witcher-3
Verified
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- Layer
- D3DMetal
- Windows
- win10
- Sync
- msync
- DXVK
- false
- AVX
- true
- Executables
- witcher3.exe
- Winetricks
- vcrun2019, vcrun2022
Notes
VERIFIED 11 Sep 2026, Apple M4, macOS 26.5.1, GPTK D3DMetal — same bar as ready-or-not, not the Unreal §5 log bar. REDengine writes no log, so there is no LoadMap line and no frame count; `wyn profiles performance witcher-3` cannot see the session. A person played in-world on bin\x64_dx12\witcher3.exe and quit from the game's own menu. Layer from lsof on the live process, not profile intent: external-3.0.bak/D3DMetal.framework, libd3dshared.dylib, libmetalirconverter.dylib and libdxccontainer.dylib open, with d3d12.dll and dxgi.dll taken as builtins from the running tree (per-exe AppDefaults d3d*=b) while DXMT natives another game left in system32 sat untouched. D3DMetal populated d3dm/witcher3.exe/shaders.cache/MTLGPUFamilyApple9_0 (bytecode 6.3 MB, stage 12.3 MB, pipeline 131 KB, rootsignature 65 KB) during a first-run shader compile at ~105% CPU / 3.3 GB RSS. winecx selects the backend with CX_GRAPHICS_BACKEND=d3dmetal, not WINEDLLOVERRIDES. Game wrote dx12user.settings at 22:18: 1920x1080, FullScreenMode=1, VSync=true, LimitFPS=60. Zero d3d/dxgi/metal errors in the wine log, zero new crash dumps. Prefer bin/x64_dx12/witcher3.exe over the DX11 x64 copy — wyn play picked it. Do not use Libraries.rgl or Libraries.vk. NOTE: the live D3DMetal is Libraries/Wine/lib/external-3.0.bak; external is a symlink to it. Do not 'clean up' the .bak.
Environment
WINEDLLOVERRIDES | d3d11,dxgi,d3d12,d3d10,atidxx64,nvapi64,nvngx=b |
|---|---|
MTL_HUD_ENABLED | 0 |
D3DM_ENABLE_METALFX | 0 |
D3DM_SHOW_HUD_STATS | 0 |
Agents: GET /api/v1/profiles/witcher-3.json or GET /api/v1/games/witcher-3.json.