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Fixed a number of performance and stability issues introduced with the D3D9 locking rewrite in 1.9 (#2142, #2149, #2150, #2164, #2168).
Rewrote the way staging textures are handled in D3D11. This can reduce memory usage and the number of image copies necessary to move data between the CPU and GPU, and fixes severe performance issues in Roblox on Nvidia GPUs.
Removed some workarounds for very old Mesa versions (19.0 and older).
Reimplemented locking primitives based on Windows SRW locks. This may be more efficient compared to the winpthreads implementation in mingw builds.
Earth Defense Force 5: Work around performance issues caused by the game frequently turning vertical synchronization on and off between frames (#2127)
Far Cry 1: Spoof Nvidia GPU in order to enable higher-quality water rendering.
Far Cry 5 and other Dunia Engine games: Fixed various issues due to uninitialized memory (PR #2137).
GTA IV: Fixed broken app profile that would break the game on Nvidia GPUs.
World of Final Fantasy: Forcibly disable MSAA to work around game bugs. Note that this should not impact visual quality since the game only uses MSAA for full-screen passes where it has no effect (#1216, #2136).