From b8d9f7e5f1ff3888bfaa67660003654f866b1727 Mon Sep 17 00:00:00 2001 From: myT Date: Fri, 25 Nov 2022 05:39:52 +0100 Subject: [PATCH] fixed the default strategy for D3D11 buffer offsets --- code/renderer/tr_backend_d3d11.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) 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