To switch to T-Pose output in RPCS3 next parameters should be set in vk_config.xml
bDiscardOrthoMesh = "false"
bRCPS3hint = "true"
bRCPS3Tpose = "true"
bRCPS3TposeGLTFNormals = "true"
Last parameter set "NORMAL" id in GLTF files to attribute which named "in_normal" in RPCS3 vertex shaders (not always defines normals)
Note: For version 0.9.5 NR-files should be loaded in world space with identity matrix.
Note: 3d models will in t-pose if game send them to vertex shader in t-pose. Also the parts of body maybe fragmented and located in the center. Or maybe transformed by game before shader.