Normal map causes reverted normals and dark seams

Hi

I am trying to apply a normal map to a model that has uniformly created single island uv set. The normal map is saved as 8 bit with green channel flipped.

I set it to normal map (dtx5), disable Srgb. I also tried flipping the green channel again. None of those helped.

This is an instance material and the other instances of the material has no such issues with normal maps. So this must be something to do with the object or the normal map.

Any recommendations for how to fix it?

Btw I am using Raytracing on Windows 10

I figured it out. For the reference, make sure your normal maps are truly 8bit. Appearantly Blender was creating a 16bit normal map.