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authorHans-Kristian Arntzen <post@arntzen-software.no>2022-10-26 18:36:24 +0300
committerHans-Kristian Arntzen <post@arntzen-software.no>2022-10-26 19:21:07 +0300
commit53f00dfecc0332495ec899835c1581328a25af85 (patch)
tree126b9878627966ab5d32ae8450b22c24aa63bcf8
parent3a0eb42f606886b3bfb7cf759ba784e1172ca398 (diff)
vkd3d: Add NO_UPLOAD_HVV workaround on Elden Ring.
Works around disasterous CPU performance during skeleton animations according to several users, especially on NVIDIA. The game does not seem to benefit from ReBAR on UPLOAD heaps either way. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
-rw-r--r--libs/vkd3d/device.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/libs/vkd3d/device.c b/libs/vkd3d/device.c
index edc8bb88..5df14904 100644
--- a/libs/vkd3d/device.c
+++ b/libs/vkd3d/device.c
@@ -532,10 +532,12 @@ static const struct vkd3d_instance_application_meta application_override[] = {
{ VKD3D_STRING_COMPARE_EXACT, "SOTTR.exe", VKD3D_CONFIG_FLAG_FORCE_NO_INVARIANT_POSITION, 0 },
/* Elden Ring (1245620).
* Game is really churny on committed memory allocations, and does not use NOT_ZEROED. Clearing works causes bubbles.
- * It seems to work just fine however to skip the clears. */
+ * It seems to work just fine however to skip the clears.
+ * No upload HVV works around disasterous CPU performance during skeleton animations, reported by multiple users.
+ * No obvious benefit for ReBAR in this title anyways. */
{ VKD3D_STRING_COMPARE_EXACT, "eldenring.exe",
VKD3D_CONFIG_FLAG_MEMORY_ALLOCATOR_SKIP_CLEAR | VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_IGNORE_MISMATCH_DRIVER |
- VKD3D_CONFIG_FLAG_RECYCLE_COMMAND_POOLS, 0 },
+ VKD3D_CONFIG_FLAG_RECYCLE_COMMAND_POOLS | VKD3D_CONFIG_FLAG_NO_UPLOAD_HVV, 0 },
/* Serious Sam 4 (257420).
* Invariant workarounds cause graphical glitches when rendering foliage on NV. */
{ VKD3D_STRING_COMPARE_EXACT, "Sam4.exe", VKD3D_CONFIG_FLAG_FORCE_NO_INVARIANT_POSITION, 0 },