diff --git a/src/d3d9/d3d9_options.cpp b/src/d3d9/d3d9_options.cpp index 86ba41d7a92..87b878284f2 100644 --- a/src/d3d9/d3d9_options.cpp +++ b/src/d3d9/d3d9_options.cpp @@ -48,7 +48,6 @@ namespace dxvk { this->strictPow = config.getOption ("d3d9.strictPow", true); this->lenientClear = config.getOption ("d3d9.lenientClear", false); this->numBackBuffers = config.getOption ("d3d9.numBackBuffers", 0); - this->noExplicitFrontBuffer = config.getOption ("d3d9.noExplicitFrontBuffer", false); this->deferSurfaceCreation = config.getOption ("d3d9.deferSurfaceCreation", false); this->samplerAnisotropy = config.getOption ("d3d9.samplerAnisotropy", -1); this->maxAvailableMemory = config.getOption ("d3d9.maxAvailableMemory", 4096); diff --git a/src/d3d9/d3d9_options.h b/src/d3d9/d3d9_options.h index f23e69133b7..13458104a49 100644 --- a/src/d3d9/d3d9_options.h +++ b/src/d3d9/d3d9_options.h @@ -54,16 +54,6 @@ namespace dxvk { /// Overrides buffer count in present parameters. int32_t numBackBuffers; - /// Don't create an explicit front buffer in our own swapchain. The Vulkan swapchain is unaffected. - /// Some games don't handle front/backbuffer flipping very well because they don't always redraw - /// each frame completely, and rely on old pixel data from the previous frame to still be there. - /// When this option is set and a game only requests one backbuffer, there will be no flipping in - /// our own swapchain, so the game will always draw to the same buffer and can rely on old pixel - /// data to still be there after a Present call. - /// This means that D3D9SwapChainEx::GetFrontBufferData returns data from the backbuffer of the - /// previous frame, which is the same as the current backbuffer if only 1 backbuffer was requested. - bool noExplicitFrontBuffer; - /// Defer surface creation bool deferSurfaceCreation; diff --git a/src/util/config/config.cpp b/src/util/config/config.cpp index 39c70685578..5875a0fd2d2 100644 --- a/src/util/config/config.cpp +++ b/src/util/config/config.cpp @@ -466,10 +466,6 @@ namespace dxvk { { R"(\\ToEE(a)?\.exe$)", {{ { "d3d9.allowDiscard", "False" }, }} }, - /* ZUSI 3 - Aerosoft Edition */ - { R"(\\ZusiSim(\.64)?\.exe$)", {{ - { "d3d9.noExplicitFrontBuffer", "True" }, - }} }, /* GTA IV (NVAPI) */ /* Also thinks we're always on Intel * * and will report/use bad amounts of VRAM. @@ -546,10 +542,6 @@ namespace dxvk { { R"(\\SineMoraEX\.exe$)", {{ { "d3d9.maxFrameRate", "60" }, }} }, - /* Fantasy Grounds */ - { R"(\\FantasyGrounds\.exe$)", {{ - { "d3d9.noExplicitFrontBuffer", "True" }, - }} }, /* Red Orchestra 2 */ { R"(\\ROGame\.exe$)", {{ { "d3d9.floatEmulation", "Strict" }, @@ -590,22 +582,6 @@ namespace dxvk { { R"(\\limbo\.exe$)", {{ { "d3d9.maxFrameRate", "60" }, }} }, - /* Warhammer: Return of Reckoning Launcher - Forcing SM1 fixes a black window otherwise caused by - the lack of support for partial presentation */ - { R"(\\RoRLauncher\.exe$)", {{ - { "d3d9.shaderModel", "1" }, - }} }, - /* Halo CE SPV3 launcher - Same issue as Warhammer: RoR above */ - { R"(\\spv3\.exe$)", {{ - { "d3d9.shaderModel", "1" }, - }} }, - /* Escape from Tarkov launcher - Same issue as Warhammer: RoR above */ - { R"(\\BsgLauncher\.exe$)", {{ - { "d3d9.shaderModel", "1" }, - }} }, /* Star Wars The Force Unleashed 2 * * Black particles because it tries to bind * * a 2D texture for a shader that * @@ -724,11 +700,6 @@ namespace dxvk { { R"(\\ffxiv\.exe$)", {{ { "d3d9.textureMemory", "0" }, }} }, - /* Secret World Legends launcher * - * Invisible UI */ - { R"(\\Secret World Legends\\ClientPatcher\.exe$)", {{ - { "d3d9.shaderModel", "2" }, - }} }, /* Alien Rage * * GTX 295 & disable Hack to fix shadows */ { R"(\\(ShippingPC-AFEARGame|ARageMP)\.exe$)", {{