Updates MoltenVK, the Vulkan driver CrossOver bundles, alongside the toolkit and DXMT. That is what Doom, Wolfenstein II and Detroit: Become Human go through; the toolkit and DXMT do not touch them.
- Drop a
libMoltenVK.dylibor the archive it came in on the MoltenVK row under Advanced. Every copy the app ships is replaced and each original kept, and a build is refused rather than installed if it lacks the architecture a slot needs. - Choosing a build also turns on Metal argument buffers. Without them Metal allows only 16 sampler slots, and the lighting shaders in Doom and Wolfenstein II fail to compile, which looks like a black screen.
- Re-patching leaves a DXMT or MoltenVK build that is already installed alone, and carries forward what an earlier patch recorded, so updating only the toolkit no longer makes the app forget the rest of what it carries. A swap that fails restores the build that was working rather than dropping to stock.
- One frame rate cap now covers both translation layers: it writes D3DMetal's limit and DXMT's
d3d11.preferredMaxFrameRate, keeping any other DXMT option already set. - Every menu lists Unchanged with the builds, the DXMT and MoltenVK rows are clickable across their full width, and the window resizes to fit when a section opens.
scripts/build-moltenvk.sh builds the MoltenVK library these games need, on top of current upstream. See the read-me for which game needs which build.