Not that I know of, Nexus has a mod network for some games but for this one it was gamepad button icons and a save editor and little else.
Not entirely sure what would be needed here in this case either, sounds like a simplified lighting model and a single shader effect with multiple purposes and side effects from how it’s utilized so just editing some of the values in example the strength of the effect it would reduce the overall motion blurring but would also lower or eliminate the shaders effect on much more in the game.
Separating just that pass or function might be a more extensive shader overhaul as a result and that’s without hopefully having to change other things too.
For increasing performance and that route DXVK could work.
This is a translation/wrapper layer from D3D(DirectX9 to DirectX11 for now.) over to Vulkan with the little side effect of potentially removing certain API bottlenecks or non-standard behavior and issues even on Windows.
Main project page is here.
And the newest compile from the code commits can be found here.
(Minus the last five commits since that automated build failed so the three from that commit and the two latest from today.)
DirectX VK I don’t think is entirely SpecialK compatible though as SpecialK doesn’t support native Vulkan though since DXVK translates from D3D to VK it’s possible the global injection process still works but maybe not for all of SpecialK’s functionality so that would be the trade-off here.
Don’t know what the games framerate is capped to if anything, 60Hz would make 4x to 240 but a 120Hz would be a 2x and diminishing effect plus framerate will be variable so some scenes could run worse than these example images from Meta Council show.
EDIT: DXVK isn’t needed in the first place if you can hit a 2x uncapped framerate over the monitors native refresh rate on it’s own with enough hardware or any major bottlenecks overcome by said hardware though D3D9 has some API limitations that I don’t know how well you could brute force and before it shifts to a more heavily CPU bound limitation instead.
I use it a lot but I’m on AMD and Navi10 doesn’t scale well for D3D9 though it’s gotten better, surprised to see how effective it can be even on NVIDIA though and that also includes some D3D11 examples.
“How was this coded.” And then that gets answered looking at the lengthy issue tracker for DXVK, quite a insight even if just a simpler one into some of these assorted problems and issues with some titles ha ha.
Persona 4 Gold PC from memory though primarily runs into multiple scenes with several draw call heavy operations going on which exceeds even D3D11 recommended limits here in addition to D3D9 as a more single core bound API CPU wise as a secondary bottleneck issue as well here.
(Patches have helped a bit with some of the other problems so that’s a good improvement from the launch state.)