Fixed a regression that would cause MSAA resolves to look like MSAA was not working in a number of D3D9 games.
Improved performance in some D3D9 games by avoiding unnecessary render pass barriers, such as Dead Space 2 (PR #5112).
Fixed the way tessellation factors are interpreted for line tessellation. This fixes particle rendering in DCS World and potentially other issues. (#4327)
Added the d3d9.modeCountCompatibility configuration option to work around buffer overflows in older games that do not expect monitors to support more than ~16 different display modes. This fixes a crash in AquaNox 2.
Alone in the Dark: Worked around a crash on start. (PR #5158)
Comanche 4: Worked around an issue where the in-game anti-aliasing option would only be exposed on certain GeForce4 Ti GPUs.
Crysis 3: Removed GPU vendor override to work around an issue where the game wouldn't start after recent EA app updates.
Note that this change may cause a noticeable performance regression on AMD systems due to less efficient code paths in the game.
Dungeon Siege 2: Fixed a regression that would cause character models to not show in the menu. (#5175)
Everybody's Gone to the Rapture: Worked around poor CPU-bound performance. (PR #5168)
Fallout New Vegas: Added vendor override to work around an issue with the FNV Reloaded mod using an unimplemented NVAPI function on Nvidia GPUs. (PR #5136)
Guilty Gear: Added 60 FPS cap to work around the game speeding up at higher frame rates. (#5142, PR #5143)
PsiOps: Added 60 FPS cap to work around broken physics at higher frame rates. (PR #5145)
Scarface: Worked around a rendering issue caused by breaking changes in D3D9 API behaviour.
Team Fortress 2: Fixed an MSAA-related rendering issue. (#5119, PR #5132)
The Witcher 1: Added 300 FPS cap to work around a game issue where Geralt's hair would not render properly in the inventory menu.
Top Spin 2004: Fixed a memory leak as well as rendering issues. (PR #5155)