RPCS3-0.0.5-6887
Settings are default with the exception of:
WCB is on, frame limiter is set to 30
As mentioned in the latest test results on the forum, the lighting flickers lighter/darker periodically. The effect is minor, and is not constant.
For me it was more noticeable in the area after the intro/snowy scene.
If you need more info, let me know.
It is pretty consistently present for me though.
I also observed that this flickering affects the black bars around the game's viewport too, when in desktop mode and the window is maximized. This might be important.
Experiencing this too, seems like a dynamic lighting issue. Useful to note that this flickering was in RPCS3's NieR YouTube video from 06/06/2018, precisely starting 0:03 on the right screen, until 0:19, so I'll assume this is a known issue. It'd still be great to get it fixed though.
I only played a little but it seems to happen more when the camera is at a low angle.
Maybe fixed by https://github.com/RPCS3/rpcs3/pull/4784, but I'm not overly optimistic.
After #4794 this issue seems to be fixed with Vulkan. Still present with OpenGL though.
vvv Not for me. Before the PR the flicker is the exact same on Vulkan and OpenGL, afterwards it is gone on Vulkan. Might depend on the graphic card (AMD Radeon R9 380, newest driver). I am talking about the very obvious flickering while standing still at some positions, not slight variations while moving.
No, the problem always exist on vulkan, depends of the scene. Maybe minimized in some cases but still present.
It's a bit more noticeable in Replicant though, Gestalt isn't that bad.
This issue has completely disappeared for me in recent builds, although I am running a different game version (Nier Replicant BLJM60223). My setup is rpcs3-v0.0.5-7044, Vulkan renderer, 200% scaling, 128x128 threshold, 30FPS framelimit.
Confirmed fixed, tested on last master Nier and Nier Replicant, both works without problem for me and no flickering.
It can probably be closed.
The overexposed thing isn't going away for a long time. Caused by the game offloading some rendering to cpu for which we can only realistically allow only partially right now for performance reasons.
The issue still continues in the latest version, it's not so serious but the flickering tires my eyes a bit.
I have played about 3 hours but I will probably wait for now, to see if they can fix it.
I recently really got into NieR go I started emulating Replicant, but the lighting flickering is quite extreme so far for me. It varies with intensity depending on the area, but in general, it's pretty bad. Like the OP I have WCB on, 30fps limit, 720p (upscaled to 200%) on Vulcan rendering. All CPU rendering set to fastest.
Is there still no known fix for it? For me, it mostly happens whenever either the camera or character are moving. When standing still it usually just sticks to whatever the lighting was like in that position.
I recently really got into NieR go I started emulating Replicant, but the lighting flickering is quite extreme so far for me. It varies with intensity depending on the area, but in general, it's pretty bad. Like the OP I have WCB on, 30fps limit, 720p (upscaled to 200%) on Vulcan rendering. All CPU rendering set to fastest.
Is there still no known fix for it? For me, it mostly happens whenever either the camera or character are moving. When standing still it usually just sticks to whatever the lighting was like in that position.
I'm waiting for a solution too, this little bug is very nasty and makes the game a lot less pleasing
Still a problem with BLJM60223
This also happens on the EU version BLES00826 on RPCS3 0.0.6-7931-3bfe921a.
FWIW: on real hardware the game does this whole "slow adjust" faux-HDR effect that was popular in games at the time from playing this for an hour or so (after playing many, many many hours of it on an actual PS3) it looks to me like this might be that shader adjusting the brightness too quickly to match changes in the image.
A good way I've found to reproduce this "flicker" is to stand in a low-light area, e.g. the shadow of the trees in front of the library in the starting village, and rotate the camera. As the camera moves you'll see the brightness rapidly adjusting up and down, stopping as soon as the camera stops moving.
This is the spot I was using to observe the effect:

iirc the issue is caused by the game's faux hdr.
Most helpful comment
This also happens on the EU version BLES00826 on RPCS3 0.0.6-7931-3bfe921a.
FWIW: on real hardware the game does this whole "slow adjust" faux-HDR effect that was popular in games at the time from playing this for an hour or so (after playing many, many many hours of it on an actual PS3) it looks to me like this might be that shader adjusting the brightness too quickly to match changes in the image.
A good way I've found to reproduce this "flicker" is to stand in a low-light area, e.g. the shadow of the trees in front of the library in the starting village, and rotate the camera. As the camera moves you'll see the brightness rapidly adjusting up and down, stopping as soon as the camera stops moving.
This is the spot I was using to observe the effect:
