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Cutscenes that crash, or stay black, in Windows games running under CrossOver on Apple Silicon — what causes it, which games are affected, and how to find out about a game that is not listed yet.
The tooling lives in MortalShell2MacFix.
They look different and have nothing in common except the symptom.
The crash. Unreal's Electra media player asks every D3D12 resource for
ID3DDestructionNotifier and uses the answer without checking whether it got
one. Apple's D3DMetal does not implement that interface, so the first VP9 frame
dereferences a null vtable and the game dies. H.264 and H.265 can avoid the
buffer pool through a CVar; VPx has no equivalent, so VP9 on D3D12 has no way
out through configuration.
→ Fixed. See Games for which titles this applies to.
The black screen. The game reaches the cutscene, shows nothing, and does not crash. Nothing returns an error, so there is no crash log and nothing to grep for — the failure has to be traced through the code.
→ Fixed on DYNASTY WARRIORS: ORIGINS, where it turned out to be five separate faults in a row, ending in a frame that decoded correctly and had no way to reach the renderer that draws it. See Games.
The thing that matters is what the cutscenes are encoded as and which API plays
them. survey-games.sh reports both for a game folder:
diagnostics/survey-games.sh "/path/to/steamapps/common/<Game>"
Reading the output:
- VP9 + Unreal — the crash. Run the fix.
- VP9 + anything else — possible, but a different mechanism each time.
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Bink (
.bik/.bk2) — Bink ships its own decoder and never touches Media Foundation or D3D video. Not affected by any of this. - H.264 — normally fine, provided CrossOver is patched with winevideo.
Two caveats on the survey. It reads Unreal .pak indexes but only version 11
unencrypted ones, so a title using anything else reports zero videos when it
may have hundreds. And a game that packs its movies in a proprietary archive is
invisible to it — 0 means "none found loose or in a readable pak", never "no
videos".
- Games — what was measured, per title
- Diagnosing a new game — the tools, and what each one answers