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Mortal Shell 2
Unreal Engine 5.6.1. Crashes on the first cutscene.
| Cutscenes | 61 x VP9 in .mp4, inside pakchunk0-Windows.pak and loose |
| Played by | Electra, decoding VP9 with its own bundled libvpx |
| Symptom |
EXCEPTION_ACCESS_VIOLATION reading 0x0 in FElectraMediaDecoderOutputBufferPoolBlock_DX12::AllocateBuffer
|
| Fix | Runtime patch, 4 sites, all four confirmed at runtime |
| winevideo | Not required — see below |
Electra picks its output buffer path from the graphics device:
bUseGPUBuffers = (PlatformDevice && PlatformDeviceVersion >= 12000);On D3D12 that is true, so it takes the GPU path — and that path asks every
D3D12 resource for ID3DDestructionNotifier and uses the answer without
checking 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.
Raise the 12000 immediate to INT_MAX in the running process. The
comparison then never holds, Electra takes the CPU buffer path, and the
interface it cannot get is never asked for.
The same immediate appears at four sites and all four are patched; each was confirmed to be reached at runtime rather than assumed from the disassembly.
Nothing on disk changes. The original VP9 files are left exactly as they are.
Not required, as far as can be told from here. VP9 never goes through Media Foundation in this game — Electra decodes it in-process with its own libvpx, and only the output conversion was broken, which is what the patch reroutes.
This has not been tested on a CrossOver without winevideo, so treat it as an expectation rather than a measurement.
- Do not use this on a game with anti-cheat. It patches a running process.
- Steam's verify integrity of game files does not undo this one, since no game file is modified — but it will restore the proxy DLL's neighbours if they were touched.
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