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Btw, I remember there was also a cutscene where Kegan speaks with that vampire researcher guy before Rayne reaches his tower by a chpper which the game didn't use the last time I played it.
Also, why do you even need to use DLL wrapper anyway? You have the source code of the game. You should be able to do whatever API changes you are doing with the wrapper in the game code.
If your tester have not noticed that - any vision and other frame buffere effects are rendered in 640x480 in 4:3 aspect ratio, than then applied over native resolution with 16:9 aspect!
This makes game look not just very ugly, but very incorrect!
Sine frame buffer effects are 640x480 istead of scaling to same resolution game runs in currently, frame buffere effects very low res, and blury, no AA applied to them and they are very jaggy. and since only sample from 4:3 central are they are missing any frame space information from outside of 4:3 area and 4:3 frame gets horizontally streched so you got 4:3 picture mixed with 16:9 and as far anything from center as more they mismatch.
In RayneVission this cause such oddities like RED highlighting of enemies gets misaligned at sides, or Moon glow or any other glow gets misplaced outside of moon or other object that supposed to be glowing!
Solution is simple - find all instances of fixed hardcoded resolution in code and replace it with dynamic enumeration of user choosen resolution used in game, and make frame buffered rendering respect all the settings including antialising!!!
Also in case of BR2 it seems to be that frame buffer effects got rendered with different FOV so there is also a clear vertical misaligment happening, this requires also to keep frame buffered render target FOV in sync with.
Source:
https://www.schnittberichte.com/news.php?ID=17880
Devs please unlock both games in German Steam Store.
https://www.stratege.ru/ps4/games/bloodrayne_2_revamped/trophies#args:ajax=1