Hi,
This is with Read Dead Redemption: Game of the Year Edition (BLES01294).
The street lamps look overly bright. Here are some screenshots comparing RPCS3 0.0.9-9960-c577bd21 Alpha with another Xbox 360 emulator:
This behaviour appears to occur when the lights are relatively distant.
Pic 1
RPCS3:

X360:

Pic 2
RPCS3:

X360:

But when the character is under the lights, they seem to be correct, except the distant ones:
RPCS3:

X360:

Sorry for not getting the screenshots in the same weather, the difference is noticeable anyway.
The "Write color buffers" option is on so it's not related to this issue, without it enabled the night looks like a concert.
Windows 10 (10.0.18363)
Intel Core i9-9900K
Nvidia RTX 2080 (drivers 442.50)
RPCS3 is not an Xbox 360 emulator. You're not comparing the same game, you're comparing a PS3 game with a Xbox 360 game, and the Xbox360 port is known to be very different.
Post comparison with real PS3 and ping for reopening if it's an issue there.
@AniLeo
Here you have some screenshot of a YouTube video made in the original PS3.




If it doesn't happen on a PS3, then it should be an issue
An RSX capture of a frame with distant lighting is needed, or/and just post savedata for the game with easy access to that part
Lol, I wrote Read Dead Redemption and I can't blame the corrector.
I tested different settings. The glitch happens when using Vulkan. I tried to test with OpenGL but the world becomes yellow and pink, not very appropriate for a West game. I also tried "Accurate xfloat", but that only decreases performance in this case.
With PPU Decoder set to "Interpreter (precise)" the game starts but the glitch continues. With SPU Decoder set to "Interpreter (precise)" the game doesn't start and gives 16 exceptions, one for each SPU Worker, so I set it up to "Interpreter (fast)" and "ASMJIT Recompiler (faster)", with unfortunately no solution for the street lamps' light.
The serial of the game is the BLES01294.
Thank you very much!
Also, there's some minimally possibly related glitch. If you run outside and around some houses that have lights inside that are displayed through the windows, they sometimes blink. You can see that in the houses that are around the bonfire that is just going out of the house, to the left, after loading the savegame.
The blinking windows issue and many others are caused by relaxed zcull. Can you check if the lamps light works properly without it?
Hi. I didn't have that option turned on. Anyway, I have tried to activate it to see if it solved something, but the lights are seen at the same high intensity with Relaxed ZCULL Sync being on or off, also it didn't resolve the blinking windows issue. Thank you for the suggestion.
Here is what it looks like on my system. Note: the game was transitioning from night into day time, so the effect of the broken lighting is more dramatic in these shots.

@Raijin56 mentioned that the lighting is correct when the player is under the light source, but I don't see this happening in my test:

Hey @avindra. Thanks for testing. Yes, I think the effect is worst occasionally, so sometimes it looks so bad.
@avindra That overly bright lighting issue is caused by having 'Write Color Buffers' disabled. Make sure you switch it on. However, the bright street lamps are still unresolved currently.
@Kingo64 good call, when I enable Write Color Buffers, I get a similar result to @Raijin56

Fixed with #8367 ?
@jeremybris
I think it is. I'll test master soon.

Edit: Yes. It's fixed with PR #8367.

Seems fixed. The game still has a bloom issue for me, similar to #8122 . That is another issue.
Before:
After:
@jeremybris Enable Write Color Buffers to fix broken lighting in night-time.
@jeremybris Enable Write Color Buffers to fix broken lighting in night-time.
Thanks, that worked, I didn't read the previous comments. My bad.
Now the lights are shown as it should be. Thanks for your amazing work!

Most helpful comment
Now the lights are shown as it should be. Thanks for your amazing work!