message: Don't set events on replay, they may be device-only
  * We also don't use the 'real' events for our handling anyway, so their
  set/reset status doesn't matter.
diff: * careful the GPU never waits on an event that will never become set, or the GPU
  * will lock up.
  *
  - * For now the implementation is simple, conservative and inefficient. We keep
  - * events Set always, never replaying any Reset (CPU or GPU). This means any
  - * wait will always succeed on the GPU.
  + * For now the implementation is simple, conservative and inefficient. We ignore
  + * the real events and don't set/reset them.
  *
  * On the CPU-side with GetEventStatus we do another hard sync with
  * DeviceWaitIdle.
  @@ -347,7 +346,6 @@ bool WrappedVulkan::Serialise_vkCreateEvent(SerialiserType &ser, VkDevice device
  VkResult ret = ObjDisp(device)->CreateEvent(Unwrap(device), &CreateInfo, NULL, &ev);
  // see top of this file for current event/fence handling
  - ObjDisp(device)->SetEvent(Unwrap(device), ev);
  if(ret != VK_SUCCESS)
  {
  @@ -1171,8 +1169,8 @@ bool WrappedVulkan::Serialise_vkCmdSetEvent2(SerialiserType &ser, VkCommandBuffe
  commandBuffer = VK_NULL_HANDLE;
  }
  - if(commandBuffer != VK_NULL_HANDLE)
  - ObjDisp(commandBuffer)->CmdSetEvent2(Unwrap(commandBuffer), Unwrap(event), &DependencyInfo);
  + // if(commandBuffer != VK_NULL_HANDLE)
  + // ObjDisp(commandBuffer)->CmdSetEvent2(Unwrap(commandBuffer), Unwrap(event), &DependencyInfo);
  }
  return true;
  