Running LFS in Proton/Wine works fine. Even running in a VM yields decent performance for LFS, as long as you don't have architecture translation (ie x86 to ARM on a Mac). Some VM software do offer 3D acceleration without a dedicated GPU for the VM (ie: no PCI Passthrough)
Wine is presenting a fake graphics adapter to the game. This wouldn't cause low performance though. You could try running LFS through Proton instead which should be a bit better optimized for gaming and would use D9VK. Otherwise there's some kind of misconfiguration yielding poor performance as LFS is a very very simple game to be emulating in WINE.
Recently (3 months ago now) Windows shipped a new service as part of the Xbox app called GameInput Runtime. It is the cause of these issues as it hijacks the FFB device. Logitech, for whatever reason, hasn't updated their drivers to address this.
Disabling the service in Task Manager should prevent it from getting a lock on the FFB device and solve the issue.
The basic AI paths are "machine learned" in that they quickly iterate a bunch of attempts to find the "optimal" path but it's pretty brute force.
In terms of racing against them, they don't learn. The learning AI died like 10+ years ago when Scawen made the AI half-decent out of the box (using the presumed current "machine learning" approach).
Any perception of learning while racing is down to placebo effect or just AI gaining tyre temps and thus more speed.
It's still a huge leap from what you get from normal Wine. 5-10 FPS at best.
LFS supporting D3D9 probably doesn't help as most of the work on things have been for DX11/DX12. macOS also forces vSync so the 30 FPS could still be >30FPS but synced to 30.
Yes they've basically built their own Proton (with a bunch of patches to Wine) which also does D3D to Metal translation.
It's a really cool initiative. After my current work project this week I'm gonna upgrade my MBP to Sonoma and test it out. I don't dare try it on my Macbook Air.
Some warning is that the intent for it is to let devs see how their game could run on macOS before doing porting work. The expectation isn't that it's a finished system or even production ready. Devs still are supposed to to do the porting stuff but for this kind of stuff it's neat.
It'll be the same. I gave it a try thinking things improved but it's the same on my M1 Pro as before.
Annoyingly, you might get better perf in Parallels (VMWare doesn't yet support 3D). I tried it a year back but I don't have an active Parallels subscription now.
For AC I just don't think Kunos cares. There's no financial losses for the modders nor is there any risk of issues with competitive integrity for races. If anything, lots of people who woul dhave never bought AC are picking it up well after its "use before" date becuase they see TikToks showing AC drifts or other interesting things and want to do it themselves.
AC is also a completed program. It hasn't received any updates in nearly 5 years and there's no signs of anything coming other than a sequel in ~1 year. It also didn't ever have a real competitive online system nor any meaningful attempts to discourage cheating.
Heck, ACC at this point is more or less completed too. It's received its last update recently and all that should be expected is quarterly content dumps to fund AC2 development.
Another possibility that's been cropping up is Windows recently enabled a service called GameInput that seems to like to grab FFB devices. Thrustmaster has put out a updated driver for their wheels but I've seen it still affecting Logitech users.
You can disable the service in Task Manager => Services => GameInput Runtime.
Pretty much everything now is abandoning Windows 7 and 8 support. Steam has announced this week that Windos 7 and 8 won't be supported by basically end of year.
One technique that iRacing uses for its telemetry is a memory mapped file for telemetry that then applications can read to get data out of. It might provide that same ease as just reading the memory without requiring reading memory.
Some concessions need to be made for hardware limitations. Currently there's only 1 pieces hardware out there that can properly simulate a proper H-pattern gearbox and it's expensive, no sim support and doesn't look like anyone has really bought it. The software is basically "canned" to unlock the gates when clutch is depressed or if the revs from the sim are at a certain position. Not really realistic either.
This has been a discussion over on the iRacing forums and one of the devs has been pretty active about it as well as explaining that it _could_ be possible with the data that iRacing has, but hardware would need to advance first. And to make up for the lack of peoples hardware, the gearbox simulation has a further abstraction on top to deal with the simplified hardware that people have
Right now the closest to "simulating" a gearbox are some shifters that interface with the pedals (mechanically) and lock the gear gate until the clutch is depressed but that's not something a game is aware of either.
In theory, on PS3 Linux (in the JB mode that enabled full hardware), you could have (slowly) emulated LFS with something like BOCHS, but Sony removed PS3 Linux once it was jailbroken (and got sued for it) but never restored it.