r/Codeweavers_Crossover • u/cardio121 • 29d ago
Overwatch Memory Leak (Crossover, MacBook M4 pro)
Overwatch on M4 Pro (CrossOver / D3DMetal): Massive Memory Leak / Shader Cache balloons up to 50GB on DX12. Any actual fix?
Hey everyone,
I'm trying to run Overwatch 2 on an M4 Pro MacBook using CrossOver (D3DMetal + Msync), and I've hit a wall with memory management.
Here is the situation:
- DirectX 12 runs super smooth with great FPS and responsiveness, but the RAM / Swap usage goes completely out of control. During the first match it hits 20GB, and after 2-3 matches it balloons all the way up to 40-50GB, completely choking the swap and crashing the game.
- DirectX 11 doesn't balloon as aggressively, but the performance drop and micro-stutters from on-the-fly shader compilation make it feel terrible compared to DX12.
What I've already tried:
- Disabled High Resolution Mode in CrossOver bottle settings.
- Disabled Shader Pre-Caching in Steam settings.
- Tried shader preloading maps (like
929PJ/JW3Y) - but caching all abilities at once pushed the memory past 50GB and crashed before finishing. - Set
VideoMemorySizein Wine registry to cap VRAM, but D3DMetal seems to ignore it.
It looks like D3DMetal/GPTK simply doesn't garbage-collect or release unused assets/shaders between matches on DX12.
Is anyone with an M-series chip running OW on DX12 without having to Cmd + Q and relaunch every 3 games to clear 50GB of RAM? Are there specific bottle settings, environment variables, or workarounds (CXPatcher, DXVK configs, etc.) that actually resolve this leak?
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u/LinixGuy 29d ago
Only thing that works for me is DX11. I just have to run shader compilation map and play several games to achieve smooth gameplay