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Tried pretty much all the settings. All the buffers enabled, strict rendering, MSAA ON/OFF, Res Threshold 1024x1024, messed with res scaling and nothing fixed it.
I’ve found that leaving the resolution scale at 100% prevents the frame rate from going unstable, and that disabling and enabling reshade will sometimes make a frame render without the DOF.
Initial findings:
The game dowscales the input from an original 1280x720 image to 640x360. Instead of doing progressive downscaling using the GPU, the calculation is moved off-chip, I have yet to determine if blit engine continues to work on this or not. Eventually a very blurry image is given back for the 'full-strength' DOF and it is supposed to have a strength mask in the alpha channel. For some reason however, the strength mask is 1 everywhere in this game forcing it to have full DOF blur.
Broken DOF on both OGL and Vulkan.
Tried pretty much all the settings. All the buffers enabled, strict rendering, MSAA ON/OFF, Res Threshold 1024x1024, messed with res scaling and nothing fixed it.
The game looks like this:
RPCS3 Log:
RPCS3.log
RSX Capture:
https://drive.google.com/file/d/12Rq1uQF-_dTepzHlTIcLpWmt4P3e-1ki/view?usp=sharing
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