What to change for Rock Band 3 under the CPU tab in RPCS3's Custom Configuration.

A screenshot of Rock Band 3's GPU custom settings, highlighting Write Color Settings highlighted in green with a dotted outline, Framelimit, Anisotropic Filter, ZCull Accuracy, Output Scaling and VSync highlighted in blue with a dotted outline.

  • 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. Tweak depending on graphics card:
    • Enable “VSync” - Reduces screen tearing and may lead to a more stable framerate. Slightly increases input latency. Do not enable this with the frame limiter.
    • Change “Frame Limit”
      • Set it to “Off” to use higher VBlank Frequencies, which may introduce jitter, or if you’re using VSync.
      • Auto will use default RPCS3 settings.
      • It is suggested to use your graphics driver’s settings or software like MSI Afterburner to limit your framerate instead.
      • Adjusting the frame rate to be higher than 60 exponentially uses more resources, so this is not recommended for low end machines.
      • Be aware that framerates higher than 60 may cause the vocal pitch detection to behave incorrectly.
      • It’s suggested to disable VSync within Rock Band 3 Deluxe itself in Menu > Options > Deluxe Settings > Graphics > VSync
    • Change “ZCULL Accuracy” to “Relaxed” - Provides a slight performance improvement but may cause graphical anomalies in very rare situations.
    • Adjust “Anistropic Filter” depending on what your GPU can handle. Increase for better texture filtering. Performance impact should be negligible.
    • Adjust “Resolution Scale” to preference and to what your computer can handle. Increase for sharper graphics at the cost of higher GPU requirements. This forces the game to run at this resolution. Lowering this below 100% isn’t worth it as it won’t give much, if any, framerate gains.
    • 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 (FSR) 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.