rv-there-yet
Verified
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- Layer
- DXMT
- Windows
- win10
- Sync
- msync
- AVX
- true
- Executables
- ride.exe, ride-win64-shipping.exe
- Winetricks
- vcrun2019
- Launch args
- -dx11
- Unreal project
- Ride
Notes
VERIFIED 11 Sep 2026, Apple M4, macOS 26.5.1, DXMT. Measured, not inferred: `lsof` on the live Ride-Win64-Shipping.exe has system32\d3d11.dll and system32\dxgi.dll open, byte-identical to Libraries.steam/DXMT/x64 (d3d11 5,350,886 / dxgi 1,890,058), with winemetal.dll+winemetal.so from the running tree — the first bundled title measured to load a translation layer at all rather than falling back to wined3d. UE log: 'Using Forced RHI: D3D11', Feature Level 11_1 SM5, adapter 'Apple M4' (VendorId 0x106b, 6062 MB), LoadMap(/Game/Ride/Maps/RideMap) in 2.16 s, 1514 frames over 3.2 min, 0 hitches, LogExit: Exiting., no Crashes directory. Internal render res 1280x720 on a 1920x1080 window. Play: wyn play rv-there-yet (steam.exe -applaunch, not --direct). DXMT + -dx11; DefaultGraphicsRHI=DX11 is also pinned in AppData Local/Ride Engine.ini so Steam relaunches survive without the CLI flag. ~3.2 GB. Benign log errors, not graphics: DirectML.dll missing (optional NNE/ORT runtime), EOS online services absent, one UE widget double-bind warning.
Environment
WINEDLLOVERRIDES | winmm,dxgi,d3d11,d3d10core=n,b |
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Agents: GET /api/v1/profiles/rv-there-yet.json or GET /api/v1/games/rv-there-yet.json.