github gauthierpiarrette/highball v0.10.4
Highball 0.10.4 (beta)

pre-release3 hours ago

The Wine 11 engine gets the DXMT fix the default engine has had since 0.10.1. Every revision of the Wine 11 engine so far shipped a 4 September DXMT build in which the Metal device a clear helper reads was set up after the helper, so a game could die at start or minutes in with "newComputePipelineStateWithDescriptor sent to an NSIndirectTaggedPointerString", a different garbage object each time. Where Winds Meet crashed that way five times on r12 (highball#240). Revision r16 is r15 with the fixed DXMT and nothing else changed. On an M4 with macOS 27.0, Among Us started 12 times out of 12 on it (and, in a control run afterwards, 12 of 12 on r15 too, so the proof of the fix is the default engine's measurement, 8 of 12 crashes before and none after the same change), and Red Dead Redemption 2, Counter-Strike 2, Overwatch 2, Five Nights at Freddy's, Heartopia, Umamusume, Vindictus and Among Us each reached their window on it. A game pinned to the Wine 11 engine is offered r16 on Play, and an environment already on the Wine 11 engine can pick it on its Full page under Advanced, Engine.

The database grew by nine games from this week's reports (Tokyo Xtreme Racer, EZ2ON Reboot R, Darkest Dungeon, Warhammer 40,000 Boltgun, PICO PARK Classic Edition, Grand Theft Auto San Andreas, Where Winds Meet, Forager and one more) and six rows gained a second report, among them GTA IV's grid flicker on Wine's Direct3D and its DualSense fix through the Controllers through SDL tweak. Tokyo Xtreme Racer starts its DirectX 11 build from Highball's Play, as the reporter did by hand. Three rows were corrected from their threads: Death's Door's invisible characters come from DXVK's missing transform feedback on every Apple GPU, not from the chip, Fallout New Vegas's note no longer claims x87 acceleration from engine r12 alone, and Hollow Knight's black cutscenes were seen on engines older than the video fixes.

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