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Custom Configuration: GPU

Rock Band 3's GPU custom settings.
  • A green square with a dashed outline. REQUIRED:

    • Enable Write Color Buffers - Characters will have severe graphical bugs without this.
  • A blue square with a dotted outline. Adjust depending on graphics card:

    • Adjust Resolution Scale to increase the rendering resolution. Higher numbers require a better graphics card.
      Lowering this below 100% will rarely help performance.
    • Adjust Output Scaling to preference and to what your computer can handle. This affects how the game is “blown up” in size when fitting to your monitor’s native resolution. Helpful for those keeping Resolution Scale (mentioned above) at 100% while playing on a monitor larger than 1280x720.
      • Nearest is completely unfiltered and gives you a raw unmodified image. This can cause the game to look pixelated.
      • Bilinear uses smoothing to scale the image up. This may cause the game to look blurry.
      • FidelityFX Super Resolution 1 (FSR1) uses complicated math to sharpen and enhance the image when it gets blown up to your monitor’s resolution. This can create odd artifacts in some instances.
        • You can use RCAS Sharpening Strength below to adjust the strength of its effect.
    • Change Framelimit
      • Leave it on Auto to let RPCS3 set a frame rate limit.
      • Set it to Off if you’re using VSync or an external frame limiting.
      • 120 is recommended if you’re using a 144Hz (or higher) display.
      • Set it to Display if you want to lock to your display’s refresh rate.
      • DO NOT set it below 60!
      • Higher framerates require more resources. Keep this in mind if you’re on a low end system.
      • It’s suggested to disable VSync within Rock Band 3 Deluxe itself in Menu > Options > Deluxe Settings > Venue Options > Graphics > Advanced.
    • Enable VSync - Reduces screen tearing at the cost of slight latency. It’s suggested to use your graphics card’s VSync instead.
      Do not enable VSync with Framelimit enabled.
    • Adjust Anisotropic Filter - Improves texture rendering at distances and angles. Just about every GPU should be able to handle x16.
    • Change ZCULL Accuracy to Relaxed - Provides a slight performance improvement at the cost of some accessories looking weird at distances.
    • Adjust Shader Quality to preference - Setting this to Low seems to do nothing visually but it improves performance.
    • Enable Multithreaded RSX if you have a computer with CPU cores/threads to spare.
      This offloads a few RSX (graphics unit in the PS3) operations to other cores/threads.
    • Enable Asynchronous Texture Streaming if you have a high end machine, are using Vulkan, and also enabled Multithreaded RSX.
      This transfers textures on a parallel thread, which may help performance.
    • Change Renderer depending on your computer. - This is at the very bottom because it’s not recommended for most people.
      Only people on extremely low end machines should change this to OpenGL.