Rpcs3: Persona 5 White dots/flickering

Created on 12 Apr 2020  Â·  11Comments  Â·  Source: RPCS3/rpcs3

Quick summary

I'm getting lots of flickering white dots all over certain textures in Persona 5, tried disabling all mods/patches and running it clean but no luck.

Details

The flickering is a lot worse when playing compared to screenshots. Seems to especially happen to grass/trees/signs.

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Bug CPU

Most helpful comment

Non-integer scaling is always going to break things because you cannot divide pixels and get coherent data all the time. This is why especially 200% and 400% are usually a lot more compatible than other scaling values.

All 11 comments

Try without the disable blur patch.

Try without the disable blur patch.

Still showing up unfortunately, no dice trying to run it clean either.

Try SPU asmjit? It could be Frest issue coming back

rly appreciate the help so far! I checked the Frest issue page, SPU asmjit doesn't seem to fix anything.

Upload the actual log file too

This would likely be a regression if its happening on vanilla game (no patches, upscaling, etc). In that case some regression testing would be required to identify when it started happening.

I am using the 60fps patch and either I don't have that problem or it appears only in specific locations which I did not try

I am also having this problem. It seems worse on LLVM. I tried running it on asmjit and the dots don't seem nearly as prevalent, but still there. The game is running really great otherwise though. I have it patched.

Happens to me as well with LLVM (xFloat on and off) and ASMJIT with little to no difference.
The only real change is visible while playing around with the Resolution scale, leaving it to 100% seems to greatly reduce the white dots, using strict mode removes them almost completely.

Specs :
I7-9700k
RX 5700XT

Try setting resolution scale from 150% to 100%, 200%, 300%, etc. I had similar issue that was showing up at 900p, 1080p and 1260p but not at 720p, 1440p or 2160p.

20201015172009_1

Non-integer scaling is always going to break things because you cannot divide pixels and get coherent data all the time. This is why especially 200% and 400% are usually a lot more compatible than other scaling values.

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