Skip to content

Commit

Permalink
[d3d8] Remove references to d3d8.useShadowBuffers for now
Browse files Browse the repository at this point in the history
The current D3D8 codebase in DXVK does not implement this
feature, i.e. setting this option is a NOP. It was
implemented in D8VK at some point, but was removed before
the big merge.

Remove any references to avoid confusion.
  • Loading branch information
tobiasjakobi authored and doitsujin committed Jul 21, 2024
1 parent 031a98c commit 10ab85c
Show file tree
Hide file tree
Showing 2 changed files with 0 additions and 18 deletions.
13 changes: 0 additions & 13 deletions dxvk.conf
Original file line number Diff line number Diff line change
Expand Up @@ -709,16 +709,3 @@
# - True/False

# d3d9.countLosableResources = True

# Use NVIDIA Shadow Buffers
#
# Vendor behavior for GeForce3 and GeForce4 cards that allows
# sampling depth textures with non-normalized Z coordinates
# and applies hardware shadow filtering.
#
# Supported values:
# - True/False

# d3d8.useShadowBuffers = False


5 changes: 0 additions & 5 deletions src/util/config/config.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1014,11 +1014,6 @@ namespace dxvk {
{ R"(\\indy\.exe$)", {{
{ "d3d9.enableDialogMode", "True" },
}} },
/* Tom Clancy's Splinter Cell *
* Supports shadow buffers */
{ R"(\\splintercell\.exe$)", {{
{ "d3d8.useShadowBuffers", "True" },
}} },
/* Anito: Defend a Land Enraged */
{ R"(\\Anito\.exe$)", {{
{ "d3d9.memoryTrackTest", "True" },
Expand Down

0 comments on commit 10ab85c

Please sign in to comment.