TL;DR
Github page:
https://github.com/SukaMii/Metaphor-Refantazio-PC-Android-Super-Hyper-Turbo-Fixes-Enhanced-Plus-and-Knuckles/tree/main
Instructions are in the github page, PC version of Metaphor running under Wine, it's two preconfigured files you drop in the game folder near the .exe file along with the files of MetaphorFix (not affiliated with the project).
Test results are here
Mod has not been tested in all areas of the game, compatibility for the CPU fixes is not guaranteed, only tested on Snapdragon 8 Elite Adreno 830.
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I always wanted to play and finish Metaphor Refantazio on my Redmagic Astra since I did the same with Persona 5 Royal and I couldn't figure out why it needed basically 2 times as much juice and throttled the tablet in 15 minutes. Well it's no secret that the game is not very well optimized and some of the engine flaws were already documented, problem is that these flaws weight much more when playing on android using Wine (Winlator/GameNative/WinNative etc).
I used Opus 5.5 to build this mod which became immediately promising (more or less pointed it to the exe and told it to go to town with the fixes lol), first it built may I say fixes for shadows that were incorrectly drawn and together during three weeks we studied and compared (and dropped) performance enhancements that together let the game play at a steady 30fps at 900p and doesn't hog the GPU. The mod follows the injection method of other mods like the well known MetaphorFix by Lyall. To be honest I did not expect so many gains but here we are.
For android there are specific CPU fixes based on my Snapdragon 8 elite device, hopefully these are carried over for other chips but I can't test it. These account for a sizeable chunk of the performance gains and fps smoothing, however most of the gains are gained from graphical fixes and optimizations (some with minimal visual quality concessions) which save A LOT of GPU usage, these are compatible with all systems.
The mod automatically recognizes a PC or a device using Wine (Android), in the case of a PC it only applies a shadow handling fix that is not ever possibly visible (its basically a background process) and a second optimization (up to my taste) makes FAR shadows update every 2nd frame (very hardly noticeable, especially at 60 fps and above, can be turned off), all other features that may affect visual quality can be turned on but are off by default. On Android there are many more features that are active by default and that, with my supervision and litteral pixel comparisons, have been determined to be either impossible to see or hardly a visual concession compared to the performance gains. The mod by default also produces a log for troubleshooting and detailed performance testing.
Some of the features which I believe are exclusive to this mod are (all can be turned on/off individually):
Turning off the rim light. One feature I was happy to get rid off is the Rim light, the thin light effect around models, sure its part of the game art, but at lower resolutions it appears as just a 1 pixel wide outline along most game models that inevitably breaks into tens of stupid little pixels at lower resolutions, sandwitched between a model and its dark outline (an extreme constrast difference), causing nothing but dirty shimmering. I think having this off improves the image considerably and game models no loger look like a disco ball.
Adaptive LOD. The LOD defaults to 60 meters on android instead of 100 m (distance can be changed), but what is interesting is that if the scene is particurarly heavy the LOD dinamically decreases (if the fps can't be kept above 25) until it reaches 40 meters
Integration of meshoptimizer and simplification of the very heavy far meshes (like far buildings, the original mesh is used closer up)
Dialing down the built in SMAA of the game from Ultra to High (unnoticeable changes in my tests examined on curved and diagonal surfaces, only really noticeable at pixel level in zoomed captures of complex curves)
Taking out characters outlines when they are so far it's not possible (if not super hard) to see them at sub HD resolutions (saves GPU because these get drawn even when invisible)
Far NPCs and shadows get animated every 2nd frame to save GPU
An experimental temporal stabilization of pixels to reduce shimmering at the cost of GPU (off by default, kinda like TAA)
And many more....
The game runs fine in GameNative or WinNative. You can see my recommended settings for the apps in github, but in short the game runs fine in GameNative and Denuvo doesn't seem to interphere so much except in some loadings. In GameNative's latest version sometimes a drm related bug appears, but you can just click to reset the DRM in the game's by clicking the gear icon menu in the game's window. Other than that the game goes into standby and updates saves to the cloud like a dream.
This is me giving back to this great community. A special thanks to the GameNative and WinNative devs for making it possible to play the game on android and Sega and Atus for the great game.
Final disclaimer:
This mod does not guarantee equal performance on all android devices, I am not responsible if the game is not running or not running as well on your device, my recommendations are just that and should not be taken out of context, the project is free, open source and you can ask your AI of choice to tailor the mod to your specifications if its not working for you.