Terrible shading errors using normal maps

Hi,

I have some issues using baked normal maps. Any tougher gradient gives massive shading errors, no matter what I do. The only solution is to use hard edges with UV splits at higher degrees.

Baked a simple box, left side has soft edges, right side has hard edges.

As you can see it is perfectly fine in Marmoset. (or at least perfectly usable)

I used 3ds Max to bake it. Any idea what should I do? Is it not possible to bake normal maps in Max anymore due to the MikkT tangent bases? I thought if you import the tangents the engine will sync to it (mostly).

Thanks,
Fisher

What compression setting is your normal map on?