
The Last of Us~Latest Graphical Fix | RPCS3 v0.0.19 PR Build | Lighting or Other Effects Restoration
New PR:rsx: Fix immediate-mode rendering
i9 11900K@5.0G RTX 3080 ( OC ) 2160P ( Recording )
During the game, only GPU lighting patch is enough......................
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https://github.com/RPCS3/rpcs3/pull/11151
Reticles can be displayed normally, no patch is needed
https://github.com/RPCS3/rpcs3/issues/9588
The problem of broken shadow maps seems to be fixed in this PR:rsx: Minor fixes
https://github.com/RPCS3/rpcs3/pull/10975
The abnormality of the spotlight cubemaps mentioned in the post was also not found.
So the "Disable Torch shadow maps" patch is not needed either
The options of WCB + RCB + WDB + RDB are turned on at the same time.Depth Border fix patch and depth buffer viewport patch are no longer needed.Other game special effects such as Dof, SSAO, etc. are all restored
The SPU FCEQ instrution required for godray or volumetric lighting has been optimized and special effects are visible. MLAA removal patch will destroy the " Listen Mode" ,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 spu lighting path 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/
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
WCB + RCB + WDB + RDB
MSAA: false
VSync: false
Driver Wake-Up Delay: 200
Resolution Scale: 100
Enable FidelityFX Super Resolution Upscaling: true
VBlank Rate :60
The game is recorded at a limit of 30 frames and then interpolated by the number of frames (60FPS )
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