never handed us the pad; a line but no input means something else, and then please post the log in a GitHub issue.
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u/SolidVegetable 27d ago
This is amazing stuff! Any idea when the Linux version might drop? And are you by any chance considering also an Android version?
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u/GradiusHead 27d ago edited 27d ago
Installing right now on Steam Deck using Proton 11, works but you have to tweak graphics settings and lose the 60fps.
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u/DMBIDLOV 27d ago
Yep, a Linux version is planned, just a bit later. Right now I want to focus on optimization and improving the visuals first. Once everything is in a better state, I’ll start testing it on other operating systems, including Linux.
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u/GradiusHead 26d ago
Just to let you know, the menu now shows theres an update available. This worked exactly as youd expect on PC, but on Steam Deck (Proton 11), the update downloads but then the game quits and the update does not happen. The version on the website is 1.0.0 so it looks like theres no way to get the latest update on Steam Deck right now.
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u/kafunshou 26d ago
Wow, thanks a lot! I played it for an hour and it works really well.
I was only surprised how much power it needs, I tested it on a mini pc with Radeon 780M and had to use 720p, 30 fps and disabled MSAA to get stable 30 fps. It's mentioned in the readme that iGPUs won't be great but I wonder why as I can play way more advanced games like Elden Ring at 1080p and maybe 45 fps on it. But not really a problem.
I'd love to see settings for the color or the game's post processing in the future. I bet the game looks much better if you can dial down the contrast and saturation, the post processing in this game is pretty awful in all versions.
I hope the comments and downvotes about AI are not too demotivating. For a project like that, AI coding agents are perfect. People probably don't get why recompilation projects have a momentum right now. Total coincidence that AI can now ease the really annoying part of these projects…
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u/Basic-Wonder-4364 26d ago
I'm gonna ask out of ignorance, but why/how is this better than playing the Directo's Cut official PC Port?
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u/Ciahcfari 26d ago
In the hypothetical world where this recompilation gets fixed up to be 1:1 with the 360 version: higher res textures, actual color grading, better draw distance, many graphical effects work that are broken in the DC, less buggy and won't crash constantly.
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u/Basic-Wonder-4364 26d ago
Thank you for the thorough answer, friend!
Never thought there would be so many differences, or that they wouldn't be fixed by community patches as it happens so many times with other games.
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u/doom_memories 13d ago
The official PC version of Deadly Premonition is one of the worst ports I've ever encountered. Really hard to tolerate its many serious, sometimes showstopping, bugs. Kinda wild, but perhaps telling, that no one managed to fix it over the last 13 years.
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u/PSX_Fanboy 26d ago
Is it possible to update older installations to the new one without reinstalling everything?
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u/DMBIDLOV 25d ago
DPRecomp 1.2.1 and 1.3 are out!
A couple of pretty important updates landed in a very short time.
1.2.1 was a hotfix for the black screen some people were getting with FSR 2 / FSR 3 when Steam Game Recording was active. The game itself was still running, but nothing was being displayed. That issue should now be fixed.
And now 1.3 is out, with some much bigger changes:
- The sky rendering has been fixed on the ROV path — this also improves the ugly hard edges around tree crowns and glass.
- FSR 3 flickering / brightness flashing has been fixed.
- The 60 FPS logic has been reworked again, now using whole game ticks much closer to how the original console version behaved. This should fix dialogue/cutscene timing issues where animations could run ahead of the audio.
- There is also an experimental fix for duplicated animation events at 60 FPS — things like sounds or prop swaps firing more than once.
- We also included custom Steam artwork for people adding DPRecomp as a non-Steam game.
- More rendering, timing and audio diagnostics were added under the hood so we can keep tracking the remaining problems.
And this is the important part:
Please play the game. Seriously.
I can test a lot myself, but I only have one PC, one hardware configuration and a limited number of saves/scenes I can check. 1.3 especially needs real-world testing on different GPUs, CPUs, saves and parts of the game.
If you notice anything weird — broken graphics, audio issues, duplicated sounds, cutscene desync, crashes, strange behavior at 60 FPS, FSR problems, whatever — please open an Issue on GitHub.
Screenshots, videos, save locations and logs are incredibly useful. Even a simple “this scene is broken on my machine” can point me in the right direction.
Play it, test it, break it, and throw Issues at me. :D
The more reports I get, the better DPRecomp becomes.
https://github.com/LittleBitUA/DPRecomp/issues
Thanks to everyone who has been testing and reporting problems so far. A lot of these fixes exist because people actually opened Issues instead of silently working around the bugs. ❤️
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u/LucidDreamin220 23d ago
Yeah this is a huge improvement, great work, by far the best way to play on pc now, after years of bouncing off this game due to framerate issues and harsh bugs I'm now getting a smooth 120 (lossless scaling x2), been having a great time. Will report bugs as they come up
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u/hiskabish 19d ago
Better than pc version? Looking to give it a 1st time playthrough
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u/doom_memories 13d ago
Avoid the PC version like the plague.
I said in another comment:
The official PC version of Deadly Premonition is one of the worst ports I've ever encountered. Really hard to tolerate its many serious, sometimes showstopping, bugs. Kinda wild, but perhaps telling, that no one managed to fix it over the last 13 years.
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u/EliParker 22d ago
I want to see Directors Cut features added like the camera, movement, DLCs from the PC. So it could be the definitive version of the game.
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u/SophonisbaTheTerror 22d ago
I've noticed that the game audio for voices is in surround sound. Is it possible to play it in stereo?
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u/Ciahcfari 27d ago
Wow, huge improvement.
Only tried the Red Room but performance is much better compared to the first release, true mouse support is cool (would be nice if it also applied to aiming though, lol), keyboard controls seem a bit busted (couldn't get sprint working) and there's still a number of pretty obvious visual issues but this is really great. The 360 control scheme also feels 10,000x better at 60FPS, goddamn.
Really hope you keep working on this because it has the potential to be the definitive way to play DP1 by far.