The Last of Us ~New Progress | Lighting or Other Effects Retoration | RPCS3 v0.0.18-12734 | FSR 4K
i9 11900K@5.G RTX 3080 ( OC ) 2160P UHD ( Recording )
After the efforts of the development team, many graphical problems of the game TLoU were unknowingly fixed, but we have been using the patch to turn off the special effects of the game. Of course, some effects of the game are still broken. .Now we can reduce the number of patches used by setting the options of WCB + RCB + WDB + RDB
The options of depth Border fix and depth buffer viewport can be omitted. Other game special effects such as Dof, SSAO, etc. can also be achieved
The SPU FCEQ instrution required for godray or volumetric lighting is also activated. MLAA removal patch will destroy the game at this stage The unique perceptual listening system inside. But it is necessary for interpolation to increase the resolution and speed, but it can be turned off as people prefer. Finally, the patch for gpu lighting is necessary because the path of spu lighting is still broken
The SPU FCEQ instrution required for godray or Volumetric lighting is are optimized. MLAA removal patch will destroy the game at this stage the unique perceptual listening system ,but that is necessary for upscaling to increase the resolution and speed, it can be turned off if you like...... In the end, this gpu lighting patch is necessary, because the path spu lighting is still broken.
I would like to thank the development team, ZEROx, illusion and other friends for their efforts. Thank you Linear524 for your tips
The above information comes from the following two posts
https://github.com/RPCS3/rpcs3/issues/10316
https://github.com/RPCS3/rpcs3/pull/8729
What is FSR ( FidelityFX Super Resolution )
https://gpuopen.com/fidelityfx-superresolution/
RPCS3 v0.0.18-12734-42e3add6 Alpha
PPU Decoder: Recompiler (LLVM)
SPU Decoder: Recompiler (LLVM)
Accurate RSX reservation access: true
SPU Block Size: Mega
SPU Cache: true
Enable Audio Buffering: true
Enable thread scheduler: false
SPU loop detection: false
Multithreaded RSX: false
Renderer: Vulkan
Write Color Buffers: false
Read Color Buffers: true
MSAA: false
VSync: false
Driver Wake-Up Delay: 200
Relaxed ZCULL Sync: false
Resolution Scale: 100
VBlank Rate :60
Note:With GPU lighting patch only
The game is recorded at a limit of 30 frames and then interpolated by the number of frames
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