
I also isolated it to a situation where the right shader is used before and after the affected draw calls. It seems to be a valid shader just loaded to the wrong place. It is the same bad shader each time, even if you reboot the game, so this is not a case of memory being corrupt. The game has some other shader that is loaded sometimes instead of the correct one.
Motion blur filter incorrectly applied to surfaces.įor the second type (the most distracting and easiest to catch with tracing tools) I found it happens because of a shader swap.
Unfortunately, RSX rendering has nothing to do with the underlying cause here.
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