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macOS Support

Open DarioSamo opened this issue 10 months ago • 174 comments

While macOS is not currently in the roadmap, the project welcomes any effort to add macOS support, as Unleashed Recompiled relies on plume, a rendering hardware abstraction that will be getting support for Metal in the near future. macOS support can stay as part of the main project if a new maintainer is interested in supporting it.

A prototype through the usage of MoltenVK could also be currently attempted, as plume supports Vulkan.

EDIT: A PR for macOS support is in progress here.

DarioSamo avatar Feb 23 '25 20:02 DarioSamo

A MacOS port would be amazing

SolarArts avatar Mar 02 '25 00:03 SolarArts

Currently seems to be unable to compile because directx-dxc in vcpkg has no macOS support.

squidbus avatar Mar 02 '25 03:03 squidbus

Currently seems to be unable to compile because directx-dxc in vcpkg has no macOS support. This command below can install directx-dxc on Mac:

./vcpkg install directx-dxc

Mac kind of supports it from memory. I might test it out to see what issues come up and to see if there are any work arounds

Sonic-Hero avatar Mar 02 '25 04:03 Sonic-Hero

./vcpkg install directx-dxc

Mac kind of supports it from memory. I might test it out to see what issues come up and to see if there are any work arounds

I checked with --allow-unsupported and it doesn't work, because the formula only knows how to download Linux or Windows versions, and on Mac it just downloads the Windows files: https://github.com/microsoft/vcpkg/blob/master/ports/directx-dxc/portfile.cmake

squidbus avatar Mar 02 '25 04:03 squidbus

Ok, that might be a LITTLE issue 😅

Sonic-Hero avatar Mar 02 '25 04:03 Sonic-Hero

Could a wine skin or another translation tool help with this? I don't really want to use windows translation tools because they are very recourse heavy, but I might take a look into it to see if any results can come from it.

This might not be a good idea because you would want to make sure the game is running well, but for now figuring out a work around or fix for directx-dxc seems to be the main issue...

Sonic-Hero avatar Mar 02 '25 04:03 Sonic-Hero

Here's what I think so far are 3 paths:

  • Getting Mac builds of directx-dxc; I think this may be supported to some extent by DirectXShaderCompiler itself but they don't provide builds, and by extension the vcpkg package is not configured to work with macOS. It's a bit difficult since the compiler is also used as a tool so it basically needs to be built at configure time to then run on shader source files.
  • Running dxc under wine, this may be doable but since XenosRecomp uses it as a library that also may be a problem.
  • Running Windows builds of UnleashedRecomp under wine, problem I seem to be facing with this currently is it's hitting shader compile errors with the Crossover bundled MoltenVK, and this code forces wine to use Vulkan, so it currently can't be used with D3DMetal (am trying to build without this constraint): https://github.com/hedge-dev/UnleashedRecomp/blob/9e744ffded9c44d43c7d1d5a77c4b777c21dab2a/UnleashedRecomp/gpu/video.cpp#L1661

squidbus avatar Mar 02 '25 04:03 squidbus

Maybe someday, we’ll get the blessing of Sonic Unleashed. It’s the one port (besides Sonic Generations but I got that in my Switch) that I’ve been DYING to play.

SolarArts avatar Mar 02 '25 06:03 SolarArts

I'm on Mac (MacBook Air M2, 8GB, macOS Sequoia). I’ve gone through the install process with Wine, which works perfectly fine. But now, the game doesn’t launch through Wine. If you have any tips, feel free to share :)

Saussau083 avatar Mar 02 '25 08:03 Saussau083

I'm taking a look

IsaacMarovitz avatar Mar 02 '25 13:03 IsaacMarovitz

I'm on Mac (MacBook Air M2, 8GB, macOS Sequoia). I’ve gone through the install process with Wine, which works perfectly fine. But now, the game doesn’t launch through Wine. If you have any tips, feel free to share :)

@Saussau083 try deleting the cache or reinstalling the game. This project is new so we don't really know what issues come up when translating the base windows decomp through wine.

Sonic-Hero avatar Mar 02 '25 21:03 Sonic-Hero

Hi all, I'm using a MacBook Air M1 (8GB RAM, OS Sequoia 15.3.1) with Whisky to test the game, as right now there is no native port and I don't have the programming chops to help make that a reality. The installer works fine, but the game itself opens to a black screen and immediately closes.

EDIT: The initial errors I got ended up being because I had an outdated version of MoltenVK in my Whisky setup. I put in the newest version and got shader compilation errors:

[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3):
program_source:26:43: error: as_type cast from 'ulong' (aka 'unsigned long') to 'device int2 *' is not allowed
    int2 _55 = int2(gl_FragCoord.xy) - (*(as_type<device int2*>(reinterpret_cast<ulong>(g_PushConstants.SharedConstants + 16ul))));
                                          ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
program_source:30:29: error: as_type cast from 'ulong' (aka 'unsigned long') to 'device int2 *' is not allowed
        _66 = any(_55 >= (*(as_type<device int2*>(reinterpret_cast<ulong>(g_PushConstants.SharedConstants + 24ul)))));
                            ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
program_source:45:34: error: as_type cast from 'ulong' (aka 'unsigned long') to 'device float3 *' is not allowed
    float3 _81 = powr(_77.xyz, *(as_type<device float3*>(reinterpret_cast<ulong>(g_PushConstants.SharedConstants))));
                                 ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Fragment shader function could not be compiled into pipeline. See previous logged error.
vkCreateGraphicsPipelines failed with error code 0xFFFFFFFD.

= Original post: = Running through the Terminal gives me this log:

wineserver: using server-side synchronization.
2025-03-03 08:19:59.942 wine64-preloader[54312:1014459] +[IMKClient subclass]: chose IMKClient_Modern
0024:err:kerberos:kerberos_LsaApInitializePackage no Kerberos support, expect problems
0024:err:winediag:ntlm_check_version ntlm_auth was not found or is outdated. Make sure that ntlm_auth >= 3.0.25 is in your path. Usually, you can find it in the winbind package of your distribution.
0024:err:ntlm:ntlm_LsaApInitializePackage no NTLM support, expect problems
[*] Saving configuration...
[*] SDL video driver: "windows"
2025-03-03 08:20:07.242 wine64-preloader[54258:1014205] +[IMKClient subclass]: chose IMKClient_Modern
0024:err:ole:StdMarshalImpl_MarshalInterface Failed to create ifstub, hr 0x80004002
0024:err:ole:CoMarshalInterface Failed to marshal the interface {ea1ea136-19df-11d7-a6d2-00065b84435c}, hr 0x80004002
0024:err:ole:StdMarshalImpl_MarshalInterface Failed to create ifstub, hr 0x80004002
0024:err:ole:CoMarshalInterface Failed to marshal the interface {ea1ea136-19df-11d7-a6d2-00065b84435c}, hr 0x80004002
2025-03-03 08:20:07.928 wine64-preloader[54258:1014205] +[IMKInputSession subclass]: chose IMKInputSession_Modern
vkCreateGraphicsPipelines failed with error code 0xC4650720.
wine: Unhandled page fault on read access to 0000000000000058 at address 00000001403607E7 (thread 0024), starting debugger...
Unhandled exception: page fault on read access to 0x0000000000000058 in 64-bit code (0x000001403607e7).

As mentioned earlier:

  • Running Windows builds of UnleashedRecomp under wine, problem I seem to be facing with this currently is it's hitting shader compile errors with the Crossover bundled MoltenVK, and this code forces wine to use Vulkan, so it currently can't be used with D3DMetal

I'm not 100% sure if I'm dealing with the same issue or if this is something different entirely (EDIT: It was a different issue, see above), but I can confirm the code is being forced to use Vulkan...when D3D12 on Mac likely is the better option thanks to D3DMetal.

CrossOver and Whisky can use D3DMetal from Apple's GPTK, which I'd love to use and would probably get the game actually started. Merging #531 should allow the game to run with CrossOver/Whisky and D3DMetal for now, and we can do further testing.

ArtisIan97 avatar Mar 03 '25 01:03 ArtisIan97

Even with D3DMetal the game isn't launching.

BittahBandit1 avatar Mar 03 '25 02:03 BittahBandit1

Even with D3DMetal the game isn't launching.

Do we know why? What log is shown when debugging/running through the Terminal?

ArtisIan97 avatar Mar 03 '25 02:03 ArtisIan97

https://github.com/hedge-dev/UnleashedRecomp/issues/484#issuecomment-2692587679

the current problem that comes up is mentioned here

to-fuu avatar Mar 03 '25 02:03 to-fuu

I'll summarize my findings so far:

  • For native support, hitting the compile issues mentioned before with directx-dxc vcpkg package not having macOS support.
  • Under wine with Vulkan, there are at minimum the issues mentioned here with CrossOver supplied MoltenVK not using argument buffers by default, and a shader compiler issue with the use of buffer addresses.
  • Under wine with D3DMetal, I can get through the installer and it crashes at the start of the actual game. With a debug build I can get a bit further but it freezes at the first "Now Loading" screen.

And no VM support because available VMs don't have D3D12 or Vulkan support.

squidbus avatar Mar 03 '25 02:03 squidbus

I'll summarize my findings so far:

  • For native support, hitting the compile issues mentioned before with directx-dxc vcpkg package not having macOS support.
  • Under wine with Vulkan, there are at minimum the issues mentioned here with CrossOver supplied MoltenVK not using argument buffers by default, and a shader compiler issue with the use of buffer addresses.
  • Under wine with D3DMetal, I can get through the installer and it crashes at the start of the actual game. With a debug build I can get a bit further but it freezes at the first "Now Loading" screen.

And no VM support because available VMs don't have D3D12 or Vulkan support.

where is that debug build?

ElectronicHimate avatar Mar 03 '25 12:03 ElectronicHimate

where is that debug build?

You have to build it yourself from the source code.

squidbus avatar Mar 03 '25 12:03 squidbus

If someone could manage to do this I would be very grateful.

That-1one-guy avatar Mar 03 '25 14:03 That-1one-guy

If someone could manage to do this I would be very grateful.

squidbus is working on fixing CMake problems, I took a look at adding simde to XenonRecomp for native ARM builds, and Dario Tanmay and dcvz have been working on RHI Metal support for RT64 for a while which will directly translate for this project.

It will probably happen.

IsaacMarovitz avatar Mar 03 '25 15:03 IsaacMarovitz

Wait do this is really happening I would literally freak out if a Mac OS port comes out.

Sonicloop16 avatar Mar 03 '25 20:03 Sonicloop16

Wait do this is really happening I would literally freak out if a Mac OS port comes out.

I would flip too. I would play it for hours on end

SolarArts avatar Mar 03 '25 20:03 SolarArts

With fix from https://github.com/KhronosGroup/SPIRV-Cross/pull/2452 in a custom build of MoltenVK, the shader compile errors are gone and I'm able to get to title screen and into (visually very bugged) game under CrossOver Wine, with a debug build. Release build still crashes at the start of game, and work-in-progress native build I have seems to be about the same state as that.

Image Image

squidbus avatar Mar 03 '25 20:03 squidbus

I keep trying on both Crossover an Whisky. Whisky Crashes straight up on startup no matter how much I try. I'm able to install the files (which won't show up on Crossover, it plays music but no display) but I can't play the game. I got this error on crossover. (My specs: M1 Mac Mini 2020 8GB RAM) I used D3DMetal with MSync and ESync as well as DXVK and nothing works. I haven't tried CXPatcher yet, but I will give results when I do.

Command error text: 2025-03-03 16:36:34.504 wine-preloader[29239:2442911] +[IMKClient subclass]: chose IMKClient_Modern 2025-03-03 16:36:36.081 wine-preloader[29239:2442911] +[IMKInputSession subclass]: chose IMKInputSession_Modern [mvk-info] MoltenVK version 1.2.5, supporting Vulkan version 1.2.261. The following 100 Vulkan extensions are supported: VK_KHR_16bit_storage v1 VK_KHR_8bit_storage v1 VK_KHR_bind_memory2 v1 VK_KHR_buffer_device_address v1 VK_KHR_copy_commands2 v1 VK_KHR_create_renderpass2 v1 VK_KHR_dedicated_allocation v3 VK_KHR_deferred_host_operations v4 VK_KHR_depth_stencil_resolve v1 VK_KHR_descriptor_update_template v1 VK_KHR_device_group v4 VK_KHR_device_group_creation v1 VK_KHR_driver_properties v1 VK_KHR_dynamic_rendering v1 VK_KHR_external_fence v1 VK_KHR_external_fence_capabilities v1 VK_KHR_external_memory v1 VK_KHR_external_memory_capabilities v1 VK_KHR_external_semaphore v1 VK_KHR_external_semaphore_capabilities v1 VK_KHR_fragment_shader_barycentric v1 VK_KHR_get_memory_requirements2 v1 VK_KHR_get_physical_device_properties2 v2 VK_KHR_get_surface_capabilities2 v1 VK_KHR_imageless_framebuffer v1 VK_KHR_image_format_list v1 VK_KHR_incremental_present v2 VK_KHR_maintenance1 v2 VK_KHR_maintenance2 v1 VK_KHR_maintenance3 v1 VK_KHR_map_memory2 v1 VK_KHR_multiview v1 VK_KHR_portability_subset v1 VK_KHR_push_descriptor v2 VK_KHR_relaxed_block_layout v1 VK_KHR_sampler_mirror_clamp_to_edge v3 VK_KHR_sampler_ycbcr_conversion v14 VK_KHR_separate_depth_stencil_layouts v1 VK_KHR_shader_draw_parameters v1 VK_KHR_shader_float_controls v4 VK_KHR_shader_float16_int8 v1 VK_KHR_shader_non_semantic_info v1 VK_KHR_shader_subgroup_extended_types v1 VK_KHR_spirv_1_4 v1 VK_KHR_storage_buffer_storage_class v1 VK_KHR_surface v25 VK_KHR_swapchain v70 VK_KHR_swapchain_mutable_format v1 VK_KHR_timeline_semaphore v2 VK_KHR_uniform_buffer_standard_layout v1 VK_KHR_variable_pointers v1 VK_EXT_4444_formats v1 VK_EXT_buffer_device_address v2 VK_EXT_calibrated_timestamps v2 VK_EXT_debug_marker v4 VK_EXT_debug_report v10 VK_EXT_debug_utils v2 VK_EXT_descriptor_indexing v2 VK_EXT_external_memory_host v1 VK_EXT_fragment_shader_interlock v1 VK_EXT_hdr_metadata v2 VK_EXT_host_query_reset v1 VK_EXT_image_robustness v1 VK_EXT_inline_uniform_block v1 VK_EXT_memory_budget v1 VK_EXT_metal_objects v1 VK_EXT_metal_surface v1 VK_EXT_pipeline_creation_cache_control v3 VK_EXT_pipeline_creation_feedback v1 VK_EXT_post_depth_coverage v1 VK_EXT_private_data v1 VK_EXT_robustness2 v1 VK_EXT_sample_locations v1 VK_EXT_scalar_block_layout v1 VK_EXT_separate_stencil_usage v1 VK_EXT_shader_atomic_float v1 VK_EXT_shader_demote_to_helper_invocation v1 VK_EXT_shader_stencil_export v1 VK_EXT_shader_subgroup_ballot v1 VK_EXT_shader_subgroup_vote v1 VK_EXT_shader_viewport_index_layer v1 VK_EXT_subgroup_size_control v2 VK_EXT_surface_maintenance1 v1 VK_EXT_swapchain_colorspace v4 VK_EXT_swapchain_maintenance1 v1 VK_EXT_texel_buffer_alignment v1 VK_EXT_texture_compression_astc_hdr v1 VK_EXT_vertex_attribute_divisor v3 VK_EXT_transform_feedback v1 VK_AMD_gpu_shader_half_float v2 VK_AMD_negative_viewport_height v1 VK_AMD_shader_image_load_store_lod v1 VK_AMD_shader_trinary_minmax v1 VK_IMG_format_pvrtc v1 VK_INTEL_shader_integer_functions2 v1 VK_GOOGLE_display_timing v1 VK_MVK_macos_surface v3 VK_MVK_moltenvk v37 VK_NV_fragment_shader_barycentric v1 VK_NV_glsl_shader v1 [mvk-info] GPU device: model: Apple M1 type: Integrated vendorID: 0x106b deviceID: 0xf0303ef pipelineCacheUUID: 6035642A-0F03-03EF-0000-000000000000 supports the following Metal Versions, GPU's and Feature Sets: Metal Shading Language 3.0 GPU Family Apple 7 GPU Family Apple 6 GPU Family Apple 5 GPU Family Apple 4 GPU Family Apple 3 GPU Family Apple 2 GPU Family Apple 1 GPU Family Mac 2 GPU Family Mac 1 GPU Family Common 3 GPU Family Common 2 GPU Family Common 1 macOS GPU Family 2 v1 macOS GPU Family 1 v4 macOS GPU Family 1 v3 macOS GPU Family 1 v2 macOS GPU Family 1 v1 [mvk-info] Created VkInstance for Vulkan version 1.2.0, as requested by app, with the following 2 Vulkan extensions enabled: VK_KHR_surface v25 VK_EXT_metal_surface v1 [mvk-info] Vulkan semaphores using Metal implicit guarantees within a single queue. [mvk-info] Created VkDevice to run on GPU Apple M1 with the following 7 Vulkan extensions enabled: VK_KHR_buffer_device_address v1 VK_KHR_deferred_host_operations v4 VK_KHR_sampler_mirror_clamp_to_edge v3 VK_KHR_swapchain v70 VK_EXT_robustness2 v1 VK_EXT_sample_locations v1 VK_EXT_scalar_block_layout v1 [mvk-error] VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3): program_source:16:132: error: cannot reserve 'texture' resource locations at index 0 fragment main0_out main0(constant type_ConstantBuffer_PushConstants& g_PushConstants [[buffer(0)]], array<texture2d, 65536> g_Texture2DDescriptorHeap [[texture(0)]], float4 gl_FragCoord [[position]]) ^ . [mvk-error] VK_ERROR_INVALID_SHADER_NV: Fragment shader function could not be compiled into pipeline. See previous logged error. [mvk-error] VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3): program_source:16:135: error: cannot reserve 'texture' resource locations at index 0 fragment main0_out main0(constant type_ConstantBuffer_PushConstants& g_PushConstants [[buffer(0)]], array<texture2d_ms, 65536> g_Texture2DMSDescriptorHeap [[texture(0)]], float4 gl_FragCoord [[position]]) ^ . [mvk-error] VK_ERROR_INVALID_SHADER_NV: Fragment shader function could not be compiled into pipeline. See previous logged error. [mvk-error] VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3): program_source:16:135: error: cannot reserve 'texture' resource locations at index 0 fragment main0_out main0(constant type_ConstantBuffer_PushConstants& g_PushConstants [[buffer(0)]], array<texture2d_ms, 65536> g_Texture2DMSDescriptorHeap [[texture(0)]], float4 gl_FragCoord [[position]]) ^ . [mvk-error] VK_ERROR_INVALID_SHADER_NV: Fragment shader function could not be compiled into pipeline. See previous logged error. [mvk-error] VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3): program_source:16:135: error: cannot reserve 'texture' resource locations at index 0 fragment main0_out main0(constant type_ConstantBuffer_PushConstants& g_PushConstants [[buffer(0)]], array<texture2d_ms, 65536> g_Texture2DMSDescriptorHeap [[texture(0)]], float4 gl_FragCoord [[position]]) ^ . [mvk-error] VK_ERROR_INVALID_SHADER_NV: Fragment shader function could not be compiled into pipeline. See previous logged error. [mvk-error] VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3): program_source:37:158: error: cannot reserve 'texture' resource locations at index 0 fragment main0_out main0(main0_in in [[stage_in]], constant type_ConstantBuffer_PushConstants& g_PushConstants [[buffer(0)]], array<texture2d, 65536> g_Texture2DDescriptorHeap [[texture(0)]], array<sampler, 1024> g_SamplerDescriptorHeap [[sampler(0)]], float4 gl_FragCoord [[position]]) ^ program_source:37:221: error: cannot reserve 'sampler' resource locations at index 0 fragment main0_out main0(main0_in in [[stage_in]], constant type_ConstantBuffer_PushConstants& g_PushConstants [[buffer(0)]], array<texture2d, 65536> g_Texture2DDescriptorHeap [[texture(0)]], array<sampler, 1024> g_SamplerDescriptorHeap [[sampler(0)]], float4 gl_FragCoord [[position]]) ^ . [mvk-error] VK_ERROR_INVALID_SHADER_NV: Fragment shader function could not be compiled into pipeline. See previous logged error. [mvk-error] VK_ERROR_INVALID_SHADER_NV: Fragment shader function could not be compiled into pipeline. See previous logged error. [mvk-error] VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3): program_source:18:132: error: cannot reserve 'texture' resource locations at index 0 fragment main0_out main0(constant type_ConstantBuffer_PushConstants& g_PushConstants [[buffer(0)]], array<texture2d, 65536> g_Texture2DDescriptorHeap [[texture(0)]], float4 gl_FragCoord [[position]]) ^ program_source:21:43: error: as_type cast from 'ulong' (aka 'unsigned long') to 'device int2 ' is not allowed int2 _55 = int2(gl_FragCoord.xy) - ((as_type<device int2*>(reinterpret_cast(g_PushConstants.SharedConstants + 16ul)))); ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ program_source:25:29: error: as_type cast from 'ulong' (aka 'unsigned long') to 'device int2 ' is not allowed _66 = any(_55 >= ((as_type<device int2*>(reinterpret_cast(g_PushConstants.SharedConstants + 24ul))))); ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ program_source:40:33: error: as_type cast from 'ulong' (aka 'unsigned long') to 'device float3 *' is not allowed float3 _81 = pow(_77.xyz, (as_type<device float3>(reinterpret_cast(g_PushConstants.SharedConstants)))); ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ . [mvk-error] VK_ERROR_INVALID_SHADER_NV: Fragment shader function could not be compiled into pipeline. See previous logged error. [mvk-info] Created 2 swapchain images with initial size (1920, 1080) and contents scale 1.0 for screen LG ULTRAGEAR (1). wine: Unhandled page fault on read access to 0000000000000058 at address 0000000140361297 (thread 0140), starting debugger... 2025-03-03 16:36:40.191 wine-preloader[29266:2443445] +[IMKClient subclass]: chose IMKClient_Modern 2025-03-03 16:36:43.340 wine-preloader[29266:2443445] +[IMKInputSession subclass]: chose IMKInputSession_Modern 2025-03-03 16:36:45.248 wine-preloader[29264:2443430] +[IMKClient subclass]: chose IMKClient_Modern 2025-03-03 16:36:46.174 wine-preloader[29264:2443430] +[IMKInputSession subclass]: chose IMKInputSession_Modern

realrazing929 avatar Mar 03 '25 21:03 realrazing929

If you scroll up a smidge, you'll see that a fix is being worked on. For the time being it won't work properly or at all.

BittahBandit1 avatar Mar 03 '25 22:03 BittahBandit1

What is the issue with D3D Metal? (Probably it makes the most sense to wait for Plume to have native Metal support though if they're close.) Mac works the best when the code is optimized for its SOC / tile rendering hardware. For reference, I have an M1 Max, which is probably a decent target.

KTRosenberg avatar Mar 04 '25 00:03 KTRosenberg

I don't think D3DMetal is what's causing it, it could be something else. If you have any suggestions to get it to a functioning state (like with a different bottle with D3DMetal etc.) let me know. For Crossover I used the Steam Preset Bottle and installed DirectX for Modern Games on it and turned on D3DMetal and MSync

realrazing929 avatar Mar 04 '25 01:03 realrazing929

I don't think D3DMetal is what's causing it, it could be something else. If you have any suggestions to get it to a functioning state (like with a different bottle with D3DMetal etc.) let me know. For Crossover I used the Steam Preset Bottle and installed DirectX for Modern Games on it and turned on D3DMetal and MSync

Have you tried all the native profiling tools in Xcode? Those tend to be decent.

KTRosenberg avatar Mar 04 '25 01:03 KTRosenberg

I certainly don't have the brains to get that working, could you help me?

realrazing929 avatar Mar 04 '25 01:03 realrazing929

I certainly don't have the brains to get that working, could you help me?

You could set-up an Xcode project and drop all the files in there I guess? It's hard to take a look on my end. But if someone could set-up a project, they could use all the integrated debug tools to try and figure-out what's crashing.

KTRosenberg avatar Mar 04 '25 01:03 KTRosenberg