Wyn

Games

Solarpunk

Cyberwave · Steam 1805110 · Verified

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solarpunk

Verified Download JSON Improve this profile
Layer
D3DMetal
Windows
win10
Sync
msync
DXVK
false
AVX
false
Executables
solarpunksteam-win64-shipping.exe, solarpunk.exe
Winetricks
vcrun2019, vcrun2022
Launch args
-NO_EOS_OVERLAY -windowed -ResX=1280 -ResY=720
Unreal project
Solarpunk

Notes

WORKS. Measured 4 Sep 2026 00:24-00:27: loads /Game/Maps/MainLevel, renders 998+ frames, plays, and exits cleanly with 'LogExit: Exiting.' UE5, D3DMetal, adapter reports 'AMD Compatibility Mode'. TWO SETTINGS ARE LOAD-BEARING, both found by measurement. (1) avxEnabled FALSE. With it true the game dies instantly with EXCEPTION_ILLEGAL_INSTRUCTION - twice. avxEnabled sets ROSETTA_ADVERTISE_AVX=1; the game then emits an AVX instruction Rosetta will not run. Satisfactory keeps AVX on and is fine, so this is per-title. (2) -windowed. Without it, d3dmetal reached frame 1 and died with EXCEPTION_ACCESS_VIOLATION writing 0x980. Note r.setres:1280x720 was already set in the crashing run, so the resolution is not what fixed it - the windowed viewport is. Fullscreen swapchain creation is the fragile path here: DXVK failed the same operation outright with D3D11Util.cpp:249 CreateSwapChainResult E_FAIL. RULED OUT, do not re-add: -dx11 is a no-op (the game already defaults to D3D11 - a run with an empty command line logged 'Using Default RHI: D3D11'). DXVK is worse than d3dmetal here (no swapchain at all). DXR is irrelevant, ray tracing is off by project setting r.RayTracing=0. RED HERRINGS: 'LogRenderer: Forcing update for all mesh draw commands: SkyLight change' was the last line before the crash and is NOT the cause - it also appears at frame 908 and during clean shutdown. The 'invalid ShaderMap' / 'uncooked shader map' errors are noise; the engine runs well past them. Steam's 'Visual C++ 2015-2022 Redistributable' dialog is a FALSE NEGATIVE from the small Solarpunk.exe prereq shim: the redist is installed (VC\\Runtimes\\x64 Installed=1, Version v14.51.36247.00). LAUNCH PATH: d3dmetal runs the game EXE directly, which bypasses that shim. dxvk/dxmt go via steam.exe -applaunch, where STEAM picks the exe and picks the shim - use `wyn play solarpunk --direct` on those layers. PERFORMANCE, measured 5 Sep: D3DMetal gives 119.7 fps median (n=27 min) where DXVK gave 45.4 (n=138 min) on identical settings - 2.6x. Both at ~576x324 (1280x720 at r.ScreenPercentage 45). Zero hitches logged in 36 min with t.HitchFrameTimeThreshold=33.3. DXVK also wrote 126,296 err/warn lines during play (63,141 x VK_KHR_EXTERNAL_MEMORY_WIN32 not supported); D3DMetal wrote no layer log at all. THE TRAP: a d3dmetal profile silently runs on DXVK if the bottle's wineserver is already up on the frankea tree - WINEDLLOVERRIDES d3d11=b means BUILTIN, and builtin is D3DMetal only in the game-host tree; on frankea the bottle's own native DXVK d3d11.dll wins. Check the adapter, never the profile: D3DMetal reports 'AMD Compatibility Mode' (0x1002), DXVK reports 'NVIDIA GeForce 6800' (0x10de). VSYNC: the game exposes no frame limiter and FrameRateLimit=40 in GameUserSettings is not honoured; with vsync off it runs 117-120 fps on a 100 Hz panel, with vsync on it locks to exactly 100.0. Tools/ue-session-report.py produces all of these numbers.

Environment

WINEDLLOVERRIDESd3d11,dxgi,d3d12,d3d10,atidxx64,nvapi64,nvngx=b
MTL_HUD_ENABLED0
D3DM_ENABLE_METALFX0
D3DM_ENABLE_ASYNC_COMMIT0
D3DM_SHOW_HUD_STATS0

Agents: GET /api/v1/profiles/solarpunk.json or GET /api/v1/games/solarpunk.json.

solarpunk-dxmt

Verified Download JSON Improve this profile
Layer
DXMT
Windows
win10
Sync
msync
DXVK
false
AVX
false
Executables
solarpunksteam-win64-shipping.exe, solarpunk.exe
Winetricks
vcrun2019, vcrun2022
Launch args
-NO_EOS_OVERLAY -windowed -ResX=1280 -ResY=720
Unreal project
Solarpunk

Notes

WORKS. Measured 6 Sep 2026 via `wyn play solarpunk-dxmt`: LogD3D11RHI chose 'Apple M4' VendorId 106b, MainLevel loaded in 1.04 s, clean 'LogExit: Exiting.' lsof on the live process had winemetal.so and winemetal.dll mapped and no libd3dshared.dylib, so this really was DXMT and not D3DMetal wearing its name. Same bottle and tree that runs the d3dmetal `solarpunk` profile minutes earlier and later, with no files rewritten between: the layer is chosen by WINEDLLOVERRIDES alone. Also ran concurrently with a D3DMetal instance in one wineserver, each on its own layer. REQUIRES a DXMT whose DLLs are native PEs. The runtime Wyn installs (v3.1.1, DXMT 0.80) ships native ones, checked at offset 0x40, so a standard install is fine and enableDXMT's isNativePE guard will refuse anything else rather than launching it. If you BUILD DXMT yourself, pass -Dwine_builtin_dll=false: the meson default is true, which stamps 'Wine builtin DLL' at that offset, and Wine's load_builtin() then silently rewrites =n,b into =b,n, searches the tree first and hands you D3DMetal — the run looks like a DXMT result and is not. ALWAYS CHECK THE ADAPTER, never the profile: DXMT reports 'Apple M4' (0x106b), D3DMetal reports 'AMD Compatibility Mode' (0x1002), DXVK reports 'NVIDIA GeForce 6800' (0x10de). Note a D3DMetal log also contains 'Apple M4' and '106b' from dxcore adapter enumeration falling through to wined3d, so key on the 'Chosen D3D11 Adapter' line and nothing else.

Environment

WINEDLLOVERRIDESdxgi,d3d11,d3d10core=n,b
MTL_HUD_ENABLED0

Agents: GET /api/v1/profiles/solarpunk-dxmt.json or GET /api/v1/games/solarpunk.json.