vkd3d: Enable performance workarounds for Elden Ring.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
Hans-Kristian Arntzen 2022-02-25 12:11:29 +01:00
parent c19eaac376
commit f39ece9a7c
1 changed files with 5 additions and 0 deletions

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@ -490,6 +490,11 @@ static const struct vkd3d_instance_application_meta application_override[] = {
* FIXME: The proper workaround will be a workaround which force-emits mul + add + precise. The vertex shaders
* are broken enough that normal invariance is not enough. */
{ 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. */
{ VKD3D_STRING_COMPARE_EXACT, "eldenring.exe",
VKD3D_CONFIG_FLAG_MEMORY_ALLOCATOR_SKIP_CLEAR, 0 },
{ VKD3D_STRING_COMPARE_NEVER, NULL, 0, 0 }
};