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SEBT-ctrl opened this issue Jul 22, 2024 · 36 comments
Open

Very low FPS #4

SEBT-ctrl opened this issue Jul 22, 2024 · 36 comments
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wontfix This will not be worked on

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@SEBT-ctrl
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Good afternoon,

I'm so happy with this fix! I finally got able to run it on my Macbook M2 but I seem to be getting max 30fps on lowest settings.

When comparing to the actual classic WOTLK we had a few months back I was getting easy to 70FPS?
is it because of the whole work around that it asks so much from the system?

I'm very new to all this so pardon my poor explanation!

Thanks in advance

@Lifeisawful
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Hi,

I am afraid the bottleneck is the graphics pipeline. Based on studying the subreddit /r/macgaming and other GitHub issues that had similar issues with 32 bit software in connection with directx 9. If I understand the underlaying problem correctly it's simply due to several translation layers on top of each other. Directx9 is translated using WineD3D to OpenGL calls. Unfortunately OpenGL has been deprecated with the release of MacOS Catalina. Whatever is in the modern Mac OS is another translation layer that turns those OpenGL calls into metal.

A solution to this would be a modern DirectX9 to Metal translation layer. But as far as I am aware there is none currently.

All the best

@SEBT-ctrl
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Hi,

Does this file work for you? do you have any FPS problems?

Is there no way we can make a work around? I was soooo happy to see it booting and working but 30fps is not really
working out to play with. I'm really grateful that you made this so the game actually works already but I was hoping to get it working full power ;)

thanks again!

@brokoler
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Hi,

Apple silicon user with iMac and M1 processor here who tested getting your fix up and running with CrossOver.
Thanks for your work, nobody else was able to troubleshoot the compatibility issues between Apple Silicon and older clients yet!

I was really happy to see I could start WOTLK 3.3.5a client without error 132, joining the world after character selection is possible. Sadly there is a big performance hit, the game is unplayable at a resolution of 2560x1440 even with minimal graphic settings in my setup. What works much better is starting the WOTLK 3.3.5a client via Parallels or VMware Fusion sadly. The best setup I achieved so far was using MoP 5.4.8 client, but for sure this is a 64-bit client which works natively without an error in crossover. The issue is the 32-bit architecture with clients up to 3.3.5a.

Would be nice if performance can be increased, but so far the stuttering every second makes it unplayable sadly.
Also tested with OpenGL parameters, in that case my screen stayed black.

@Lifeisawful
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Hi once again,

As I previously mentioned this is an issue due to the enormous amount of layers stacked on top of each other. Winerosetta can't and won't fix the performance issue. Someone has to build a translation layer that directly casts directX9 to metal api.

@Lifeisawful Lifeisawful added the wontfix This will not be worked on label Jul 24, 2024
@mserajnik
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First of all, thanks for this project, it's really cool to see the old clients running on Apple Silicon without having to use a VM.

Sadly, I can confirm it's not really playable, at least on low-end chips:

Screenshot 2024-12-14 at 12 19 45

This is 1.12.1 running on a M1 MacBook Air (8C/8C CPU/GPU, 16GB RAM, macOS Sequoia 15.1.1) in a Windows 10 bottle (using Whisky) with VanillaFixes 1.5.2 and all the graphics settings at default, except with the resolution set to 800p, using no addons.

I also tried using OpenGL (as instructed here) but that didn't improve the performance (it seems to be the same).

I assume it would work with playable performance on more current/higher end chips; I'll report back if I get the chance to test that.


Disclaimer: I didn't do extensive research here and I might be totally wrong about this potentially being a viable (or even technically possible) solution, but I thought it might be worth mentioning:

I found dgVoodoo2 and was thinking that it could perhaps be utilized to translate DX9 to DX11/12 and then be able to use D3DMetal, with hopefully improved performance over the current DX9 -> WineD3D -> OpenGL to Metal translation path. However, I didn't have any success with that (using these instructions); I get an error when trying to launch the client once the D3D9 override is set in the Wine configuration.

@Lifeisawful
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I found dgVoodoo2 and was thinking that it could perhaps be utilized to translate DX9 to DX11/12 and then be able to use D3DMetal, with hopefully improved performance over the current DX9 -> WineD3D -> OpenGL to Metal translation path. However, I didn't have any success with that (using these instructions); I get an error when trying to launch the client once the D3D9 override is set in the Wine configuration.

I don't think this works because all those DX11/12 translation layers only work for 64 bit meanwhile this version of the game is 32 bit.

Currently there is no solution to this problem I am afraid.

@mserajnik
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I don't think this works because all those DX11/12 translation layers only work for 64 bit meanwhile this version of the game is 32 bit.

Ah, right, thanks; I somehow didn't consider that.

@athei
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athei commented Jan 5, 2025

Stacking abstraction layers on top of each other is generally not a problem. It is not the fundamental problem here. Just imagine how many layers indirection are in between Metal (or any other API) and the actual GPU.

The problem is that the translation layers that are in place are not optimized for performance. In this case Apples OpenGL driver. No matter if you select DirectX9 or OpenGL in WoW: It will always go through Apples OpenGL driver. In case of DirectX, wine will do the translation to OpenGL. This is a trivial one since DirectX9 and OpenGL are very similar. Unlikely to cost a lot of performance. However, going to something like Vulkan or Metal requires some clever engineering (read pipeline caching) to make it performant. Apple didn't bother. This is also why almost all translation layers to modern APIs (Vulkan, DX12, Meta)only target higher DirectX versions. Faster hardware also doesn't help. I have a maxed out M4 Max and even there the fps are unplayable. The CPU is probably stalling the GPU all the time due to creating render pipelines ad-hoc.

To further proof my point that indirections itself are not the problem: Even on Windows the game, is slow without any tweaks. If you use DXK (DX9 -> VK) the performance goes up dramatically. Like A LOT. I went from 30fps to 400fps in Stormwind on my RX4070. So we actually increased performance by adding a level of indirection. Or did we? Maybe Nvidia implemented their DX9 driver on top of their Vulkan or DX12 driver. Nobody knows. All we know is that DXVK is amazing and not a naive translation like Apples driver.

So can we use DXVK an macOS? Sadly, no. While Vulkan is available on macOS via MoltenVK, it only implements Vulkan up to 1.2 while DXVK requires Vulkan 1.3 (at least for a working DX9 translation). The development of that feature seems a bit stale. For the whole of MoltenVK to be honest. However, there are no fundamental reason why 1.3 can't work on top of metal. I am convinced if we get that support we will see a similar dramatic improvement as on Windows. That is how inefficient those legacy drivers are. So it you can help out there at all it would be great.

I don't think this works because all those DX11/12 translation layers only work for 64 bit meanwhile this version of the game is 32 bit.

This wasn't a constraint of the translation layer itself AFAIK. It was that wine64 couldn't run 32bit programs. Since Apple dropped 32bit support we could only use wine64 while Linux users could still run the normal wine on their 64bit operating system. But this feature was added to wine in the meantime. However, I just downloaded the latest game porting toolkit 2.0 beta from Apple and it does indeed only contain 32bit dlls for directX. That is a bummer. Maybe they will add 32bit versions later because there is nothing stopping them from doing it now.

So yes, is kinds where this dgVoodoo2 tool fails at currently at for me, too. I can't make it use apples DX12 -> Metal translation and falls back to winws translation layer which goes to Vulkan for DX >= 11. However, I would be surprised if dgVoodoo2 would come close to the performance of DXVK.

@Lifeisawful
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I've been experimenting with a custom render backend for the game and was able to achieve some FPS gains. For comparison:

This is rendered using the default wined3d:

winerenderer

And the same scene rendered using the Metal backend:

custommetalrenderer

The Metal HUD indicates that most of the time is being occupied by the game engine, as shown by the present-to-present interval (Pre). In my opinion, this is due to Rosetta2 using a software implementation for the x87 instruction set, which is usually found on 32-bit Windows executables. I am currently exploring if modifying Rosetta2 to use ARM NEON instructions, which are less precise but much faster, is feasible.

@mserajnik
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mserajnik commented Jan 5, 2025

@Lifeisawful Thanks for experimenting further!

Are you already using VanillaFixes? Because under “normal circumstances” (running the game directly on x86_64 Windows and not using any translation layers) and even when running the game through a Windows 11 ARM VM via Parallels on macOS, it does result in large performance boosts, even without the optional DXVK that comes bundled with it; the tests I posted here before were also done with VanillaFixes.

Granted, I haven’t done any testing without it, so I’m not sure which impact it has in this scenario.

@athei
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athei commented Jan 5, 2025

I've been experimenting with a custom render backend for the game and was able to achieve some FPS gains.

As in your own custom DX9 to Metal translation layer? Did you publish the code anywhere, yet? Would be very interested to look into it.

Are you already using VanillaFixes? Because under “normal circumstances” (running the game directly on x86_64 Windows and not using any translation layers) and even when running the game through a Windows 11 ARM VM via Parallels on macOS, it does result in large performance boosts, even without the optional DXVK that comes bundled with it; the tests I posted here before were also done with VanillaFixes.

AFAIK all it does make the game use a more precise timer. Not sure how relevant that it under Wine.

@athei
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athei commented Jan 5, 2025

The Metal HUD indicates that most of the time is being occupied by the game engine, as shown by the present-to-present interval (Pre).

Doesn't this only mean the application can't keep up with the display refresh no matter where the bottleneck is? Sorry if this is a dumb question. I thought the low gpu load would just tell us that it is a GPU bottleneck. I mean this was expected. How do you derive from this numbers that it is not bottlenecked by the OpenGL driver which creates new pipeline states all the time?

In my opinion, this is due to Rosetta2 using a software implementation for the x87 instruction set, which is usually found on 32-bit Windows executables.

Is this actually used to a degree by the application that is is problematic? Wondering if there are some performance counters to check which x87 instructions were executed. But I assume if this is the only FPU available there must be quite a lot of multiplication going on. Even if I would have assumed most is offloaded to the GPU.

I am currently exploring if modifying Rosetta2 to use ARM NEON instructions, which are less precise but much faster, is feasible.

AFAIK Windows on ARM is doing exactly that (accepting the precision hit) that comes with using NEON. But I am really curious how you are planning to modify Rosetta2 in such a sophisticated way since it is closed source.

@Lifeisawful
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Lifeisawful commented Jan 6, 2025

Doesn't this only mean the application can't keep up with the display refresh no matter where the bottleneck is? Sorry if this is a dumb question. I thought the low gpu load would just tell us that it is a GPU bottleneck. I mean this was expected. How do you derive from this numbers that it is not bottlenecked by the OpenGL driver which creates new pipeline states all the time?

Apple explains it better than I ever could. I was not discussing the wined3d screenshot but rather my custom metal backend for the game.

Is this actually used to a degree by the application that is is problematic? Wondering if there are some performance counters to check which x87 instructions were executed. But I assume if this is the only FPU available there must be quite a lot of multiplication going on. Even if I would have assumed most is offloaded to the GPU.

The game is compiled using an ancient version of MSVC which defaulted to use x87 instructions for floating point operations. For example when the game engine performs culling: It calculates which units and what map chunks are to be rendered. This is a heavy burden on Apple Silicon.

But I am really curious how you are planning to modify Rosetta2 in such a sophisticated way since it is closed source.

Rosetta2 is split into many components. It has a libRosettaRuntime binary which is loaded by the runtime once you launch an x86_64 process. libRosettaRuntime exports implementation of the x87 instruction handlers which are branched into by runtime.

Here is a list of those exported symbols which are part of the x87 emulator:

void x87_init(rosetta::runtime::library::X87State *);
void x87_state_from_x86_float_state(rosetta::runtime::library::X87State *, rosetta::runtime::X86FloatState64 const*);
void x87_state_to_x86_float_state(rosetta::runtime::library::X87State const*, rosetta::runtime::X86FloatState64 *);
void x87_pop_register_stack(rosetta::runtime::library::X87State *);
void x87_f2xm1(rosetta::runtime::library::X87State *);
void x87_fabs(rosetta::runtime::library::X87State *);
void x87_fadd_ST(rosetta::runtime::library::X87State *, unsigned int, unsigned int, bool);
void x87_fadd_f32(rosetta::runtime::library::X87State *, unsigned int);
void x87_fadd_f64(rosetta::runtime::library::X87State *, unsigned long long);
void x87_fbld(rosetta::runtime::library::X87State *, unsigned long long, unsigned long long);
void x87_fbstp(rosetta::runtime::library::X87State const*);
void x87_fchs(rosetta::runtime::library::X87State *);
void x87_fcmov(rosetta::runtime::library::X87State *, unsigned int, unsigned int);
void x87_fcom_ST(rosetta::runtime::library::X87State *, unsigned int, unsigned int);
void x87_fcom_f32(rosetta::runtime::library::X87State *, unsigned int, bool);
void x87_fcom_f64(rosetta::runtime::library::X87State *, unsigned long long, bool);
void x87_fcomi(rosetta::runtime::library::X87State *, unsigned int, bool);
void x87_fcos(rosetta::runtime::library::X87State *);
void x87_fdecstp(rosetta::runtime::library::X87State *);
void x87_fdiv_ST(rosetta::runtime::library::X87State *, unsigned int, unsigned int, bool);
void x87_fdiv_f32(rosetta::runtime::library::X87State *, unsigned int);
void x87_fdiv_f64(rosetta::runtime::library::X87State *, unsigned long long);
void x87_fdivr_ST(rosetta::runtime::library::X87State *, unsigned int, unsigned int, bool);
void x87_fdivr_f32(rosetta::runtime::library::X87State *, unsigned int);
void x87_fdivr_f64(rosetta::runtime::library::X87State *, unsigned long long);
void x87_ffree(rosetta::runtime::library::X87State *, unsigned int);
void x87_fiadd(rosetta::runtime::library::X87State *, int);
void x87_ficom(rosetta::runtime::library::X87State *, int, bool);
void x87_fidiv(rosetta::runtime::library::X87State *, int);
void x87_fidivr(rosetta::runtime::library::X87State *, int);
void x87_fild(rosetta::runtime::library::X87State *, long long);
void x87_fimul(rosetta::runtime::library::X87State *, int);
void x87_fincstp(rosetta::runtime::library::X87State *);
void x87_fist_i16(rosetta::runtime::library::X87State const*);
void x87_fist_i32(rosetta::runtime::library::X87State const*);
void x87_fist_i64(rosetta::runtime::library::X87State const*);
void x87_fistt_i16(rosetta::runtime::library::X87State const*);
void x87_fistt_i32(rosetta::runtime::library::X87State const*);
void x87_fistt_i64(rosetta::runtime::library::X87State const*);
void x87_fisub(rosetta::runtime::library::X87State *, int);
void x87_fisubr(rosetta::runtime::library::X87State *, int);
void x87_fld_STi(rosetta::runtime::library::X87State *, unsigned int);
void x87_fld_constant(rosetta::runtime::library::X87State *, rosetta::translator::x87::X87Constant);
void x87_fld_fp32(rosetta::runtime::library::X87State *, unsigned int);
void x87_fld_fp64(rosetta::runtime::library::X87State *, unsigned long long);
void x87_fld_fp80(rosetta::runtime::library::X87State *, rosetta::runtime::library::X87Float80);
void x87_fmul_ST(rosetta::runtime::library::X87State *, unsigned int, unsigned int, bool);
void x87_fmul_f32(rosetta::runtime::library::X87State *, unsigned int);
void x87_fmul_f64(rosetta::runtime::library::X87State *, unsigned long long);
void x87_fpatan(rosetta::runtime::library::X87State *);
void x87_fprem(rosetta::runtime::library::X87State *);
void x87_fprem1(rosetta::runtime::library::X87State *);
void x87_fptan(rosetta::runtime::library::X87State *);
void x87_frndint(rosetta::runtime::library::X87State *);
void x87_fscale(rosetta::runtime::library::X87State *);
void x87_fsin(rosetta::runtime::library::X87State *);
void x87_fsincos(rosetta::runtime::library::X87State *);
void x87_fsqrt(rosetta::runtime::library::X87State *);
void x87_fst_STi(rosetta::runtime::library::X87State *, unsigned int, bool);
void x87_fst_fp32(rosetta::runtime::library::X87State const*);
void x87_fst_fp64(rosetta::runtime::library::X87State const*);
void x87_fst_fp80(rosetta::runtime::library::X87State const*);
void x87_fsub_ST(rosetta::runtime::library::X87State *, unsigned int, unsigned int, bool);
void x87_fsub_f32(rosetta::runtime::library::X87State *, unsigned int);
void x87_fsub_f64(rosetta::runtime::library::X87State *, unsigned long long);
void x87_fsubr_ST(rosetta::runtime::library::X87State *, unsigned int, unsigned int, bool);
void x87_fsubr_f32(rosetta::runtime::library::X87State *, unsigned int);
void x87_fsubr_f64(rosetta::runtime::library::X87State *, unsigned long long);
void x87_fucom(rosetta::runtime::library::X87State *, unsigned int, unsigned int);
void x87_fucomi(rosetta::runtime::library::X87State *, unsigned int, bool);
void x87_fxam(rosetta::runtime::library::X87State *);
void x87_fxch(rosetta::runtime::library::X87State *, unsigned int);
void x87_fxtract(rosetta::runtime::library::X87State *);
void x87_fyl2x(rosetta::runtime::library::X87State *);
void x87_fyl2xp1(rosetta::runtime::library::X87State *);

On a first glimpse instructions like fadd, fsub, fdiv and fmul are taking a lot of instructions. Replacing those should give a boost in my opinion, but no idea how much. Planning on building some bench mark tooling to compare. I'll give an update if I have something to show. If it is feasible I will dump it onto a git repo.

@athei
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athei commented Jan 6, 2025

Ahh okay we would be still be trapping into the runtime for such instructions but replace them with a more performant version. So you think even something like x87_fadd_f64 is slow right now because the behavior is slightly different then on NEON?

@Lifeisawful
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Ahh okay we would be still be trapping into the runtime for such instructions but replace them with a more performant version. So you think even something like x87_fadd_f64 is slow right now because the behavior is slightly different then on NEON?

Sure. Right now it takes many instructions to perform the same math you can do with one instruction. Less precise tho, but fine for WoW. It seems like an easy to grasp fix until Apple does a move.

@Lifeisawful
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I've been experimenting with my own runtime library for Rosetta and implemented some instructions to see if there were any performance gains.

In these screenshots, you can see the unoptimized version on the left and my optimized version on the right.

Here is the fadd instruction being called in a loop 1,000,000 times. I was able to achieve approximately 33% performance gains over the default libRosettaLibrary:

image

This is the more intensive fdiv instruction being called in the same loop. I was able to achieve about 63% performance improvements:

image

This might be worth some weekends to invest in to get the FPS counter higher.

@athei
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athei commented Jan 8, 2025

Nice. How were you able to understand the X87State struct? Just reverse engineered the existing access pattern?

@Lifeisawful
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Q: How were you able to understand the X87State struct? Was it reverse engineered from existing access patterns?

The layout of the structure became clear after studying the X87 instruction set documentation.

I managed to achieve better performance improvements. Here's a comparison:

Below is a scene using Rosetta's unoptimized X87 instruction handlers:

image

And here's the same scene using optimized (less precise) X87 instruction handlers:

image

@brandonlempka
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I'm quite interested in how you're modifying libRosettaRuntime, but I'm not finding any evidence of anyone else trying such a thing. I haven't really been able to find any documentation or anything on modifying rosetta at all for that matter. Like athei mentioned, are you reverse engineering the struct?

Another question, does this modify Rosetta system-wide for this faster x87 instruction set? Or is it somehow containerized for this specific application? Thanks!

@Lifeisawful
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I'm quite interested in how you're modifying libRosettaRuntime, but I'm not finding any evidence of anyone else trying such a thing. I haven't really been able to find any documentation or anything on modifying rosetta at all for that matter. Like athei mentioned, are you reverse engineering the struct?

I initially searched around in the internet and stumboled upon some interesting resources by people who have been exploring Rosetta2 which was very useful to me:

The appendix in ProjectChampollion was the clue I needed to get going.

Another question, does this modify Rosetta system-wide for this faster x87 instruction set? Or is it somehow containerized for this specific application? Thanks!

My current tooling launches the application of your choice and applies the modification at the start up. It requires SIP to be disabled tho.

@athei
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athei commented Jan 14, 2025

Impressive! How did you find the exports on libRosettaRuntime? When I run symbols on /Library/Apple/usr/libexec/oah/libRosettaRuntime I can't see those exports.

@Lifeisawful
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Impressive! How did you find the exports on libRosettaRuntime? When I run symbols on /Library/Apple/usr/libexec/oah/libRosettaRuntime I can't see those exports.

Try:
otool -v -s __DATA exports /Library/Apple/usr/libexec/oah/libRosettaRuntime

This section is consumed by runtime. This is how I defined it:

struct Exports {
  uint64_t version;  // 0x1560000000000
  const Export* x87_exports;
  uint64_t x87_export_count;
  const Export* runtime_exports;
  uint64_t runtime_export_count;
};

struct Export {
  void* address;
  const char* name;
};

@athei
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athei commented Jan 14, 2025

Thanks. I expected libRosettaRuntime to be just a library being linked by dyld. I guess they had their reasons why dyld wouldn't work well for the generated code.

@ImmortalSom
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ImmortalSom commented Jan 23, 2025

Okay, for the record. Each frame created on the screen lowers FPS. I don't know why, something is not that he is not able to parallele the layers of game frames, what he does there and how I don't understand, but even 'Parallels' every new frame lowers FPS.

@athei
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athei commented Jan 23, 2025

Each frame created on the screen lowers FPS.

What do you mean by that?

@ImmortalSom
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ImmortalSom commented Jan 24, 2025

You can forget about my comment.
It's just that in a virtual machine each call of CreateFrame() dropped FPS. If you disable the entire interface (default Alt+Z), my FPS went up by 60%. And I am still careful with addons because I know about this effect.
But as I said, you can forget about it, because I tried the same trick on CrossOver to double-check and it did not give anything. But the main menu and the character selection menu work without problems. The main menu is still a bit of a mess, but the character is a 3D model. I thought that there is the same effect, but alas no.

@athei
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athei commented Jan 24, 2025

What is CreateFrame()? Is it a Lua function?

@Lifeisawful

How is it going with the x87 emulation replacement? I would love if you could share what you have already. Even if it is just the setup/tooling to hook the librosetta.

@Lifeisawful
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How is it going with the x87 emulation replacement? I would love if you could share what you have already. Even if it is just the setup/tooling to hook the librosetta.

I've been implementing unit tests to validate expected behaivor. Also time is a constraint. While I can enter a game and mostly play WoW just fine, there is a bug that lets you clip through certain objects.

Yes I'd love to publish the code but first I need to polish it. I moved fast throwing together a prototype not caring about code quality.

@athei
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athei commented Jan 24, 2025

Yes I'd love to publish the code but first I need to polish it. I moved fast throwing together a prototype not caring about code quality.

I understand that you don't want to publish anything that is in a rough state. But in case you stop working on it please consider just releasing it no matter the state. Others can build on your work then :) Its just too often that for some hobby projects life happens and then the progress would be lost.

@brandonlempka
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Also I'm just unreasonably curious about these modifications and would love to take a look at the source code 😀

@athei
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athei commented Jan 24, 2025

Same :)

@RSidlauskas
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Thank you for your hard work, I just set up everything and have lowest fps too.

@mirkzu74
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Hi all,
I would like to share my experience,
I found a solution that is not optimal but that makes WoW - WOTLK playable; using this application:
getwhisky.app + winerosetta
Internally it uses wine version 7.7 with all the 3D libraries needed to run WoW

With this configuration I got a 30 fps on my Mac Mini M2

I hope this was helpful.

Lifeisawful -> thanks for your great work!

@brandonlempka
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@Lifeisawful how is it coming along? Still interested in this project myself!

@lectricas
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@Lifeisawful dude, we are you? We need you here!

@Lifeisawful
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Currently lacking the time to do some serious work on the rosetta stuff. I've thrown my current working state onto a repository for someone else to expand upon it. It's not ready for the end user. Click Here.

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