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Diffstat (limited to 'libs/vkd3d/device.c')
-rw-r--r--libs/vkd3d/device.c6
1 files changed, 2 insertions, 4 deletions
diff --git a/libs/vkd3d/device.c b/libs/vkd3d/device.c
index 5df14904..edc8bb88 100644
--- a/libs/vkd3d/device.c
+++ b/libs/vkd3d/device.c
@@ -532,12 +532,10 @@ 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.
- * No upload HVV works around disasterous CPU performance during skeleton animations, reported by multiple users.
- * No obvious benefit for ReBAR in this title anyways. */
+ * It seems to work just fine however to skip the clears. */
{ 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 | VKD3D_CONFIG_FLAG_NO_UPLOAD_HVV, 0 },
+ VKD3D_CONFIG_FLAG_RECYCLE_COMMAND_POOLS, 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 },