The post-processing at resolutions wider than 2160p needs to be taken care of still. I don't know if you can see it in screenshots at non-16:9 resolutions or not, but there's a slight vertical shift in the blur. 3-monitor-wide, it's more than a shift, it's actually a narrow sliver of properly post-processed screen space with everything above and below it clamped to the same pixel color.
I've identified some floating-point problems in their vertex shader constants that are to blame. When I get around to squeezing the UI into the 16:9 center of the screen I can take care of that as well.
Incidentally, you can try out my early work here:https://github.com/Kaldaien/TZF/release ... /ddfix.zip(I will have a proper GitHub project for this when it's closer to release)It's still very early, but I'd like to get feedback on any stability issues. The core injector (d3d9.dll) has been used in many of my projects, but recently it's been giving trouble with GeDoSaTo and I had to spend a lot of time on that in Tales of Zestiria.
Unzip those files into your DDDA directory and then press Ctrl + Shift + A to toggle between aspect ratio correction and none. I'll get the squished menu items, map and various other things sorted out later this week.