JimScript
JimScript
It seems like the LOD textures get mixed up with each load:   That lock symbol is apart of the UI textures, so maybe the other glitched textures are...
This is without WCB:   It seems that WCB doesn't cause the issue so much as remix it.
I found -5 to fix a few particles not fixed by -3, and all else I have in WCB and CPU Blit(for upscaling), along 2 SPU threads in each category...
Read Color Buffers alone does nothing to fix anything, but when combined with Write Color Buffers makes the lighting fog render correctly, unfortunately it also cause the emulator to crash...
Okay here is is a comparison between a RPCS3 screenshot and an ingame capture with the photo feature, so sorry about the quality. Ingame real ps3 photo:  RPCS3...
Yeah, as far as I can tell, the lighting fog uses the same rendering layer as MLAA. But the weird thing is if it's "disabled" it will appear in the...
In LBP3, I found a very helpful ingame function called "disable shadows" in the material tweaker. With it, I can better show what is missing and give a potential software...
Wow, this has an explanation on to why LBP1 has weird bar issues with its transparent objects, 'dual layer transparency'. But yes, RPCS3 doesn't seen to utilize this volumetric lighting,...
Last I saw #6348, disabling MLAA in the debug menu did get rid of the glow around the start gate and the darkening around the screen.
Yeah, and when you increase the resolution scale the lighting fog gets 'dotted', as if there is a preset resolution from the CPU.