Replies: 14 comments
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Games that use DirectX9 and below use WineD3D OpenGL backend, OpenGL was long depreciated on macOS and Apple Silicon systems don’t have a native OpenGL driver (it’s OpenGL over Metal for WebGL) There’s that can be done on my end currently, legacy titles like Diablo2/Red Alert2/Total Annihilation can run great by using cnc_ddraw verb. You can mostly ignore the CPU reporting in wine. |
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I assume you mean there is "nothing" that can be done on your end? I'm assuming cnc_ddraw will not work with newer directx9 titles, but I will give it a try. Thanks |
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Question what is the technical reason why DXVK-macOS only supports DirectX 10 & DirectX 11? |
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Yep
I believe it won’t work for DirectX9 titles
MoltenVK doesn’t provide some required Vulkan extensions meaning most games would be broken. |
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Is it possible to add these features to MoltenVK, or is it a limitation of metal? |
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Some missing features are Metal limitations other missing features can be implemented. |
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Cool, thank you once again for the explanation, Given that Parallels has done it somehow, my guess is it must be possible to implement the missing feature to a good enough. Which person or project did the original DXVK 10/11 work? |
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The original project can be found here https://github.com/doitsujin/dxvk And DXVK-macOS fork can be found here https://github.com/Gcenx/DXVK-macOS doitsujin won’t provide support for macOS as MoltenVK doesn’t provide all the required extensions, for DXVK-macOS I’d relaxed some requirements and added some useful workarounds/hacks to help improve things as much as I’m able. I do take pull-requests for new features/fixes/workarounds |
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Thank you once again. I've taken the liberty to ask what is the status/gap to support it over here KhronosGroup/MoltenVK#203 |
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I was looking more the DX9 API that are needed by SFIV doesn't seem to be too many. Many DXVK/MortonVK can already support this? |
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All current DXVK-macOS archive include x86/x64 d3d9.dll. Open winecfg and add the library If might run or it might not run depending, you could also try using dgvoodoo2 similar situation as above as some game worked where others just rendered as a black screen. |
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Thanks. I gave it a try, but got "Failed creating the Direct3D device". Log:
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So I tested out dgvoodoo2 2.8.1. Initially i got a black screen only with sound working, but then I installed dxvk-master via winetricks and played with a few dgvoodoo2 config options and got it working and it's much faster than wine3d. I got about 100 FPS on max settings @ 1920x1080. My M2Max CPU was ~300% and GPU ~60% usage. Here's the dgvoodoo2 config I used: dgVoodoo.conf:
Full steps are:
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@Gcenx one thing I've noticed (actually when using any dxvk rendering backend), is I have to play the game for a bit for the shadered to be compiled. This is fine on first play, but I've noticed what I think to be caching is every time I load up the game. I see the SSFIV.dxvk-cache has been created. It's about 200kbs |
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Environment (please complete the following information):
Describe the bug
The performance of Ultra Street Fighter IV on Apple Silicon seems very slow given the hardware running. I'm typically getting 3-40fps depending on the resolution and graphics settings. This game is DirectX 9, so maybe that's why, or maybe Rosetta2 intel instruction translation? Running on my older 2019 intel macbook was at least playable if still resource hungry. Running on parallels 18 using Windows 11 ARM on the same laptop allows running the game at about 275FPS (1920x1080 and max graphic settings). But maybe that's because parallels is using a better tuned DX9 translation layer. DX10/11 games on wine seem to run as good if not better that parallels.
To Reproduce
Expected behavior
Under my Intel Macbook Pro 15" 2019 6 core i7 I get 70FPS under the same wineskin app bundle, which is still not that good, but is better than the M1 max.
Screenshots
USFIV benchmark on my M2 Max with WS11WineCX64Bit22.1.1-rc1:
USFIV benchmark on my M2 Max in parallels 18:
USFIV benchmark on my intel Macbook Pro 15" 2019
LastRunWine.log
Contents here
Additional context
When running the game on the M2 macbook the CPU usage is about 350%, and GPU usage is about 10-25%. The intel macbook is about the same. When I see the usage in parallels I see about 50% CPU usage, and 10% GPU usage.
Also I wonder why in app wine APIs is reporting the M2Max CPU as Virtual Apple 2.5Ghz 1.0ghz? That looks like the lower clock speed for the efficiency cores. Maybe this is just a reporting error?
Many thanks for your help or explanation :-)
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