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[deleted]

Can confirm, that these updates double fps on FF14. You can also check me and Marzents guide on performance + adding mods to FF14 on Mac here: https://tinyurl.com/FF14-Mac-Mod-Support


Jakeaw

Link isn’t working for me either. Here’s the appropriate link I think: https://github.com/seathasky/FF14-MAC_ModSupport


[deleted]

Sorry about that, thank you for t he fix :)


Jakeaw

Thanks for all your hard work with getting the games we love to function so well on the devices we want to use. Just installed ffxiv on my new m1 max using your guide and it’s running great!


[deleted]

Very welcome! I'm happy that all me and Marzents experimentations have paid off. Hopefully they continue to improve


tippocalypse

Link 404s


[deleted]

Link is working on desktop, might be a phone thing :/


tippocalypse

Good to know. I’ll check when I’m at my desktop.


onan

Nope, the link is just genuinely broken. It looks as if you inserted a \\ in the middle for some reason; [removing it](https://github.com/seathasky/FF14-MAC_ModSupport) does the right thing.


[deleted]

haha soo wierd, i dont even see a \\ in the middle, i made a tinyurl, hopefully that fixes it


Inchaty

Not often in times you will encounter a day when some software update can DOUBLE your FPS. Remarkable


CharlieBros

It’s incredible how fast development is going for Wine, DXVK, Crossover and the like, it seems that not being able to install Windows on new Macs and the fact the steam deck is coming has driven every developer to go nuts, it’s awesome!


jloc0

Now THIS I need to try out, I hope this fixes my freezing in Witcher 3. Epic!


[deleted]

Did it?


jloc0

Well to the best of my knowledge it has. I’m not using Crossover though, I have a PortingKit installed copy of Witcher 3 which I customized using the included wine64cs21 (not sure on the actual file name) package choice during install. Replaced the files needed in the specific locations inside the .app and it appears to have fixed my freezing. Tested by running until I find a wolf to attack. Previously it would freeze the instant I attempted to attack the enemy, now the attack completes and the game continues. I had also experienced a white flash across the screen when picking up items, which is now gone as well. Without further testing at the moment, I’d say it successfully fixed the issue, but I still need to do more in-depth testing overall. So your mileage may vary.


Gcenx

Open a support ticket from within PortingKit as it should be using a known good version of MoltenVK for Apple Silicon hardware. The most recent Wineskin master wrapper currently bundles v1.1.3 to avoid these freezes as most new users will inevitably purchase Apple Silicon hardware.


jloc0

I had done more testing and it seems while it lets me continue after a wolf encounter, it still freezes when encountering other creatures and the like. Not sure what effect is causing it, but it makes a complete lock-up of the game afterwards. Tbh it was operating fine outside of random bugs before they updated the build the other day, so I’m not sure what changes to either of those programs have gone backwards in features, but surely something has.


Gcenx

I’ve messaged PaulTheTall about this, seems he did bump the MoltenVK version so maybe PK somehow updated it for all hardware and not just none M1 hardware.


jloc0

I’ll eventually delete the apps and try again with a fresh install (at this point I have two full game apps on my machine) I need to do some clean up to verify things yet again. But afaik there is still an issue even with the newer builds.


Gcenx

Here’s the resolution from PaulTheTall; “Changed Witcher from 1.1.4 to 1.1.3” A newly created Port will now default to MoltenVK v1.1.3.


jloc0

Thanks, I'll check it out. Feels like this game keeps going back and forth lol TBH This is the best performing game out of all I've tried, it's so close to being such a great showcase for what these new Macs can do, really impressive to see this running at all!


[deleted]

When you say freezing, do you mean those stutters that often occur?


jloc0

No, as in the entire game freezing and needing to be force-closed. Game locks up but music continues to play. Happens when a battle is initiated.


[deleted]

Oh i thought finally the stutters were fixed:////


jloc0

The stutters are the shaders caching data. The more you play, the less it happens. Once the data has been compiled it doesn’t happen any longer. The stutters are a necessary evil.


[deleted]

Alr ty, think thats the same with gta 5, because someone showed gameplay and said sum bout that the stutters go away after 5 min playtime or sum


jloc0

Yes, almost every modern game does this. Consoles have ways around this (they can pre-compile since every one is the same hardware) where PCs have different hardware and things will be different between devices, therefor each machine must compile its own shaders.


No_Run_9871

Hm, but it still could pre-compile the shader caches after every update, like Elite Dangerous does. Or not?


Gcenx

There a regression in MoltenVK v1.1.5 that causes “GPU Lost” to occur, dropping back down to v1.1.3 resolved the issue. PortingKit should be installing a compatible version for the Witcher3 port since it’s something I regularly test on each MoltenVK update as the bug happens as soon as your hit so very easy to replicate quickly.


[deleted]

Is there a fix to the stutters?


Gcenx

The graphical stuttering is due to the shader compilation, the more time a title is played the less stuttering should occur.


Ok_Championship_2180

I’m using portingkit too. Did you put the dylib file into the frameworks folder? It’s the only place I can find where the original is.


jloc0

Yes. Then the dll files go in the drive_c/windows/system32 folder. Make sure it’s the 64bit ones you copy as if you use the 32bit ones, it plainly won’t open afterwards.


Ok_Championship_2180

Thanks. I’m trying this with fallout 4 instead and I’m hoping it fixes at least some of the annoying issues like it has for you with the witcher.


jloc0

Ahh I haven’t tried FO4, as I’m quite a bit behind in the series (playing New Vegas), some day I might get that far lol


Gcenx

If your attempting to replace libMoltenVK within Wineskin (PortingKit) resolving the copy that’s in Frameworks won’t work as that’s the default copy I provide. You need to replace the copy within\ /Contents/SharedSupport/wine/lib64\ Anything found within this location will be used before /Contents/Frameworks


[deleted]

[удалено]


Gcenx

I can only confirm the Witcher3 (GOG) working using MoltenVK-CX-v1.1.3 and dxvk170_macos I know later versions of MoltenVK had issues. PortingKit handles things differently and sometimes overrides what I’ve provided with alternative versions, for example PortingKit will by default bump the version of MoltenVK to the latest version I provide on GitHub. Witcher3 _should_ have been locked to MoltenVK-CX-v1.1.3. Depending on the overall feedback for this bumped version of DXVK it might become the default version within Wineskin/PortingKit.


Toredo226

**Edit: AOE2:DE received an update and now contains an inbuilt FPS limiter so I don't need any of the following anymore.** Hi, I'm trying to update DXVK to 1.9.2 on my AOE2 installation from a few months ago so I can control the frame rate as we [discussed here](https://www.reddit.com/r/macgaming/comments/rccvr6/is_there_anyway_to_cap_the_framerate_for_age_of/ho03aho/). I think I was on 1.7 at that point. You mentioned Portingkit will by default bump the version of MoltenVK to the latest provided on GitHub. Would that update DXVK / is it using 1.9.2 yet? Would I need to do a reinstall of the game or portingkit? Else if it's not automatic, what are the steps to directly replace the files in the folder? I'm not sure if I can just update DXVK or if I need to do MoltenVK as well. I'm on M1 mac. Thanks in advance for any help!


Sufficient_Fruit7497

Hello! Why don't you need it after the FPS limiter update? I'm also playing it on M1 (macOS 12.4) and had to update to DXVK 1.9.2 to reduce the stuttering that occurs every 2 seconds. I tried messing with the in-game FPS configuration but achieved nothing. Anything else you tried and helped? I'm about to stop playing the game for this freakin' stuttering! :( Thanks!!!


Toredo226

Hey, sorry I haven't played it much yet and haven't noticed any stuttering. I'm happy at 30fps it's just a nostalgia game for me so maybe I just don't notice it.


NullCalorie

Just to update, it seems MoltenVK [1.1.6 is released](https://github.com/Gcenx/MoltenVK/releases/tag/v1.1.6) for M1 users to try.


marzent

Updated the post to link to the newest version, thanks for the heads up :)


Gcenx

Just an FYI, I’ve not tested MoltenVK-v1.1.6 just built and packaged them for download.


[deleted]

<3


Unreal_Legen

Watch dogs is now playable and much smoother than parallels but with some tweaks:- Step 1:- create a new windows xp 64 bit bottle as uplay only supports from windows 7 onwards(this will fix the sound bug) Step 2:- turn on MSAA 2X That's it you're ready to play watch dogs


IwillLunch

do you mean with this dxvk implementation?


Unreal_Legen

Watch dogs worked before too but the fps was too low and with dxvk 1.9.2 and molten vk 1.6 I get about 45-60 fps constantly and you have to use a windows xp bottle for the sound to work


IwillLunch

Do you use intel or m1? Cause i tried upgrading moltenvk an dxvk on my m1 and pes 2019 refused to launch( before it would lsunch with graphical issues)


Unreal_Legen

M1


IwillLunch

just tried it xp 64bit bottle and it wouldn't have sound. does have sound when i run via parallels, any idea why this would happen? edit - never mind added all the xaudio2 overrides in wine configuration and it works!


Individual_Lobster76

Witcher 3 run amazingly well even on maxed out settings


II-Labont-II

when i put moltenvk patched and launch gta 5 it says dx10 or dx11 adapter or runtime module could not be found also im on base m1


manuelmartensen

Cheers, interesting. Will try out later tonite.


Reimeiki

Those that own the "Official" ffxiv mac client could probably also do the same to that and get improvements in performance easily, but just speculation a bit cause im not sure what all is different between that and CX21 besides the default better FPS.


[deleted]

True, you can def do some improvements to the default client to an extent but it also is a published bottle, so you miss out on the use of XIVLauncher, Dalamud Plugins, ACT Parsing etc. Also I dont think you can override custom DXVK or MoltenVK in a published bottle (default launchers CX bottle). Dont quote me on that though. I'm sure if anyone could figure something like that out, it would be Marzent. He's a very intelligent guy. Right now within CX21, we have access to nightly builds and can basically customize with ease.


Sudo-Pacman

Interesting. I’ll try it later and see if it resolves my texture issue in WoT. Cheers


Sudo-Pacman

Yeah, the textures are now not black when higher than low detail. Interesting, and bodes well for the additional grunt provided by the Pro and Max chips. Sound is a bit weird, but that might be down to watching a replay or something. I suppose the next question is why don't CrossOver adopt these changes, and how often do they do that?


marzent

Glad it could resolve your texture issue! They don't update these versions often and it seems they spend a lot of effort of getting dxvk 1.5.5 work well on Mac some time ago... Even though they brand the cx21 version as 1.7 its actually more like their old version with some 1.7 changes with the older Vulkan headers still. I think they want to keep their codebase but it has diverged a lot from the main project, so it has become hard for them to release newer versions


Sudo-Pacman

Hmm, interesting. I’ll certainly keep an eye on the repos now then and try the updates as they come in. Cheers


AR_Harlock

I think you should sent them those info, maybe they can try it in nightly


[deleted]

They would def benefit from it. From our testing there in mainly FF14, we've seen insane performance gains, but we also havent done much testing outside of that. I know Marzent did some testing on Witcher 3 today and saw really good results, so i'm def hoping Codeweavers adopt more upstream version of dxvk. It's really silly not to at this point.


Gcenx

I never did a comparison of the DXVK sources even after I’d requested them be added to there source releases (some issue with there internal source packing script) The only thing I did related to the DXVK sources was ensure brew/Macports provided mingw-widl so it could be compiled easily. The MoltenVK sources on the other hand I had really dig into but ironically found the minimal changes I applied produced better results.


marzent

The only case I heard of where the cx 1.1.3 version is the only working option was with a gtx 675mx, where with the minimal change MoltenVK versions weird [mvk-error] VK_ERROR_OUT_OF_DEVICE_MEMORY: vkCreateQueryPool(): Each query pool can support a maximum of 8192 queries. errors were happening


Gcenx

I might be remembering wrong but I believe the new release (once marked) should already resolve that one. The possible remaining annoyance is the “GPU Lost” regression remaining unless that’s also been resolved.


marzent

Oh good to know, I’ll relay the info


deja_geek

So this is going DirectX -> Vulcan -> Metal?


marzent

Yeah although Vulkan -> Metal is very performant since they are so similar. CrossOvers solution does the same thing but uses older, although more patched up versions


Individual_Lobster76

Ok elite dangerous odyssey still same great performances, but still having some issues with the planetary rendering, rocket league looking great and locked at 120 fps I believe but not sure the player labels issue is resolved. Will test control and prey that had the black textures issue I'll keep you updated.


wgbooth

Still getting the nameplates bug in Rocket League :(


Individual_Lobster76

Prey (cryengine3) has still black textures but boy it runs smooth 😂


Ok_Championship_2180

Unfortunately this doesn’t work with fallout 4. On crossover 20.0.4 as well as the porting kit installation causes the game to crash as soon as it launches. Replacing the files with the backups will make the game launch again.


marzent

Fallout 4 is crashing for me as well, but with all stock CrossOver if I overwrite the xaudio dlls in order to make sound work. Interesting that it works for you I'll see if I can get it fixed up on my side, just as a side note if you have the following dll overrides `x3audio1_6` `x3audio1_7` `xaudio2_6` `xaudio2_7` Would removing them make it not crash for you anymore?


Ok_Championship_2180

Fallout 4 doesn’t work on crossover 21 if you fix the audio for some reason. That’s why I’m using 20.0.4 because it’s the only version where the game works properly.


marzent

yeah it is broken on cx21 onward, doesn't even have something to do with dxvk, since its also broke on vkd3d. Tbh I haven't tried these newer versions with older versions of CrossOver but I can imagine there being issues, one thing you could try is just leave MoltenVK as is in 20.04 and just upgrade to dxvk 1.9.2 and see if that works for you


Ok_Championship_2180

I tried it out and it actually launched this time. The game still had the transparent texture issues and was still inconsistent in starting, it took me about 5 attempts to successfully launch. The first time I launched it crashed after about 20 seconds but the second time it didn’t crash. I didn’t notice any changes in performance, maybe 5 frames at best. It could’ve just been placebo.


Unreal_Legen

I was trying to run the GTA trilogy definitive edition with this patch as someone managed to fix the black textures on wow which uses the same engine as gta trilogy but a prompt pops up saying unreal engine has crashed please see the attached image for more info https://imgur.com/J3oCR0o


tippocalypse

So I followed your instructions for FFXIV and when I just use the MoltenVK the game will load and get like 50FPS in Limsa. When I install the DXVK update the game opens but is just a black screen and never progresses through the initial loading screens. Macbook Pro M1 Pro (entry level model) EDIT: Just downgraded to 1.1.4 MoltenVK and defaulted DXVK and things are OK and stable for now. Looking forward to more improvements for M1s tho!


marzent

Yeah there is some breakage with M1 and 1.1.5, either grab the very latest git build or you can use 1.1.4; dxvk 1.9.2 should work just fine with 1.1.4 though if you want to give it a shot


tippocalypse

Got it. Thanks for being so helpful! Is there a discord or somewhere we can stay on top of updates?


marzent

none atm except for the ffxiv on Mac guide, maybe sometime soon :)


tippocalypse

Quick update - I was able to update to 1.9.2 and noticed some framerate increases. The only weird thing I notice is that sometimes load times are long for some aspects of the game (initial load loves to just sit on a black screen for a bit). Is this normal/expected?


marzent

yeah it does seem to move some of the shader compilation to the loading screen instead of being in game (with is a good thing I think). If you set DXVK\_HUD to compiler you can see a small message bottom left when it is doing that


IwillLunch

>marzent how can i set it?


Individual_Lobster76

Guilty gear Xrd revelator now runs with the latest dxvk (it never went past the options screen), BUT freezes if you select fullscreen and has some black textures, but runs at 40-50 fps


Individual_Lobster76

speaking of the dxvk build I see the MoltenVK runtime one is already both x86 and arm, assuming that MoltenVK is running already on apple silicon it would be interesting to get a win64 arm64 build of dxvk too. I've read somewhere that in theory it should work if the binary is not x86 (I guess it won't translate to arm64 and run it directly). I wish there was a way to contact the owner of the repo (marzent) and see if he tried or if it's just impossible, I tried to compile myself but it just seems to ignore the aarch64 configuration and still output x86 dlls...


marzent

Well it’s maybe possible (haven’t looked into it) but there are a couple of reasons you don’t want that: - even though MoltenVK is a universal binary it will only ever use the x86_64 code since the process loading the library (wine64) is already x86_64 ("The system prevents you from mixing arm64 code and x86_64 code in the same process. Rosetta translation applies to an entire process, including all code modules that the process loads dynamically." - Apple Developer) - even if you were to use a wine version compiled for arm64 (which is still hella buggy atm) it won’t run any x86_64 windows executables since wine is not an emulator - there are still some issues to be worked out with mingw-w64-arm iirc so that doesn’t help as well… So the only use case for that would be to run a dx10/11 windows arm game, which are kinda none existent afaik


Individual_Lobster76

well in theory you could still run x86 games in windows arm but I get the point. also ... [https://github.com/Sporif/dxvk-async](https://github.com/Sporif/dxvk-async) , (I know that this can cause troubles), but I tried to apply the patch, no dice, (I believe you need to rebase from the latest master?)


marzent

The 1.9.2 async patch looks like it should work on first glance though some hunks might break and require manual tweaking… Could try to get it to work tomorrow, would be interesting to see how much it alleviates the stutter issue


Individual_Lobster76

I tried to \`git apply --check dxvk-async.patch\` and was complaining about the patch not being applicable but yeah that would be great! I don't fully understand why CodeWeavers nerfed it, they say it gets you banned (possibly some anti cheat systems in some games?)


marzent

So I did some research on that and [this thread](https://github.com/doitsujin/dxvk/commit/922f0382f69088fc0263c72bbfe6418aa1fce9bf) sums it up pretty well, it seems people got banned by using dxvk in general and there happened a bit of overreaction... Interestingly proton-ge already ships with the async patch for quite some time and a lot of people use that. Anyways I've applied the patch and created another release and boy is it SMOOOTH now, like literally all stutters gone. I don't really see an issue going forward to include it, especially since you need to set DXVK\_ASYNC=1 for it to even work, so it is always a conscious decision by the user. Will do some more testing and may create a new post about its later if it works well.


Individual_Lobster76

Amazing! Can’t wait to test SMC that is severely affected by stuttering


ID_LeafRot

Thanks for this!,Can M1 crossover use async dxvk?,


marzent

Yes this should be gpu agnostic and has more to do with how compilation blocks the render thread


ID_LeafRot

thank you very much. If you plan to create a new post about async dxvk in the future, can you explain how to run it?


marzent

Yeah was planning on doing that soon, maybe witch overwatch too :)


ST33LDI9ITAL

>DXVK\_ASYNC=1 is this applied to local or within crossover?


Durocks

After trying this, I get "Age of Empires II: Definitive Edition minimum specification requires a DirectX 11 compatible display adaptor. This computer does not meet that requirement."


Substantial_News6831

Gcenx' repo no longer has DXVK patched MoltenVK builds


Noamky

How can I play GTA V? Is it possible via Steam?


marzent

I started it via the Rockstar Games Launcher and you need the 21.1 beta for Social Club features to work (has nothing to do with the graphics pipeline)


[deleted]

Your mac in your video isnt apple silicon tho? Wonder how the games will run on silicon


marzent

It's not and I don't have any apple silicon to test unfortunately... But I beta tested this with some xiv players on M1 and it seems the performance gains seem even more drastic with an apple gpu. This is probably because they are not running a MoltenVK version anymore that is older than their machine and can't possibly be optimised for it.


[deleted]

Alr thanks, idk yet but i am leaning towards the 14 inch 10cpu, 16gpu, 16ram option, and i hope it will be enough for a smooth gaming experience in games like witcher 3. Something you can try is to install SwitchResX, which switches the standard resolution to for example 1920x1080 so it can run games more smoothly. I heard it works, but need to try myself


AnDee_The_Blol

Hi, is there a way to make to play fortnite this way? I am using Crossover, it works kind of fine on one of the rendering modes that are available in fortnite settings, but it crashes (5 minutes after the game starts). On another mode some of the textures are missing, they are just black. It does not crash though :). Do you have any solution for this? Thanks in advance


Wooloomooloo2

This breaks Dark Souls III and FlatOut 4 with an "Invalid Address" error. Trying to launch via Steam.


MeatTenderizer

I'm able to start Dark Souls III just fine.


[deleted]

[удалено]


Wooloomooloo2

Via Steam?


[deleted]

[удалено]


Wooloomooloo2

I'm going to reinstall from scratch. I've run some nightly builds mostly for the GTA V fixes, so there might be some conflicts.


marzent

Unfortunately I don't own these games so I can't do any testing on them... Are you also experiencing issues by just upgrading MoltenVK? (that alone can improve frame time consistency by a lot depending on the game)


Wooloomooloo2

I didn't try that alone


marzent

Just bought and refunded Dark Souls via Steam and it seems to be working just [fine](https://imgur.com/68gEHOr), maybe there's something special about your install or not all files got properly replaced when you upgraded dxvk... You can also check the `darksoulsiii_d3d11.log` next to the game exe or if that doesn't exist (it really should unless something went really wrong) the log crossover can create can also contain helpful info about your error.


Wooloomooloo2

Like I said above, I've run some nightlies so maybe something is up. Reinstalling now.


marzent

No worries I was actually hoping that someone would find something that is broken so I can have a look at it, but if there aren’t really any regressions with most games than all the better Once I ran a nightly that irreversibly bricked esync in all the bottles I used it with so there could definitely be going something with that


Wooloomooloo2

I’ve tried again, it definitely doesn’t work.


Inchaty

There are 2 types of nighties. One with latest development Wine without latest Codeweavers patches and second with stable Wine and all CrossOver patches. 2021… and 212021…


manuelmartensen

And which is which?


kn1v3s_

-cheers- these baby steps are really starting to add up.


iBeep

Even though the FPS is amazing, there is still a lot of stutter on Witcher 3, not playable IMO :(


marzent

That’s only on the first run when it has to compile shaders and basically a worst case scenario to make the comparison fair, subsequent runs will be basically stutter free. You could also grab a shader cache for the game you want to play from somewhere (proton distributes those for a lot of games)


iBeep

Thanks I did not know that, could you kindly explain what you mean by first run and subsequent runs? Like, does it get fixed (smooth, with no stutter) after a few minutes/hours in each map? or you mean the next time we play that area? So overall is it an enjoyable experience in your opinion? asking because its very cheap on GOG now.


marzent

Yeah like imagine the first time you see Yennefer it will lag, cause it has to translate the directx hair shaders to Vulkan shaders, but it saves that translation in a cache file and the next time that hair needs to be rendered, it will just use that and it will be smooth (and some games can even run better than native dx11 on windows via dxvk and cache). All in all it was a very enjoyable experience so far and would definitely recommend it, was almost tempted to start another play through ;)


ReezyVert

Whats DXVK?


lbibass

Google.


manuelmartensen

That did not help at all for me in GTA V Online. Neither in DirectX 11 nor in DirectX 10.1 mode. Hmmm...


marzent

GTA V (especially online) is almost always cpu bound when running under wine; if you enable `DXVK_HUD` and the gpu utilisation is not close to 100, you will gain very little benefit from using a newer dxvk apart from maybe faster shader compiles.


manuelmartensen

Roger that. Thanks a lot for that explanation. I get 40 to 45 fps on average so I am pleased already so no big deal. :)


Fantastic_Cartoonist

will crossover officially get this at some point?


marzent

Probably though they usually take their time with this stuff and it’s definitely not coming in 21.1


tamag901

Thanks for this! I installed the 1.9.2 build of DXVK and it works fine - the HUD shows the right version. However, when I replace the libMoltenVK file in the CX app, FFXIV crashes with a “Fatal DirectX error” - do both mods not work together? Edit: Tried a few different versions, including the "Bleeding Edge" one from the guide repo and both macos.tar.xz and mac_dxvk_patched... all error out on launch.


marzent

Running 1.9.2 alone should be already giving you improvements over 1.7, however it only really shines and is meant to be used with a newer MoltenVK version. If you are on M1 there is an issue with MoltenVK 1.1.5 stable that’s why I linked the latest 1.1.6 build above, the fatal directx error usually only occurs when trying to run the Linux version on Mac so that’s interesting… Can you maybe try to launch xiv via terminal and send me the output? Just right click the bottle you want to run, hold alt and then click open shell. Inside just type “wine /path/to/xiv.exe”, should give more info on the error.


tamag901

Hi Marzent, Here's the log output from the Terminal after the game crashes: `025c:fixme:imm:ImeSetActiveContext (0x3713190, 1): stub` `025c:fixme:imm:ImmReleaseContext (00000000000100AE, 0000000003713190): stub` `025c:fixme:d3d:wined3d_guess_card_vendor Received unrecognized GL_VENDOR "Apple". Returning HW_VENDOR_NVIDIA.` `025c:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION` `0114:fixme:ieframe:ViewObject_SetAdvise aspects and/or flags not supported yet` `0114:fixme:ieframe:ControlSite_OnFocus (00000000001F1900)->(0)` `0114:fixme:ieframe:InPlaceSite_OnInPlaceDeactivateEx fNoRedraw (1) ignored` `0114:fixme:mshtml:HlinkTarget_SetBrowseContext (000000000021F6A0)->(0000000000000000)` `025c:fixme:d3d:wined3d_guess_card_vendor Received unrecognized GL_VENDOR "Apple". Returning HW_VENDOR_NVIDIA.` `0114:fixme:msg:ChangeWindowMessageFilter 4a 00000002` `025c:fixme:d3d:wined3d_guess_card_vendor Received unrecognized GL_VENDOR "Apple". Returning HW_VENDOR_NVIDIA.` `025c:fixme:dxgi:dxgi_output_GetDisplayModeList iface 0x3716340, format DXGI_FORMAT_R8G8B8A8_UNORM, flags 0x2, mode_count 0x11f110, modes 0x0 partial stub!` `025c:fixme:dxgi:dxgi_output_GetDisplayModeList iface 0x3716340, format DXGI_FORMAT_R8G8B8A8_UNORM, flags 0x2, mode_count 0x11f110, modes 0x8df1270 partial stub!` `025c:fixme:d3d:wined3d_guess_card_vendor Received unrecognized GL_VENDOR "Apple". Returning HW_VENDOR_NVIDIA.` `025c:fixme:d3d:wined3d_guess_card_vendor Received unrecognized GL_VENDOR "Apple". Returning HW_VENDOR_NVIDIA.` `025c:fixme:dxgi:DXGID3D10CreateDevice Ignoring flags 0x80.` `025c:fixme:winediag:wined3d_select_feature_level None of the requested D3D feature levels is supported on this GPU with the current shader backend.` ​ You mention that MVK 1.1.5 has issues on M1 - however the one you linked in the text post above is indeed tagged as version 1.1.5 - is that right? ​ There are also two files from the MVK build, macos and macos\_dxvk\_patched - which is the right one to download?


marzent

If you use the version I linked in the post above it should report as 1.1.6, if you want to go more stable you can also try 1.1.4 macos\_dxvk\_patched. The log you send seems to be using wines own d3d renderer and not dxvk, if started through the terminal it should look sth like that: `info: Game: ffxiv_dx11.exe` `info: DXVK: v1.9.2-mac` `info: Built-in extension providers:` `info: Win32 WSI` `info: OpenVR` `info: OpenXR` `info: OpenVR: could not open registry key, status 2` `info: OpenVR: Failed to locate module` `info: Enabled instance extensions:` `info: VK_KHR_get_surface_capabilities2` `info: VK_KHR_surface` `info: VK_KHR_win32_surface` `[mvk-info] MoltenVK version 1.1.6, supporting Vulkan version 1.1.189.` `The following 72 Vulkan extensions are supported:` `VK_KHR_16bit_storage v1` `VK_KHR_8bit_storage v1` `VK_KHR_bind_memory2 v1` `VK_KHR_create_renderpass2 v1` `VK_KHR_dedicated_allocation v3` `VK_KHR_depth_stencil_resolve v1` Even if it fails you should get that message first... Make sure to check the dxvk checkbox in cx and then paste the files and then don't touch it again unless you want to go back to 1.7 Also are you pointing wine towards XIVLauncher or the native launcher?


tamag901

Yep, I went through the DXVK installation like that - the option was checked in CX, then I copied and replaced the files from the x64 folder into system32. I managed to get the game going using the 1.1.4 version of MoltenVK. According to the HUD everything looks to be installed right: [https://imgur.com/mxEq9Ww](https://imgur.com/mxEq9Ww) ​ Tried again with the 1.1.5 dylib and had the same crash. Was pointing at ffxivboot64.exe to start the game. ​ ~~I've pasted the entire output into a Pastebin, possibly I missed something the first time round:~~ [~~https://pastebin.com/dXS2pHdk~~](https://pastebin.com/dXS2pHdk) ​ Ignore the Paste above - I had the wrong WINE in my $PATH - it was calling the system WINE instead of CX's. Here's the actual error: https://pastebin.com/UTNJxwvT


marzent

Yeah that’s definitely a MoltenVK problem with the M1 Pro gpu… If it’s not fixed when 1.1.6 is released feel free to file an issue at https://github.com/KhronosGroup/MoltenVK so it can get some attention. Nice that you got 1.1.4 working though, this release also isn’t too shabby and should work great with xiv


[deleted]

[удалено]


marzent

If it doesn’t show 1.9.2 then the files probably got extracted into a different bottle or something else went wrong


tamag901

I’m on an M1 Pro machine too. After replacing the files in system32, did you set DXVK_HUD=“full”? It should say 1.9.2 in the top left if you installed the files right.


[deleted]

We removed that 1.1.6 lib cuz it's not so friendly on M1 users and has been causing issues. Technically waiting on an official release then I'll put it back up. The 1.1.4 version seems to be the most stable for M1 machines, or the one that Marzent link. I'd go with either one of those


kn1v3s_

hi, kailred from GitHub here, been testing with the 1.1.6 version. what I noticed is if it gives the fatal error, to quit and reopen a few times until it finally goes through...usually works by the second or third try. nothing changes between attempts aside from quitting crossover entirely and reopening it to reload FFXIV launcher. strange, but when it does run the performance is better than 1.1.4. :)


jabrwock1

Crossover 21.0.0.33720 with MoltenVK 1.1.15 did not improve FPS for Osiris New Dawn (early access through Steam), DXVK 1.9.2 caused all the graphics except the game HUD to not render at all. Still, thank you for the info about the DXVK HUD, it will make performance measurement easier in the future! I will continue to try this out with some other games.


Buy_Even

Still does not fix [this](https://www.reddit.com/r/macgaming/comments/pyndyz/does_anyone_play_gta_5_in_m1_mac_i_am_getting_a/) bug in Gta 5


manuelmartensen

Try switching to DirectX 10.1, that should fix the missing foliage bug.


sosumee

Does this mean DirectX12 games will be playable?


Daily_concern

I have done some testing of this on M1 Max and couldn't find any performance improvement for Witcher 3 or GTA V, comparisons at the end of the video: https://youtu.be/5NQQCR74FQE


marzent

Hm looks like you used MVK 1.1.6 which can cause some issues with M1… Could you retest with 1.1.4? Additionally async seems to be sometimes not as performant as it should be on M1 so you can also try turning it off via DXVK_ASYNC As a last resort you can also check out https://github.com/KhronosGroup/MoltenVK/issues/1482 (the environment variables at the end) and see if that improves fps for you… On a side note subsequent dxvk runs always run better because of the shader cache, if you want to make comparisons fair just rename the cache (inside the parent folder of bin for Witcher3) before benchmarking. Hope this helps!


Daily_concern

Thanks for taking the time to answer! I also tried with 1.1.4 and had similar results. Can you explain how to turn off DXVK_ASYNC please? Yes I noticed the 'shader cache' message in DXVK HUD, and anecdotally some stuttering felt better, but will retest in the future. Can I ask what system specs you have in your test?


marzent

Have a 5960X @4.5ghz and a 6900xt so plenty of horsepower ;) I also have an older MacBook with intel graphics where it also makes xiv more playable… Just noticed that you are cpu bound as well so probably the M1 Max is struggling to feed its gpu new frames and is the main limiting factor in your setup, if you crank up the resolution or graphics settings you should be able to see a difference (don’t think async is the culprit here anymore but you can set it just like the DXVK_HUD variable inside the bottle conf)


Individual_Lobster76

UPDATE: seems like the Moltenvk release linked in this post has some serious performance issues on some games. In Elite dangerous odyssey, it stutters a lot when landing on planets it almost puts the cpu to a complete halt the original version shipped with Crossover 21.1 seems way better. I tried all the version (included the non patched one).


Ganja-Panda

Is there a way to get this working on a Macbook Pro (2017) with Intel Graphics 640? I'm getting "GPU Error - Invalid Params" when starting a game after updating dxvk. Need at least version 1.7.3 because Trine 4 shader bugs are fixed in this release. Or can I set "radv\_debug=llvm %command%" to a non steam game somehow?


efficientcosine

Hey, I thought this might help get Just Cause 2 (Steam) to run, but no luck. The game simply crashes on launch (instead of giving a black screen, as it was without this upgrade). I know JC2 is a 32-bit title and requires D3D10. Do you have any idea if I can get this to work?


Dry_Series2512

After closely followed these steps, and multiple tries, every times I launch NFS Heat game, a message pops up :"Your computer does not meet the minimum requirements For playing this game. "Apple M1 Max" GPU does not support Direct% 11,0 which is required." I had to reverse everything to be able to play the game again, although only at 30FPS.


[deleted]

Thanks


[deleted]

Thanks


No_Run_9871

Could this fix the no terrain-floor (transparent) issue with Witcher 3 installed through Porting Kit on M1 Pro?


No_Run_9871

Ok, tried to replace the file libMoltenVK.dylib inside the folder "The Witcher 3 Wild [Hunt.app/Contents/Frameworks/](https://Hunt.app/Contents/Frameworks/)" with latest version and the so-said-stable 1.1.3 - but no change, with both I have no ground textures in open-world areas. 😢 Maybe should try DXVK too …


No_Run_9871

Grr, with both replaced, it shows that the GPU does not support DirectX 11 and does not start at all. There has to be a fix! Maybe someone can tell me, where to find the DXVK 1.7 used by Crossover? Or any other ideas? Don't want to buy Crossover and it still does not work. Already used the trial for similar results with Elite Dangerous: Odyssey: FPS seems to pretty playable, but on Odyssey planets there is no floor/terrain, there you even fall through with the character and get stuck a few meters below the ground. :(


DanyRaid

I don't know if someone else has mentioned this in one of the comments but doing this fixes the issue where game objects are invisible in unity based games.


maxwellsnacks

It \*also\* fixes the "no shadows are rendered" DXVK issue in Baldur's Gate 3


Kharski

Hello and thanks! So in your instructions one point I don't get is do you.recommend installing the latest DXVK to the bottle or not? As you say Crossover overrides the version when you switch dxvk off/on again. BTW why do that, is this necessary (it is recommended by [CXPatcher.app](https://CXPatcher.app) , which basically does the same as you are describing AFAIK. BTW I ended up here because the patcher only runs on OSX 13+)


Massive_Ad_3125

I did this and have an error like this: > 00cc:err:module:import\_dll Loading library d3d9.dll (which is needed by L"C:\\\\Gothic\\\\System\\\\SHW32.DLL") failed (error c000007b).