diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs
deleted file mode 100644
index 15d9587d0..000000000
--- a/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs
+++ /dev/null
@@ -1,307 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Memory;
-using System;
-using System.Runtime.InteropServices;
-using System.Runtime.Intrinsics;
-using System.Runtime.Intrinsics.X86;
-
-namespace Ryujinx.Graphics.Gpu.Engine.Threed
-{
-    /// <summary>
-    /// Index buffer utility methods.
-    /// </summary>
-    static class IbUtils
-    {
-        /// <summary>
-        /// Minimum size that the vertex buffer must have, in bytes, to make the index counting profitable.
-        /// </summary>
-        private const ulong MinimumVbSizeThreshold = 0x200000; // 2 MB
-
-        /// <summary>
-        /// Maximum number of indices that the index buffer may have to make the index counting profitable.
-        /// </summary>
-        private const int MaximumIndexCountThreshold = 65536;
-
-        /// <summary>
-        /// Checks if getting the vertex buffer size from the maximum index buffer index is worth it.
-        /// </summary>
-        /// <param name="vbSizeMax">Maximum size that the vertex buffer may possibly have, in bytes</param>
-        /// <param name="indexCount">Total number of indices on the index buffer</param>
-        /// <returns>True if getting the vertex buffer size from the index buffer may yield performance improvements</returns>
-        public static bool IsIbCountingProfitable(ulong vbSizeMax, int indexCount)
-        {
-            return vbSizeMax >= MinimumVbSizeThreshold && indexCount <= MaximumIndexCountThreshold;
-        }
-
-        /// <summary>
-        /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer.
-        /// </summary>
-        /// <param name="mm">GPU memory manager</param>
-        /// <param name="type">Index buffer element integer type</param>
-        /// <param name="gpuVa">GPU virtual address of the index buffer</param>
-        /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
-        /// <param name="indexCount">Number of index buffer elements used on the draw</param>
-        /// <returns>Vertex count</returns>
-        public static ulong GetVertexCount(MemoryManager mm, IndexType type, ulong gpuVa, int firstIndex, int indexCount)
-        {
-            return type switch
-            {
-                IndexType.UShort => CountU16(mm, gpuVa, firstIndex, indexCount),
-                IndexType.UInt => CountU32(mm, gpuVa, firstIndex, indexCount),
-                _ => CountU8(mm, gpuVa, firstIndex, indexCount)
-            };
-        }
-
-        /// <summary>
-        /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 8-bit indices.
-        /// </summary>
-        /// <param name="mm">GPU memory manager</param>
-        /// <param name="gpuVa">GPU virtual address of the index buffer</param>
-        /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
-        /// <param name="indexCount">Number of index buffer elements used on the draw</param>
-        /// <returns>Vertex count</returns>
-        private unsafe static ulong CountU8(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
-        {
-            uint max = 0;
-            ReadOnlySpan<byte> data = mm.GetSpan(gpuVa, firstIndex + indexCount);
-
-            if (Avx2.IsSupported)
-            {
-                fixed (byte* pInput = data)
-                {
-                    int endAligned = firstIndex + ((data.Length - firstIndex) & ~127);
-
-                    var result = Vector256<byte>.Zero;
-
-                    for (int i = firstIndex; i < endAligned; i += 128)
-                    {
-                        var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
-                        var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32);
-                        var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 64);
-                        var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 96);
-
-                        var max01 = Avx2.Max(dataVec0, dataVec1);
-                        var max23 = Avx2.Max(dataVec2, dataVec3);
-                        var max0123 = Avx2.Max(max01, max23);
-
-                        result = Avx2.Max(result, max0123);
-                    }
-
-                    result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsByte());
-                    result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsByte());
-                    result = Avx2.Max(result, Avx2.ShuffleLow(result.AsUInt16(), 0x55).AsByte());
-                    result = Avx2.Max(result, Avx2.ShiftRightLogical(result.AsUInt16(), 8).AsByte());
-
-                    max = Math.Max(result.GetElement(0), result.GetElement(16));
-
-                    firstIndex = endAligned;
-                }
-            }
-            else if (Sse2.IsSupported)
-            {
-                fixed (byte* pInput = data)
-                {
-                    int endAligned = firstIndex + ((data.Length - firstIndex) & ~63);
-
-                    var result = Vector128<byte>.Zero;
-
-                    for (int i = firstIndex; i < endAligned; i += 64)
-                    {
-                        var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
-                        var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16);
-                        var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 32);
-                        var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 48);
-
-                        var max01 = Sse2.Max(dataVec0, dataVec1);
-                        var max23 = Sse2.Max(dataVec2, dataVec3);
-                        var max0123 = Sse2.Max(max01, max23);
-
-                        result = Sse2.Max(result, max0123);
-                    }
-
-                    result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsByte());
-                    result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsByte());
-                    result = Sse2.Max(result, Sse2.ShuffleLow(result.AsUInt16(), 0x55).AsByte());
-                    result = Sse2.Max(result, Sse2.ShiftRightLogical(result.AsUInt16(), 8).AsByte());
-
-                    max = result.GetElement(0);
-
-                    firstIndex = endAligned;
-                }
-            }
-
-            for (int i = firstIndex; i < data.Length; i++)
-            {
-                if (max < data[i]) max = data[i];
-            }
-
-            return (ulong)max + 1;
-        }
-
-        /// <summary>
-        /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 16-bit indices.
-        /// </summary>
-        /// <param name="mm">GPU memory manager</param>
-        /// <param name="gpuVa">GPU virtual address of the index buffer</param>
-        /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
-        /// <param name="indexCount">Number of index buffer elements used on the draw</param>
-        /// <returns>Vertex count</returns>
-        private unsafe static ulong CountU16(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
-        {
-            uint max = 0;
-            ReadOnlySpan<ushort> data = MemoryMarshal.Cast<byte, ushort>(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 2));
-
-            if (Avx2.IsSupported)
-            {
-                fixed (ushort* pInput = data)
-                {
-                    int endAligned = firstIndex + ((data.Length - firstIndex) & ~63);
-
-                    var result = Vector256<ushort>.Zero;
-
-                    for (int i = firstIndex; i < endAligned; i += 64)
-                    {
-                        var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
-                        var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16);
-                        var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32);
-                        var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 48);
-
-                        var max01 = Avx2.Max(dataVec0, dataVec1);
-                        var max23 = Avx2.Max(dataVec2, dataVec3);
-                        var max0123 = Avx2.Max(max01, max23);
-
-                        result = Avx2.Max(result, max0123);
-                    }
-
-                    result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsUInt16());
-                    result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsUInt16());
-                    result = Avx2.Max(result, Avx2.ShuffleLow(result, 0x55));
-
-                    max = Math.Max(result.GetElement(0), result.GetElement(8));
-
-                    firstIndex = endAligned;
-                }
-            }
-            else if (Sse41.IsSupported)
-            {
-                fixed (ushort* pInput = data)
-                {
-                    int endAligned = firstIndex + ((data.Length - firstIndex) & ~31);
-
-                    var result = Vector128<ushort>.Zero;
-
-                    for (int i = firstIndex; i < endAligned; i += 32)
-                    {
-                        var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
-                        var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8);
-                        var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16);
-                        var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 24);
-
-                        var max01 = Sse41.Max(dataVec0, dataVec1);
-                        var max23 = Sse41.Max(dataVec2, dataVec3);
-                        var max0123 = Sse41.Max(max01, max23);
-
-                        result = Sse41.Max(result, max0123);
-                    }
-
-                    result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsUInt16());
-                    result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsUInt16());
-                    result = Sse41.Max(result, Sse2.ShuffleLow(result, 0x55));
-
-                    max = result.GetElement(0);
-
-                    firstIndex = endAligned;
-                }
-            }
-
-            for (int i = firstIndex; i < data.Length; i++)
-            {
-                if (max < data[i]) max = data[i];
-            }
-
-            return (ulong)max + 1;
-        }
-
-        /// <summary>
-        /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 32-bit indices.
-        /// </summary>
-        /// <param name="mm">GPU memory manager</param>
-        /// <param name="gpuVa">GPU virtual address of the index buffer</param>
-        /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
-        /// <param name="indexCount">Number of index buffer elements used on the draw</param>
-        /// <returns>Vertex count</returns>
-        private unsafe static ulong CountU32(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
-        {
-            uint max = 0;
-            ReadOnlySpan<uint> data = MemoryMarshal.Cast<byte, uint>(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 4));
-
-            if (Avx2.IsSupported)
-            {
-                fixed (uint* pInput = data)
-                {
-                    int endAligned = firstIndex + ((data.Length - firstIndex) & ~31);
-
-                    var result = Vector256<uint>.Zero;
-
-                    for (int i = firstIndex; i < endAligned; i += 32)
-                    {
-                        var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
-                        var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 8);
-                        var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16);
-                        var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 24);
-
-                        var max01 = Avx2.Max(dataVec0, dataVec1);
-                        var max23 = Avx2.Max(dataVec2, dataVec3);
-                        var max0123 = Avx2.Max(max01, max23);
-
-                        result = Avx2.Max(result, max0123);
-                    }
-
-                    result = Avx2.Max(result, Avx2.Shuffle(result, 0xee));
-                    result = Avx2.Max(result, Avx2.Shuffle(result, 0x55));
-
-                    max = Math.Max(result.GetElement(0), result.GetElement(4));
-
-                    firstIndex = endAligned;
-                }
-            }
-            else if (Sse41.IsSupported)
-            {
-                fixed (uint* pInput = data)
-                {
-                    int endAligned = firstIndex + ((data.Length - firstIndex) & ~15);
-
-                    var result = Vector128<uint>.Zero;
-
-                    for (int i = firstIndex; i < endAligned; i += 16)
-                    {
-                        var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
-                        var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 4);
-                        var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8);
-                        var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 12);
-
-                        var max01 = Sse41.Max(dataVec0, dataVec1);
-                        var max23 = Sse41.Max(dataVec2, dataVec3);
-                        var max0123 = Sse41.Max(max01, max23);
-
-                        result = Sse41.Max(result, max0123);
-                    }
-
-                    result = Sse41.Max(result, Sse2.Shuffle(result, 0xee));
-                    result = Sse41.Max(result, Sse2.Shuffle(result, 0x55));
-
-                    max = result.GetElement(0);
-
-                    firstIndex = endAligned;
-                }
-            }
-
-            for (int i = firstIndex; i < data.Length; i++)
-            {
-                if (max < data[i]) max = data[i];
-            }
-
-            return (ulong)max + 1;
-        }
-    }
-}
diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
index da412bdf2..a6953cd27 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
@@ -34,8 +34,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
         private byte _vsClipDistancesWritten;
 
         private bool _prevDrawIndexed;
-        private int _prevFirstIndex;
-        private int _prevIndexCount;
         private bool _prevTfEnable;
 
         /// <summary>
@@ -184,25 +182,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
             // method when doing indexed draws, so we need to make sure
             // to update the vertex buffers if we are doing a regular
             // draw after a indexed one and vice-versa.
-            if (GraphicsConfig.EnableIndexedVbSizeDetection)
+            if (_drawState.DrawIndexed != _prevDrawIndexed)
             {
-                if (_drawState.DrawIndexed != _prevDrawIndexed ||
-                    _drawState.FirstIndex != _prevFirstIndex ||
-                    _drawState.IndexCount != _prevIndexCount)
-                {
-                    _updateTracker.ForceDirty(VertexBufferStateIndex);
-                    _prevDrawIndexed = _drawState.DrawIndexed;
-                    _prevFirstIndex = _drawState.FirstIndex;
-                    _prevIndexCount = _drawState.IndexCount;
-                }
-            }
-            else
-            {
-                if (_drawState.DrawIndexed != _prevDrawIndexed)
-                {
-                    _updateTracker.ForceDirty(VertexBufferStateIndex);
-                    _prevDrawIndexed = _drawState.DrawIndexed;
-                }
+                _updateTracker.ForceDirty(VertexBufferStateIndex);
+                _prevDrawIndexed = _drawState.DrawIndexed;
             }
 
             bool tfEnable = _state.State.TfEnable;
@@ -804,25 +787,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
                 {
                     // This size may be (much) larger than the real vertex buffer size.
                     // Avoid calculating it this way, unless we don't have any other option.
-                    ulong vbSizeMax = endAddress.Pack() - address + 1;
-
-                    int firstIndex = _drawState.FirstIndex;
-                    int indexCount = _drawState.IndexCount;
-
-                    bool ibCountingProfitable = GraphicsConfig.EnableIndexedVbSizeDetection && IbUtils.IsIbCountingProfitable(vbSizeMax, indexCount);
-
-                    if (ibCountingProfitable && !_drawState.IbStreamer.HasInlineIndexData && _drawState.DrawIndexed && stride != 0)
-                    {
-                        IndexType ibType = _state.State.IndexBufferState.Type;
-                        ulong ibGpuVa = _state.State.IndexBufferState.Address.Pack();
-                        ulong vertexCount = IbUtils.GetVertexCount(_channel.MemoryManager, ibType, ibGpuVa, firstIndex, indexCount);
-
-                        size = Math.Min(vertexCount * (ulong)stride, vbSizeMax);
-                    }
-                    else
-                    {
-                        size = vbSizeMax;
-                    }
+                    size = endAddress.Pack() - address + 1;
                 }
                 else
                 {
diff --git a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
index 14735e3bd..7ef102e2c 100644
--- a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
+++ b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
@@ -33,11 +33,6 @@ namespace Ryujinx.Graphics.Gpu
         /// </summary>
         public static bool EnableMacroJit = true;
 
-        /// <summary>
-        /// Enables or disables vertex buffer size detection from the index buffer, for indexed draws.
-        /// </summary>
-        public static bool EnableIndexedVbSizeDetection = true;
-
         /// <summary>
         /// Title id of the current running game.
         /// Used by the shader cache.
diff --git a/Ryujinx/Configuration/ConfigurationState.cs b/Ryujinx/Configuration/ConfigurationState.cs
index 5291ddc84..fe4ff7746 100644
--- a/Ryujinx/Configuration/ConfigurationState.cs
+++ b/Ryujinx/Configuration/ConfigurationState.cs
@@ -269,7 +269,7 @@ namespace Ryujinx.Configuration
             /// Enable or disable keyboard support (Independent from controllers binding)
             /// </summary>
             public ReactiveObject<bool> EnableKeyboard { get; private set; }
-
+            
             /// <summary>
             /// Enable or disable mouse support (Independent from controllers binding)
             /// </summary>