diff --git a/Penumbra/Interop/Hooks/ResourceLoading/ResourceLoader.cs b/Penumbra/Interop/Hooks/ResourceLoading/ResourceLoader.cs
index d5e41b56..3f8cb23f 100644
--- a/Penumbra/Interop/Hooks/ResourceLoading/ResourceLoader.cs
+++ b/Penumbra/Interop/Hooks/ResourceLoading/ResourceLoader.cs
@@ -256,7 +256,6 @@ public unsafe class ResourceLoader : IDisposable, IService
gamePath.Path.IsAscii);
fileDescriptor->ResourceHandle->FileNameData = path.Path;
fileDescriptor->ResourceHandle->FileNameLength = path.Length;
- MtrlForceSync(fileDescriptor, ref isSync);
returnValue = DefaultLoadResource(path, fileDescriptor, priority, isSync, data);
// Return original resource handle path so that they can be loaded separately.
fileDescriptor->ResourceHandle->FileNameData = gamePath.Path.Path;
@@ -295,16 +294,6 @@ public unsafe class ResourceLoader : IDisposable, IService
}
}
- /// Special handling for materials.
- private static void MtrlForceSync(SeFileDescriptor* fileDescriptor, ref bool isSync)
- {
- // Force isSync = true for Materials. I don't really understand why,
- // or where the difference even comes from.
- // Was called with True on my client and with false on other peoples clients,
- // which caused problems.
- isSync |= fileDescriptor->ResourceHandle->FileType is ResourceType.Mtrl;
- }
-
///
/// A resource with ref count 0 that gets incremented goes through GetResourceAsync again.
/// This means, that if the path determined from that is different than the resources path,