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Mathias Kowoll edited this page Aug 24, 2026 · 33 revisions

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.

This is for CrossOver Preview

Specifically crossover-preview-arm64-20260821. That is where every title here is measured, and it is the only configuration this project supports. Three of the nine also run on stable 26.3; treat that as a bonus rather than a promise.

The tooling lives in MacGameVideoFix.

The two failure modes

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 Mortal Shell 2.

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.

A third mode has nothing to do with video at all. Both Life is Strange titles run fine and then freeze, anywhere, because Unreal walks the GPU's memory nodes and D3DMetal never tells it to stop. It is listed here because it is the same toolkit, not because it is the same problem.

Is my game affected?

The thing that matters is what the cutscenes are encoded as, what box they are in, and which API plays them. survey-games.sh reports all three for a game folder:

diagnostics/survey-games.sh "/path/to/steamapps/common/<Game>"

Reading the output:

  • VP9 + Unreal — likely the crash, but confirm it before patching. No static scanner for Electra's 12000 version check ships here: the code that knows the pattern is the runtime patch itself, which reports how many sites it found once it is installed. A count of zero means this bug is not present in that build, whatever else may be wrong. See Diagnosing a new game.
  • VP9 + anything else — possible, but a different mechanism each time.
  • Bink (.bik / .bk2) — Bink ships its own decoder and never touches Media Foundation or D3D video. Not affected by any of this.
  • H.264 — decoded by CrossOver on its own, on stable and on Preview, with nothing patched. A working decoder is not the whole story: Beast of Reincarnation decodes H.264 and still showed nothing, because CrossOver withholds NV12 from the format list on macOS and Electra accepts nothing else. If the sound plays and the picture does not, start at Beast of Reincarnation.

The container is worth as much as the codec. The codec says whether anything can decode the file; the container says whether anything can open it, and on stable CrossOver that is where WebM stops — see Games.

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

Game Engine Symptom Fix Backend DX CrossOver Status
Mortal Shell 2 Unreal Engine 5.6.1 Crash on the first cutscene Runtime patch, 4 sites D3DMetal 12 26.3 · Preview Fixed
Life is Strange: Reunion Unreal Engine 5 Freezes after a while, anywhere DXGI node guard D3DMetal 12 Preview -- 26.3 crashes Fixed
Life is Strange: Double Exposure Unreal Engine 5 Freezes after a while, anywhere DXGI node guard, same DLL D3DMetal 12 Preview -- 26.3 crashes Fixed
DYNASTY WARRIORS: ORIGINS Koei Tecmo, in-house Cutscene runs with sound, picture black Video bridge, D3D11 to D3D12 D3DMetal 12 Preview -- crashes on 26.3 Fixed
Beast of Reincarnation Unreal Engine 5 Startup video plays with sound, no picture NV12 restored, Electra forced to software D3DMetal 12 26.3 · Preview Fixed
Persona 5 Strikers Koei Tecmo, in-house Video never starts; sound only Staged VC-1 codec, and a D3D9 to D3D11 bridge DXMT 11 26.3 and Preview Fixed
Nioh Koei Tecmo, in-house Cutscene refuses to play, then crashes Staged WMV3 codec, and the same D3D9 to D3D11 bridge DXMT 11 Preview -- not tried on 26.3 Fixed
Nioh 2 Koei Tecmo, in-house Cutscene refuses to play, then crashes Same codec and same bridge as Nioh, unchanged DXMT 11 Preview -- not tried on 26.3 Fixed
Nioh 3 Koei Tecmo, in-house Failed to play movie The DYNASTY WARRIORS bridge, unchanged D3DMetal 12 Preview -- not tried on 26.3 Fixed
Wo Long: Fallen Dynasty Koei Tecmo, in-house Cutscene runs with sound, picture black The DYNASTY WARRIORS bridge, unchanged D3DMetal 12 Preview -- not tried on 26.3 Fixed
NieR Replicant ver.1.22474487139 Toylogic, in-house Crashes when the first video starts Software decode, and the frame written into the game's target D3DMetal 11 Preview -- not tried on 26.3 Fixed
KINGDOM HEARTS Dream Drop Distance Square Enix, in-house Cutscene runs with sound, picture solid green Software decode, and the luma and chroma planes written into the game's own textures D3DMetal 11 + 12 Preview -- not tried on 26.3 Fixed
KINGDOM HEARTS HD 1.5+2.5 ReMIX Square Enix, in-house Cutscene runs with sound, picture solid green The Dream Drop Distance fix, unchanged -- six executables, same route D3DMetal 11 + 12 Preview -- not tried on 26.3 Fixed
TMNT: Splintered Fate Rebirth, in-house Opens a window, then closes silently A guard on the D3D12 call that ends the process instead of failing D3DMetal 12 Preview -- not tried on 26.3 Fixed
Tormented Souls 2 Unreal Engine 5 Fatal error before the first frame 16:9 modes added to a list that offered none D3DMetal 12 Preview -- not tried on 26.3 Fixed
Devil May Cry 5 RE Engine Crashes when a skill preview video plays Staged VC-1 codec. Nothing installed beside the game D3DMetal 12 Preview -- not tried on 26.3 Fixed
RESIDENT EVIL 2 RE Engine Crashes when a video plays The same staged VC-1 codec, unchanged D3DMetal 12 Preview -- not tried on 26.3 Fixed
RESIDENT EVIL 3 RE Engine Crashes when a video plays The same staged VC-1 codec, unchanged D3DMetal 12 Preview -- not tried on 26.3 Fixed

Backend and DX are not preferences, they are requirements. Persona 5 Strikers, Nioh and Nioh 2 only work on DXMT: all three need a shared D3D9 surface handle, and DXMT implements sharing where D3DMetal has none to build on. Nioh 3, despite the name, belongs with the other group -- it is D3D12 on D3DMetal and never touches D3D9, and NieR Replicant is D3D11 on D3DMetal. The other nine run on D3DMetal with the D3D12 renderer, which is also what keeps PSO precompilation -- -dx11 dodges some of these faults and costs permanent shader-compilation stutter.

Which CrossOver, and what "Preview" means. Every measurement here was taken against CrossOver 26.3 and crossover-preview-arm64-20260821, and the CrossOver column says which of the two a title was measured on rather than which it might work on. Everything runs on that Preview. Three are confirmed on 26.3 as well. This project targets that Preview build, and it is what every title is measured and supported on. Three also run on stable 26.3 and the column says so, but as a bonus rather than a promise -- stable is not what gets tested before a release.

What stops the other three is in the engine. Both Life is Strange titles freeze on 26.3 with the fix removed exactly as they do with it, so nothing installed beside the game is involved; what differs is D3DMetal, 3.0 against 4.0b2. And DYNASTY WARRIORS needs a WebM demuxer that 26.3 has no way to reach -- staging the plugin was tried and the video still never starts. Persona 5 Strikers plays on both, which is what its fix predicted: it stages its own decoder, so what CrossOver ships stops mattering. A first attempt on 26.3 failed and was recorded as the title not working there -- wrongly. The staged codec is built against one CrossOver and is not usable under another, and none had been built for 26.3 yet. DYNASTY WARRIORS crashes there too; that much was run, while the reason given for it is read from the two installs' plugin sets rather than from watching it fail.

Four rows record an absence rather than a result: the three Nioh titles and NieR Replicant were fixed on Preview and none was launched on 26.3, so nothing is claimed either way. Their codec is staged the same way Strikers' is, which is the half that made Strikers portable, but the bridge half has only ever run against the Preview build's DXMT.

None of these games needs CrossOver patched, wherever the container can be opened. That was not true when this project started, and it is the single biggest thing that changed. The qualifier is the whole of what remains, and it is a container question rather than a codec one.

Both builds decode VP9 the same way; what only Preview can do is open a WebM, which is the whole of the difference. DYNASTY WARRIORS ships 355 .webm cutscenes and cannot get as far as decoding on stable, while Mortal Shell 2 ships the same codec in .mp4, which both builds handle. The plugin-by-plugin comparison the conclusion rests on is in Findings, under The container, not the codec.

Three titles need a codec no CrossOver ships -- VC-1 for Persona 5 Strikers, WMV3 for Nioh and Nioh 2 -- and it is staged beside the game rather than patched into it. Nioh 3 needs none: its video is already NV12 by the time Media Foundation is asked for it.

None of these fixes decodes anything. The frames existed all along; they were being crashed on, mislabelled, or thrown away.

Every row is a title we deliberately took on, and every claim on the linked page comes from a measurement on an installed copy.

Each row links to a page with the findings and the fix for that title.

Pages

  • Games — the table above, what each fix needs from CrossOver, and how a row gets added
  • Diagnosing a new game — the tools, and what each one answers
  • Findings — what the nine have in common: root causes, the vtable slots each hook takes, the carrier DLLs, the container-versus-codec comparison, the open defect on 26.3, and what was tried and did not work. These pages hold the per-title findings; that one holds what is shared.
  • Running the scripts directly — for working from a clone: reproducing a fix by hand, or building a proxy for a title that has none. Nothing here is needed to use a release.

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