diff --git a/libs/vkd3d/device.c b/libs/vkd3d/device.c index 5df14904eb..edc8bb882b 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 },