http://bugs.winehq.org/show_bug.cgi?id=59450 --- Comment #1 from Henri Verbeet <hverbeet@gmail.com> --- Hi, thank you for the report. You should probably be aware that CrossOver ships a modified version of vkd3d, and that makes it somewhat harder for us to provide support upstream. Ideally you would create a (Win32) build of upstream vkd3d, integrate that into your CrossOver build/bottle, and then test against that. I'm not sure how much experience you have with building and patching your own software; I can try to assist, but the learning curve may be a bit steep if you're very new to this. (In reply to Tony Fabris from comment #0)
I'm aware that my hardware and OS that I'm using are not modern, and are outside the game's specs. But the whole point of Wine is to run games in places they weren't originally intended to run, and amazingly, in this particular case, it actually works.
I'm probably in the minority on this, but personally I fully support and encourage that.
Any help or advice would be gleefully accepted. In particular, I'd like to know if there's any way to get more detailed VKD3D logs out of Crossover? I'm attaching a console log output but it's not particularly detailed.
There are some environment variables that should allow you to get more detailed debug output. In particular, VKD3D_DEBUG="trace" should enable debug output for libvkd3d, and VKD3D_SHADER_DEBUG="trace" should enable debug output for libvkd3d-shader. Note that both of these potentially produce a large amount of output. These environment variables and others are described in more detail in the "Environment variables" section of https://codeberg.org/vkd3d/vkd3d/raw/tag/vkd3d-1.19/README On the Wine side of things, the WINEDEBUG environment variable has a similar role, although with a slightly different syntax. WINEDEBUG="+seh" may provide some hints about any exceptions / access violations that may be happening around the time hang. Finally, the first question I have about the log you attached is how much the "vkd3d:060c:fixme:d3d12_rtv_desc_create_rtv Unhandled view dimension 0x2." lines correlate with the hang. Are those always present right after starting the game, or do those e.g. show up later with the game hanging shortly afterwards? -- 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.