http://bugs.winehq.org/show_bug.cgi?id=59450 --- Comment #18 from Tony Fabris <tfabris@gmail.com> --- Wait, I just got mainline vkd3d 1.19 rendering the game. The secret was learning the special secret syntax to get environment variables working for Wine. Once I added this line to my script (in this exact syntax, with no spaces or quotes as I had previously been mistakenly led to believe were needed) then mainline VKD3D 1.19 is running and rendering. export VKD3D_DISABLE_EXTENSIONS=VK_EXT_descriptor_indexing When I had tried to hardcode that earlier, I must have been putting the line in the wrong place or something. Anyway, it now renders the game the same as the Crossover version did. Including the hang! So we have a repro on 1.19! Note: This is still the version of VKD3D 1.19 that I had modified. - I had added this hardcode at the end of the vkd3d_init_feature_level function in device.c: vk_info->max_feature_level = D3D_FEATURE_LEVEL_12_2; - Ported the Crossover changes to the code in libs/vkd3d-shader. This tells me one important thing so far: Whatever the issue is, it's not the thing I suspected (the memory and cache management changes in the Crossover version of vkd3d) because this build doesn't have those in it. I'm going to see if using a more "plain" version of mainline VKD3D 1.19 will work (one with fewer modifications), and attempt to get a debugger attached. -- 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.