It’s been a while since my last post. Unfortunately, due to some personal issues, I couldn’t participate in this forum for some time, so the guide is currently a bit outdated.
Now, regarding what has changed since the last crossover update: honestly, not much. We are still limited to using WineD3D rendering. I’ve seen some discussions about D3DMetal, but just to clarify: that method only works for DirectX 12 and a few DirectX 11 titles. Even if you select D3DMetal and the game runs, it’s actually still using WineD3D, which is basically a DirectX-to-OpenGL-to-Metal translation.
On the bright side, I’ve noticed some new developments. I even managed to get the game running under Vulkan with a tweaked version of DXVK, though I still need to do more testing to confirm stability and performance.
Here's a screenshot https://ibb.co/39PNQG3K
DX-Vulkan should give us a bit more of optimization in the use of the resources of the computer (as it happens under linux)
@lootaxros I don't think you loose much performance tbh even if crossover has some special tricks here and there the performance is heavily limited by all the translating layers...I noticed a change when I jump from the basic M1 8gb to an M2 Max 32 gbs, but even then the sieges are difficult to be played.
@frozenover The apple sillicon launcher was just a "all included wrapper" but was giving some errors due to privacy concerns under macos so I was not able to manage that, perhaps some others can
