http://bugs.winehq.org/show_bug.cgi?id=34008 Anastasius Focht <focht(a)gmx.net> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW CC| |focht(a)gmx.net Summary|Bioshock Infinite won't |Bioshock Infinite won't |start |start (needs | |D3D11CreateDevice | |implementation to support | |at least | |D3D_FEATURE_LEVEL_10_0) Ever Confirmed|0 |1 --- Comment #2 from Anastasius Focht <focht(a)gmx.net> 2013-10-29 04:30:21 CDT --- Hello folks, confirming. The stub for D3D11CreateDevice() is not enough. "needs DX10/11 compatible hardware and DX11 runtime" You can force the game to use specific D3D_FEATURE_LEVEL through additional command line arguments. Arguments that are recognized by game code: -d3d10 or -sm4 (shader model 4) -d3d11 or -sm5 (shader model 5) -forcePretendUserHasDX10Card -d3ddebug "-forcePretendUserHasDX10Card" actually forces use of D3D_FEATURE_LEVEL_10_0 But even if you request dx10 feature set, D3D11CreateDevice() will be still used unconditionally. I debugged the game - there is no d3d10.dll fallback (hence the DX11 runtime requirement). I quickly hacked something together, reusing D3D10CreateDevice code to return a stubbed ID3D11Device and ID3D11DeviceContext. This allows the game to overcome the initial checks (running much farther) but ending up really wanting fleshed out ID3D11Device methods (CheckFeatureSupport(), ...). I stopped at this point ... $ wine --version wine-1.7.5-105-g1666087 Regards -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email Do not reply to this email, post in Bugzilla using the above URL to reply. ------- You are receiving this mail because: ------- You are watching all bug changes.