vkd3d: Enable performance workarounds for Elden Ring.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -490,6 +490,11 @@ static const struct vkd3d_instance_application_meta application_override[] = {
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* FIXME: The proper workaround will be a workaround which force-emits mul + add + precise. The vertex shaders
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* FIXME: The proper workaround will be a workaround which force-emits mul + add + precise. The vertex shaders
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* are broken enough that normal invariance is not enough. */
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* are broken enough that normal invariance is not enough. */
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{ VKD3D_STRING_COMPARE_EXACT, "SOTTR.exe", VKD3D_CONFIG_FLAG_FORCE_NO_INVARIANT_POSITION, 0 },
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{ VKD3D_STRING_COMPARE_EXACT, "SOTTR.exe", VKD3D_CONFIG_FLAG_FORCE_NO_INVARIANT_POSITION, 0 },
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/* Elden Ring (1245620).
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* Game is really churny on committed memory allocations, and does not use NOT_ZEROED. Clearing works causes bubbles.
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* It seems to work just fine however to skip the clears. */
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{ VKD3D_STRING_COMPARE_EXACT, "eldenring.exe",
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VKD3D_CONFIG_FLAG_MEMORY_ALLOCATOR_SKIP_CLEAR, 0 },
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{ VKD3D_STRING_COMPARE_NEVER, NULL, 0, 0 }
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{ VKD3D_STRING_COMPARE_NEVER, NULL, 0, 0 }
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};
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};
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