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Thanks for the video, it shows the problem clearly: every character is lit only by the ambient light (York almost black, faces purple) while the rooms look right, and it only happens on Radeon. On NVIDIA the same scenes are correct, so we can't reproduce it here and would love your help with one quick test on 2.0.5:
In the launcher, on the Native page, keep the native renderer on and set the internal resolution to 1x (that keeps the files small).
Load a save and stand where York is on screen with the wrong colours.
While the game is running, open the logs folder next to the game and create an empty file named native_dump.trigger (New > Text Document, then rename it; make sure it doesn't end in .txt, turn on "File name extensions" in Explorer's View menu if you can't see it).
Within a second the game writes a native_dump folder next to it. Then you can close the game.
Zip only the .ppm files from logs\native_dump (around 10 MB) and attach the zip here together with the newest logs\deadlyprem_XXX.log. Your Radeon driver version would help too.
Those images are every render target of that one frame, including the pass that puts the main light on the characters, so they show exactly which step goes wrong on your card. Until it's fixed, the default (emulated) renderer should show the characters correctly on Radeon.
Thank you, the dump and the log are exactly what we needed. They show that on your card the whole frame gets a cold purple tint, not only the characters, and that the passes building the light mask do run. We're now comparing it step by step with the same frame on NVIDIA to find the pass that differs.
Two small things would help: the save you made the dump with (zip the userdata folder next to the game without userdata\cache), so we can render exactly the same frame here, and, if you can, a newer Radeon driver: yours is 23.40 from early 2024, and it would be good to know whether a current one changes anything.
@SilentHeII thanks, the new log shows exactly what happened, and it's a different bug from the Radeon colours above. The native renderer keeps a table of texture slots on the GPU (8192 of them), and it never gives slots back while the game runs. Over a long session it slowly fills up: in your log it went from 17 to 7896 over about 80 minutes, then it was full, so every new texture (the milk barn, the map) could no longer be drawn. That's the black building and the broken minimap.
The fix is to make that table much larger and reuse slots of textures the game has dropped; it'll be in the next update. Until then, restarting the game every hour or so avoids it, and the emulated renderer isn't affected.
@Dumpster73 we're still looking into the purple colours on Radeon; the save from where you made the dump would still help a lot.
@SilentHeII could you also attach a save from near the milk barn? Zip the userdata folder next to the game without userdata\cache. That lets us load the same spot here and check the fix there directly.
Well I learned something today! I had no idea my graphics card drivers didn't update themselves. I've installed the updates from AMD, and then ran DP which showed there was an update for itself. Everything is a lot better now, graphics seem fine and framerate is a lot better also, thank you!
@Dumpster73 thanks for testing, and for the save. Good to hear the driver update fixed most of it. In the new video, is the purple tint at the start from before you updated the driver, or does it still show up with the new one? If it's still there, tell us where, and we'll check that spot with your save.
So when i sent you that first video id driven from the police station to the hospital overtaking bright pink cars and controlling a character that was a black shadow, whilst other characters either looked OK, or were shadows, or were purple.
On the second video after the update, reloading the same save game, the cut scene outside the police station was fine, the characters were all fine outside the car, but then it started to rain and ecerything went extra dark and very purple. But I think the game would have remained OK if i didn't get in the car. I think the rain started while i was outside the car and i didn't see any issues. On arrival at the hospital everything looked fine.
@Dumpster73 thanks, that narrows it down a lot: the characters are fine now, and what's left is the rain in the car turning everything dark and purple. Was that with the native renderer? If you have a moment, could you load the same save with the default renderer and drive in the rain for a minute, so we know whether it only happens with the native one? We'll try it here with the save you sent.
That was the native renderer, the clip i sent is one long clip so you can see how the car journey is purple and dark, while the buildings and characters are now OK when youre not in the car.
@SilentHeII 2.0.12 is out with the fix for objects disappearing in long sessions with the native renderer: it kept every texture it ever loaded until there was no room left. Textures that haven't been on screen for a minute are now released and loaded again when they come back, so video memory stays in check too. Update from the launcher's Update button, or unzip DPRecomp-2.0.12-win64.zip over your install. If you play long sessions, please let us know whether everything keeps drawing; the log now also shows "textures evicted" counts if anything looks off.
Activity
LittleBitUA commentedon Sep 25, 2026
Thanks for the video, it shows the problem clearly: every character is lit only by the ambient light (York almost black, faces purple) while the rooms look right, and it only happens on Radeon. On NVIDIA the same scenes are correct, so we can't reproduce it here and would love your help with one quick test on 2.0.5:
logsfolder next to the game and create an empty file namednative_dump.trigger(New > Text Document, then rename it; make sure it doesn't end in.txt, turn on "File name extensions" in Explorer's View menu if you can't see it).native_dumpfolder next to it. Then you can close the game..ppmfiles fromlogs\native_dump(around 10 MB) and attach the zip here together with the newestlogs\deadlyprem_XXX.log. Your Radeon driver version would help too.Those images are every render target of that one frame, including the pass that puts the main light on the characters, so they show exactly which step goes wrong on your card. Until it's fixed, the default (emulated) renderer should show the characters correctly on Radeon.
Dumpster73 commentedon Sep 26, 2026
deadlyprem_001.log
Dumpster73 commentedon Sep 26, 2026
native_dump.zip
Dumpster73 commentedon Sep 26, 2026
LittleBitUA commentedon Sep 26, 2026
Thank you, the dump and the log are exactly what we needed. They show that on your card the whole frame gets a cold purple tint, not only the characters, and that the passes building the light mask do run. We're now comparing it step by step with the same frame on NVIDIA to find the pass that differs.
Two small things would help: the save you made the dump with (zip the
userdatafolder next to the game withoutuserdata\cache), so we can render exactly the same frame here, and, if you can, a newer Radeon driver: yours is 23.40 from early 2024, and it would be good to know whether a current one changes anything.SilentHeII commentedon Sep 27, 2026
I also ran into an issue. I entered the milk barn and none of the textures rendered correctly. When I went back out, it looked like this:
deadlyprem_002.log
I have an RTX 4070 Super.
LittleBitUA commentedon Sep 27, 2026
@SilentHeII thanks, the new log shows exactly what happened, and it's a different bug from the Radeon colours above. The native renderer keeps a table of texture slots on the GPU (8192 of them), and it never gives slots back while the game runs. Over a long session it slowly fills up: in your log it went from 17 to 7896 over about 80 minutes, then it was full, so every new texture (the milk barn, the map) could no longer be drawn. That's the black building and the broken minimap.
The fix is to make that table much larger and reuse slots of textures the game has dropped; it'll be in the next update. Until then, restarting the game every hour or so avoids it, and the emulated renderer isn't affected.
@Dumpster73 we're still looking into the purple colours on Radeon; the save from where you made the dump would still help a lot.
LittleBitUA commentedon Sep 27, 2026
@SilentHeII could you also attach a save from near the milk barn? Zip the
userdatafolder next to the game withoutuserdata\cache. That lets us load the same spot here and check the fix there directly.Dumpster73 commentedon Sep 27, 2026
userdata.zip
Dumpster73 commentedon Sep 27, 2026
Well I learned something today! I had no idea my graphics card drivers didn't update themselves. I've installed the updates from AMD, and then ran DP which showed there was an update for itself. Everything is a lot better now, graphics seem fine and framerate is a lot better also, thank you!
Dumpster73 commentedon Sep 27, 2026
Here's the weird purple tint, and when I arrive at the hospital you can see the same location as the previous video looking a lot better
https://youtu.be/uhVD7_VzH9c
LittleBitUA commentedon Sep 27, 2026
@Dumpster73 thanks for testing, and for the save. Good to hear the driver update fixed most of it. In the new video, is the purple tint at the start from before you updated the driver, or does it still show up with the new one? If it's still there, tell us where, and we'll check that spot with your save.
Dumpster73 commentedon Sep 27, 2026
So when i sent you that first video id driven from the police station to the hospital overtaking bright pink cars and controlling a character that was a black shadow, whilst other characters either looked OK, or were shadows, or were purple.
On the second video after the update, reloading the same save game, the cut scene outside the police station was fine, the characters were all fine outside the car, but then it started to rain and ecerything went extra dark and very purple. But I think the game would have remained OK if i didn't get in the car. I think the rain started while i was outside the car and i didn't see any issues. On arrival at the hospital everything looked fine.
LittleBitUA commentedon Sep 28, 2026
@Dumpster73 thanks, that narrows it down a lot: the characters are fine now, and what's left is the rain in the car turning everything dark and purple. Was that with the native renderer? If you have a moment, could you load the same save with the default renderer and drive in the rain for a minute, so we know whether it only happens with the native one? We'll try it here with the save you sent.
Dumpster73 commentedon Sep 28, 2026
That was the native renderer, the clip i sent is one long clip so you can see how the car journey is purple and dark, while the buildings and characters are now OK when youre not in the car.
2.0.12: native texture eviction (#37, #43), fixed-step effects at 60 FPS
LittleBitUA commentedon Oct 3, 2026
@SilentHeII 2.0.12 is out with the fix for objects disappearing in long sessions with the native renderer: it kept every texture it ever loaded until there was no room left. Textures that haven't been on screen for a minute are now released and loaded again when they come back, so video memory stays in check too. Update from the launcher's Update button, or unzip DPRecomp-2.0.12-win64.zip over your install. If you play long sessions, please let us know whether everything keeps drawing; the log now also shows "textures evicted" counts if anything looks off.