{
  "id": "satisfactory-dxmt",
  "name": "Satisfactory (DXMT — crashes)",
  "publisher": "Coffee Stain Publishing",
  "steamAppId": 526870,
  "exePatterns": [
    "factorygamesteam.exe",
    "factorygame.exe",
    "factorygamesteam-win64-shipping.exe",
    "factorygame-win64-shipping.exe"
  ],
  "bottle": {
    "windowsVersion": "win10",
    "translationLayer": "dxmt",
    "dxvk": false,
    "dxvkAsync": false,
    "enhancedSync": "msync",
    "avxEnabled": true
  },
  "environment": {
    "WINEDLLOVERRIDES": "dxgi,d3d11,d3d10core=n,b",
    "MTL_HUD_ENABLED": "0"
  },
  "winetricks": [
    "vcrun2019",
    "vcrun2022"
  ],
  "launchArgs": "-dx11 -USEALLAVAILABLECORES -Nosplash -ResX=1280 -ResY=720",
  "unrealProject": "FactoryGame",
  "notes": "REJECTED 5 Aug: DXMT loads Apple M4 FL11_1 then RHIThread assert TOptional<FTimestampCalibration> unset (UE D3D11RHI). Factory Crash Reporter. Keep for science; use satisfactory (D3DMetal) to play. RE-TEST BEFORE TRUSTING THAT REJECTION: it was measured against the June DXMT, whose DLLs were built with meson's wine_builtin_dll default of true. Those are stamped 'Wine builtin DLL' at offset 0x40, so Wine's load_builtin() rewrote =n,b into =b,n and searched the tree first — a run recorded as DXMT on that build may have been D3DMetal all along. Solarpunk failed the same way and then ran clean on a v0.80 build made with -Dwine_builtin_dll=false (6 Sep, see solarpunk-dxmt). Check the 'Chosen D3D11 Adapter' line before recording any result here.",
  "status": "guessed"
}
