diff --git a/code/renderer/tr_backend_d3d11.cpp b/code/renderer/tr_backend_d3d11.cpp index 13ff8bf..7fbfd4a 100644 --- a/code/renderer/tr_backend_d3d11.cpp +++ b/code/renderer/tr_backend_d3d11.cpp @@ -1870,8 +1870,10 @@ static qbool GAL_Init() // only nVidia's drivers seem to consistently handle the extra IASetVertexBuffers calls well enough d3d.splitBufferOffsets = Q_stristr(glConfig.renderer_string, "NVIDIA") != NULL; #else - // however, we'll just treat all drivers as equally dumb by default for now - d3d.splitBufferOffsets = D3D11SO_SYNCEDOFFSETS; + // we'll just treat all drivers as equally bad for now and force synced offsets + // it also seems that nVidia's new drivers might have a problem with the split offsets code path + // (yet to be confirmed) + d3d.splitBufferOffsets = qfalse; #endif } else