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Drakengard 3 Branch D Final boss Seam Shading #6525
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This has always been an issue by the way, not a regression |
Could you attach an RRC (maybe an RDC too)? Missing logs, specs and emu version too. To take an RRC go to Taking an RDC (RenderDoc Capture) is somewhat similar, but you'll need to grab RenderDoc itself for it first. You'll have to attach RenderDoc to RPCS3 (prior to booting up the game), then use a hotkey to trigger a capture during the scene. I don't remember the exact steps, but it's not rocket science, don't worry. Taking an RDC isn't a priority either, usually an RRC suffices. Logs would be definitely nice to have though. @AniLeo Should have been reported long ago then. |
@dio-gh sorry, here you are |
Sorry for not responding sooner btw, got distracted with playing the game lol. |
This is unreal 3 issue already tracked here. #4025 |
Needs a retest with the recent fixes. |
I did test, couldn't notice a different |
I need new captures for this particular issue, the old ones are incompatible. I'm working with other UE3 titles that have similar problems, but it would be better to be sure. |
Edit: Fixed by #8398. RSX Capture: Link: RSX-Capture-(Build-0.0.10-10477 - Deleted.) |
Thanks. In some UE3 shaders, the normals (and other directional data) are off, sometimes by a lot. I have seen such problems in the old days when normals were interpolated from VS due to weak hardware, but no reason why it should be happening on modern hw. I'm getting close though. |
Retest with #8398 |
Fixed by #8398 |
I don't know how to use Github or anything but I'm happy to hear it's finally getting fixed with other games! Looking forward to its implementation in the easy-to-download versions of RPCS3 lol |
The shading makes seams on the models very obvious. It also makes the shadows much darker than they were originally.
in comparison to
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