Cubemaps in later Ratchet games are broken
Quick summary
Cubemaps (or shiny/specular/reflective/phong highlights?) in later Ratchet & Clank games appear incorrectly, sometimes split in half and/or having a sharp edge.
Details
Affects at least Ratchet & Clank (Future): A Crack in Time, R&C: All 4 One, R&C: QForce/Full Frontal Assault, and R&C: Nexus/Into the Nexus. The screenshots, RSX captures, and save data are from R&C: Nexus/Into the Nexus.
This seems to happen regardless of settings (with the default settings, with the wiki settings (Read Color Buffers), with all read/write colour/depth buffers enabled, with strict rendering mode, with any ZCULL accuracy, with any RSX FIFO accuracy, and with CPU blit emulation).
It feels like if the different sides of a cubemap are rotated/mirrored/flipped incorrectly.
| RPCS3 | PS3 |
|---|---|
Here, it's most obvious on the green character's suit, but about half of the surfaces in this scene are affected |
|
Here, it's very noticeable on the glass spheres on the trees, but it also affects the spaceship and some background elements |
Attach a log file
Attach capture files for visual issues
RSX capture 1: [NPEA00457_20240411142454_capture.rrc.gz] RSX capture 2: [Google Drive link - Too big for GitHub] Save data (R&C: Nexus): [NPEA00457_SAVE_0.zip] - The save starts in the "RSX capture 2" area. Move a little forwards and to the right to find a teleporter to the "RSX capture 1" area.
System configuration
Operating system: Windows 10, 64-bit CPU: Intel Core i9-9900K @ 3.60 GHz GPU: NVIDIA GeForce RTX 2080 Ti (Driver v552.12)
Other details
No response
Looks like some coordinate shenanigans going on.