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FSR doesn't need FXAA tech addition because FSR itself based on Lanczos for upscaling image while sharpening is being applied at designated level. FXAA will just mess up high-contrasted details....
> > > Not all games use MLAA you know. Not all - yes. But a lot of important games: God of War 3, Ascention, Killzone 2,3, Last of Us,...
Try to use WCB+WDB on. Also sometimes Force CPU blit is helping too for GT titles... Just never use any patches or upscaling.
Luigis Mansion 3 is also suffering from shadow Z-fighting issues... Intro - wooden sign right to the road with dynamic shadow on it - flickering...
> With recent builds, some flickering lighting errors have started appearing in cutscenes & ingame... (the purple band on top of the screen in my capture) EDIT: It's supposed to...
Pupeteer is a truly brilliant game and unique title in terms of used technologies in rendering. Right now RPCS3 is almost reached the correct image rendering state, but some functions...
I think KD-11 very close to fixing all this remaining issues, and once it will be done - a lot of other titles will have benefits too. (Like TLoU, Uncharted...
Can't wait for this to be merged into master branch ! )) A lot of GT6 softlocks are gone with this PR ! (maybe all of them)
Latest Master branch shows the same shadow bug:    It looks like shadow buffer is not being updated correctly, or not being flushed from previous frame... (P.S. -...
@gdkchan and @riperiperi This long standing issue is still persist in every PR, is there any way to just clear shadow buffer after every vsync is done ? Or after...