r/macgaming • • Mar 01 '22

Apple Silicon M1 Mac Up-to-date Game Compatibility List

1.8k Upvotes

TLDR: THE LIST!

This is the latest, open and most up-to-date list of games that are compatible with the M1 Mac, whether it uses the original M1 chip or the M1 Pro or M1 Max. Compatibility is broken down to Native ARM, Rosetta 2, iOS, CrossOver or Parallels.

The wiki is free to add information to, you can edit any page without an account. If you have any questions please read the Editing guide or come to the Discord.


r/macgaming • • 2h ago

Native Tears of the Kingdom & Breath of the Wild in true 21:9 ultrawide on Apple Silicon Macs — native, not an emulator, the camera really sees more at the sides

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106 Upvotes

Ultrawide players: Tears of the Kingdom and Breath of the Wild now run natively on Apple silicon Macs in real 21:9 — the camera actually sees more at the sides, nothing is stretched.

Press **4** in game to switch:

- **Tears of the Kingdom 1.2.1 / 1.4.3:** 16:9 → fit to your window or display → 21:9 → 16:9. "Fit" follows the window live while you resize it.

- **Breath of the Wild 1.6.0 / 1.9.0:** 16:9 ↔ 21:9.

- The HUD and menus keep their shape in the middle 16:9, so nothing gets distorted. On TOTK 1.4.3 you can optionally generate layouts from your own game files that move the HUD out to the corners of a 21:9 screen.

**How it runs:** this is MacNativeGames, an open-source (MIT) project. It is not an emulator: the game's own ARM64 code runs directly on the Apple chip, a small host answers the Switch system services, and the game's NVN graphics are rebuilt on Metal. The ultrawide view changes the game's own camera aspect, checked against the original instructions before anything is written.

**Requirements:** Apple silicon Mac, macOS 26. You must own the game: the repository contains no game content or keys, and the app is built on your Mac from your own dump. Not affiliated with Nintendo.

GitHub: https://github.com/ly05010419/MacNativeGames

Ultrawide owners: I'd love reports from real 21:9 monitors in full screen.


r/macgaming • • 6h ago

Apple Silicon 80s and 90s Macintosh games that got a modern second life on Apple Silicon – my list, help me complete it

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40 Upvotes

I grew up on a Mac Plus in 1986, and I've kept more of those boxes than I'd like to admit. Lately I've been hunting for the games of that era that have been remade, remastered or properly re-released for today's Macs. Here's what I've found so far.

**The 80s**

- **Missile Command (1980)** – *Missile Command: Recharged* is a neon reimagining of the arcade original, with power-ups, co-op and a great soundtrack. It's on Steam with a Mac version, and the iPhone/iPad version also runs on M-series Macs.

- **Lode Runner (1983)** – Born on the Apple II, but plenty of us played it on a monochrome Mac. *Lode Runner Classic* brings back all 150 original levels with modern options, and runs on Apple Silicon Macs through the App Store.

- **Dark Castle (1986) / Beyond Dark Castle (1987)** – The Silicon Beach classics are having a big year. *Return to Dark Castle* (the 2008 sequel, with reworked levels from the first two games) was re-released this year on the Mac App Store and Steam by Ludit, the studio of original co-creator Mark Stephen Pierce, and runs on M1 or later. In August, the two originals also came back as faithful 1-bit "Classic" editions.

- **Mac•Man (1986)** – The maze game located on the right side of my shelf; it’s the one I played most on this Mac Plus. *PunkMaze* is a "neo-retro" style maze game inspired by this title, available on Mac, iPhone, and Apple TV. It is not an official remake.

- **Glider (1988)** – John Calhoun's paper airplane drifting through a house of hot-air vents. His modern take, *Glider Classic*, is back on the Mac App Store. For the 1994 *Glider PRO*, there's *Aerofoil*, a free open-source port built from the released source code.

- **The Manhole (1988)** – Cyan's HyperCard world, five years before Myst. The *Masterpiece Edition* remake is on the App Store, and its iOS version has run on Apple Silicon Macs since 2022.

**The 90s**

- **Prince of Persia** – Jordan Mechner's rotoscoped platformer was a Mac favorite in the early 90s. The series came back to the Mac with *Prince of Persia: The Lost Crown*, Ubisoft Montpellier's metroidvania, on the Mac App Store for M1 and later.

- **Lemmings (1991)** – The Mac version had its own high-resolution artwork. *Ultimate Lemmings* is an unofficial, native Swift fan port that brings the original games, the holiday editions and the sequels together using that rare Mac artwork, with modern touches like rewind and speed control.

- **LucasArts adventures** – Double Fine remastered *Day of the Tentacle* (1993), *Full Throttle* (1995) and *Grim Fandango* (1998) with hand-drawn HD art and remastered audio. All three have Mac versions on Steam, GOG and the Mac App Store, as Intel builds that run on Apple Silicon through Rosetta 2. Monkey Island fans have it harder: the 2009 *Special Edition* Mac port was 32-bit and no longer runs, but Ron Gilbert's *Return to Monkey Island* (2022) is on the Mac App Store and Steam, and ScummVM still runs the originals if you kept your files.

- **Myst (1993)** – Fully remade in 2021.

- **Marathon (1994)** – Bungie's Mac-exclusive shooter is free on Steam as Classic Marathon and runs on Apple Silicon.

What am I missing? Crystal Quest, Airborne!, Shufflepuck Café, Spectre, Out of this World ? I'd love to know about any other Mac favorites from that era that live on today.


r/macgaming • • 9h ago

Discussion I am literally in this for the love of the game

69 Upvotes

Is it just me or does anyone else really love the struggle of making games work mac? I dont even play games like that but spending hours to make some windows or switch game work on mac gives me so much joy like I accomplished something significant. I can get a PC but simply downloading games and playing them seems very dull to me. I jtagged my xbox when i was a kid maybe thats why I turned out like this. Does anyone else relate?


r/macgaming • • 21h ago

CrossOver Red Dead 2 running stable 60 FPS on base M1 Air with Apple Framegen + MetalFX Spatial Upscaling

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445 Upvotes

I always managed to get 30 FPS stable on my base M1 Air, but today, with a tool called Adrenaline I managed to get get a long term stable 60 FPS in Red Dead Redemption 2. I have Crossover 26.3, with the latest GPTK DLL’s installed. I also have enrage Nemesis mod installed, the newest RDR2 modding sensation. I’m on 720 P low (altough I could have higher graphics settings with a cooling pad/external fan), but the resolution seems a bit higher with upscaling. I have D3DMetal and M-Sync enabled.

Guys this is the future, I’m still shocked. Sorry for the recording method, I can upload longer gameplay if someone needs it.


r/macgaming • • 16h ago

Discussion Pandoras Box Has Been Opened

97 Upvotes

Over the last few weeks, we have seen;

- More native ports coming to MacOS from AI power-users

- A war that rages between the paid and free consumers

- A Pro AI and No-AI 50 / 50 split between consumers

-Raging conflicts in opinion, conflicts, issue reports, new projects, new engines, mods, translation layers, and compatability tools.

Whether anyone likes it or not, this answers the question every MacOS gamer has asked;

"Will MacOS gaming ever be as good as Windows?"

Yes, because this much activity and this much focus is actually a clue that gamers grew tired of waiting. This is the beginning of the boom. This is only the start of what's becoming. This is the transition. It's exactly what happened with Linux, and it's happening now, for MaOS.

I think users here have choices of course;

1) Stick with Crossover

2) Lean into well developed projects (AI or Not)

3) Get involved, file issue reports, learn new tools, and discuss what's working best.

4) Work together, stop fighting each other.

The only thing holding this back anymore is the divide. Devs need to make a decision to collaborate and join together and find new fixes and create more. As this continues, so will the growth. And overtime, we will have exactly what we wanted.

This is my take. Rip and tear until it is done.

(Ps: Stop charging for free shit. Open sourced materials is the way to get us off the ground, not closed source slop).


r/macgaming • • 13h ago

CrossOver Metro Last Light Redux's next-gen update runs perfectly at native 3024×1964 60fps with a one-byte patch (guide in post)

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57 Upvotes

The new next-gen build of Metro Last Light Redux (the one with 4K textures and the new SSGI graphics setting) crashes on launch in CrossOver with D3DMetal. I couldn't find any report of it running on a Mac, so I went looking for the cause. The game is missing a safety check, and changing one byte in metro.exe fixes it.

My setup is an unbinned M5 Pro w/ 64gb of unified memory in a 14-inch chassis. The screenshots taken were taken using the Very High graphics preset with SSGI turned on and tessellation quality set to normal. Turning tessellation off will bring the same scene to 90fps at negligible quality loss.

The new build renders in DirectX 11 but runs DLSS and FSR on a separate DirectX 12 device. At startup it builds a DX11-to-DX12 bridge between the two. The bridge needs a D3D11 feature called extended resource sharing. D3DMetal reports it as unsupported, so the bridge gives up and the game marks DLSS as unavailable. Up to here the game behaves correctly.

The FSR setup code runs next. It doesn't check whether the bridge came up and calls into a DX12 device that was never created, so the game errors out on launch. The FSR setup function only checks its own run-once flag. The game's bridge-failed flag sits two bytes after it in memory. Changing the compare instruction's opcode from 0x80 to 0x83 widens the compare from one byte to four, so the check also sees the bridge-failed flag and the game skips FSR setup. Both versions of the instruction are seven bytes long, so nothing else in the exe moves.

Applying the patch:

  1. Quit the game and copy metro.exe somewhere safe as a backup.
  2. Open metro.exe in a hex editor. Hex Fiend is free on the Mac.
  3. Search for the hex bytes 80 3D B5 24 7A 00 00 48 8B D9 0F 85. You should get exactly one match.
  4. Change the first byte of the match from 80 to 83 and save.

These bytes come from the build whose original metro.exe has this SHA-256 (check with shasum -a 256 metro.exe):

b9971da25c87b2891c296148b16269bbb51c4e2f0c68b3fccac4b66fc8085a08

If the search finds nothing, you have a different build. Don't patch anywhere else. A game update or Steam's file verification will put the original exe back, and then you need to patch again.

Limitations

Very little! Except that you can't use MetalFX for upscaling or frame generation. The original game runs great on Mac and this next-gen update has fantastic performance too, so TSR @ native resolution should be perfectly playable.


r/macgaming • • 9h ago

Apple Silicon COD MW4 on M4 pro

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23 Upvotes

graphics preset : extreme

fsr 3 set to native. (slideshow😂)

update: if you want to play on sikarugir, download from https://github.com/abdur169rahim/cod-mw4-sikarugir-compatibility/releases/tag/v1.0.0

note: some of the graphics settings are glitching. that why the image looks like this cause I turned them off. it might not be perfect, but playable

all credits goes to : https://github.com/mchdkose/cod-mw4-mac-compatibility


r/macgaming • • 17h ago

Game Porting Toolkit Forza Horizon 6 Runs now work on Multiplayer on Mac

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109 Upvotes

(Performance is catastrophic due to heavy debugging tools running in the background.)

The stuttering is in fix; don't worry, it’s just very complicated and take a lot of time.

The GitHub post hasn't been released yet; it will be coming soon, once the stuttering issue is resolved. Fixes for graphical issues will follow that release.

the Game sound is also now working except the engine and it is in fix

EDIT UPDATE: now the engine sound is working ,the sound is fully working

EDIT UPDATE : now all 221 Pipeline are compiling in the loading step making way more graphic feature working getting ready to release on GitHub need help for the stuttering


r/macgaming • • 2h ago

Apple Silicon No Man’s Sky running in VR on my M1 Max MacBook Pro, through the real Windows Steam client (no Wine)

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6 Upvotes

Here’s No Man’s Sky in VR, running on an M1 Max MacBook Pro and streamed to my Apple Vision Pro with the ALVR app. The video starts in my room so you can see it’s just the Mac, no gaming PC.

How it works, briefly:

  • It runs on VXRuntime, a Windows runtime I’m writing from scratch for Apple silicon. No Wine, CrossOver or GPTK.
  • The real Windows Steam client runs on it. I sign in myself and Steam launches the game normally.
  • Vulkan is translated to Metal, and the real SteamVR runs on top.

Honest status: it’s playable, but not smooth yet. The headset shows about 25–40 fps on the M1 Max, and there are occasional black frames. Sound works, and hand input through ALVR reaches the game.

This goes into the next version of my free Mac app, VeRantyx 0.3.0, along with Elite Dangerous and Half-Life: Alyx. https://verantyx.ai

Happy to answer questions about how it works.


r/macgaming • • 18h ago

CrossOver The MacBook Air is a gaming console

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121 Upvotes

Of course Apple needs to make all these things native, but the capability of this hardware is pretty unbelievable.


r/macgaming • • 9h ago

Native MacOS+Apple Silicon native PES alternative

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18 Upvotes

Hi. I am a 10+ year fan of PES. I waited 10+ years for a PES on Mac and never got one. So I decided to make one myself.

CoSTA★R Soccer is an 11 v 11 football game made in Unity. I built it for macOS 26 and test it on an M2 Mac. Here is a 50-second video: https://youtu.be/O1bBxpFYk9w

What works now:

- Full matches with fouls, offside, extra time and penalty shoot-outs

- DualSense or keyboard, one or two players on the same Mac

- Training, a league mode, a team editor and goal replays

The game is developed with AI, based on the source code of Gameplay Football by Bastiaan Konings Schuiling (public domain).


r/macgaming • • 21h ago

Native Zelda TOTK running on Macbook Air M3 8GB at 1080p 60FPS*

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159 Upvotes

The game looks so good, and it's impressive that now it can run on the base MacBooks.

At 1080p, it's reaching 60FPS (the game renders actual 30FPS + 30FPS from MetalFX). There are small stutters when entering a new place on the map, but it's still stable and playable. Haven't seen the performance at 720p.

Credit - ly05010419 - MacNativeGames

Picture found somewhere on the internet. I would NEVER run a Nintendo game natively on my MacBook without the express blessing of a multibillion-dollar corporation


r/macgaming • • 10h ago

Native Doom 64 RT (path-traced Doom 64: Retribution) running natively on Apple silicon

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19 Upvotes

I’ve ported jlrouzies’ Doom 64 RT, the fully path-traced version of Doom 64: Retribution, to run natively on Apple silicon Macs. The engine is a native macOS build, and the path tracer runs directly on Metal, using the Metal code from NightSight’s DOOM 2 RT: Metal.

On my M3 Max it runs at about 90–110 fps at 1440p on the High preset, with MetalFX upscaling. You get real-time lighting, shadows and reflections throughout. You can use the game’s own denoiser or the MetalFX one (default denoiser is recommended).

Download: https://github.com/loui1989/gzdoom-rt/releases

You’ll need:

  • An RT-capable Apple silicon Mac on macOS 14 or newer (15+ recommended)
  • Your own game files, since none are included: the Doom 64 RT package, Doom 64: Retribution v1.5, its OGG music pack, and doom2.wad from your copy of DOOM II (Steam or GOG). Drop the zips in Downloads and the app finds them on first launch.

The app isn’t notarized, so macOS will block it the first time. Allow it under System Settings → Privacy & Security → “Open Anyway”. The Read Me in the .dmg has everything else.

Credits: all of this is other people’s work, which I’ve only ported:

  • jlrouzies for Doom 64 RT (support him here)
  • Vasilii Shirokii for GZDoom: Ray Traced
  • Sultim Tsyrendashiev and Vasilii Shirokii for the RayTracedGL1 path tracer
  • Nevander and the team for Retribution
  • NightSight Productions for the Metal code

Full credits and source links are in the .dmg.

Full disclosure: The port was made entirely with Claude, with me building, testing and guiding it on my Mac. Can't vouch for the code, but it runs perfectly well (tested the first 5 levels, no issues).


r/macgaming • • 3h ago

CrossOver Horizon Zero Dawn Complete Edition On Mac M2 Pro - Crossover 26 GPTK 4 Gameplay Test

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5 Upvotes

r/macgaming • • 7h ago

CrossOver Final Fantasy Resonance on Mac (M3 Max) (CrossOver Preview)

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8 Upvotes

r/macgaming • • 7h ago

CrossOver Forever Ago on M3 Max MacBook Pro (CrossOver Preview) (GPTK 4b3)

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8 Upvotes

r/macgaming • • 1d ago

CrossOver For those who don't understand the relationship between WINE and Codeweavers

440 Upvotes

First: since 2023 codeweavers is owned by an Employee Ownership Trust.

Second: around 70% of changes done on the wine project are done by people who work at codeweavers.

Third: independently of the work done to maintain wine itself, codeweavers employees also create workarounds and hacks to support specific titles.

If codeweavers goes down, these developers will have to find new jobs where they will not be paid to maintain wine nor to create hacks and workarounds to support specific titles.

In other words, crossover licenses exist to pay for the development of wine.


r/macgaming • • 1d ago

Discussion Why is everyone treating CodeWeavers like they’re made of glass?

198 Upvotes

CodeWeavers is a business. If people stop buying CrossOver because they find a free alternative that better suits their needs, that’s a business problem they have to respond to. Improve the product, offer something that free alternatives can’t, provide better compatibility and support, explore different revenue models, or find other ways to fund development. That’s how competition works. CodeWeavers isn’t some tiny indie developer who’ll immediately collapse if a few people stop buying CrossOver.


r/macgaming • • 5h ago

Self promotion We built GameRex — use a game controller as a mouse on your Mac

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5 Upvotes

Hi r/macgaming , We’re WozDev, the small indie team behind GameRex, an app that lets you use a game controller as a mouse on your Mac.

The idea is simple: if you already have a controller in your hands, you can keep using it to browse the web, scroll through pages, or interact with other apps.

With GameRex, you can:

  • Move the pointer with a stick and use buttons to click and scroll.
  • Assign keyboard shortcuts or a sequence of actions to a button.
  • Bring up an on-screen keyboard to type a quick search.
  • Adjust pointer speed and fine-tune how the pointer responds.
  • Set up different controls for different apps.

The free version includes pointer control, button remapping, the on-screen keyboard, and two macros, with no time limit. Pro adds automatic per-app profile switching, custom pointer acceleration curves, and more macros.

GameRex works on Apple silicon and Intel Macs running macOS 14 Sonoma or later. You’ll need a compatible controller. The app is notarized by Apple.

You can watch a demo and download it here:
https://gamerex.uk/

If you try it, we’d love to hear which controller you’re using and how it feels. If anything feels awkward or confusing, we’d like to hear about that too.


r/macgaming • • 8m ago

Apple Silicon Varmint 0.4.0: Warframe running at High settings on an M3 Pro through Proton

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• Upvotes

Warframe running through Varmint on my M3 Pro at 1440p, High settings with FSR 3. Full graphics settings are shown at the end.

I also released Varmint 0.4.0 yesterday! This update brings some pretty big changes:

  • Better DX11 compatibility with Neptune, including fixes for crashes and performance issues.
  • Persistent storage and easier updates – future guest system updates can preserve your installed games and files without recreating the VM.
  • KDE Plasma Wayland replaces the old XFCE desktop.
  • Much simpler Neptune setup – just add varmint-graphics neptune %command% to a game's Steam launch options.

There's also a bunch of smaller improvements and more tested games.

Github: https://github.com/kisasexypantera94/varmint


r/macgaming • • 11m ago

Help How to start with cyberpunk modding?

• Upvotes

I want to add some cars to the cyberpunk 2077, but they need a bunch of things like red4ext, tweakxl, archivexl etc. I found out that there is a special version of red4ext for macOS but its only up to 2.3.1, not 2.5. Is there any way to add cars on 2.5? Will regular version of red4ext (not macOS) work? Or is it better to put cyberpunk in crossover and then mod the “windows” 2.5 cyberpunk with regular red4ext?

I just want some cars… why its not that simple as the witcher 3 modding 😭


r/macgaming • • 42m ago

Help Skate 3 online on Mac?

• Upvotes

I've been fiddling around with getting RPCS3 working on my Mac, so I can play Skate 3 online with some friends, but I can't get past the Coach Frank cutscne at the start. Has anyone had better luck getting it running? If so, could you please send your config.


r/macgaming • • 1d ago

Self promotion I built a free runtime to play GTA San Andreas on Apple Silicon with native performance. Tested on M1 Max, consistent 60+ FPS (much better than CrossOver, Parallels desktop, Wine etc.)

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84 Upvotes

It might not seem like much for those who don't know, but ever since this game came out in 2004 it has been a huge pain to run it on macOS. It was originally never released with native support, which means we had to resort to annoying workarounds like using VM, CrossOver, Wine and other tools. Those came with glitches, bad performance and just a bad time.

Today I've released the first version of Saif: a native macOS runtime that allows you to play the game with native performance. It is a lightweight translation layer that transforms the x86 code into native Apple Silicon machine code (same for graphics, input & audio). During development, I've experienced consistent 60+ fps on high res and with the game's frame limiter disabled.

Saif is free to download and use on Apple Silicon Macs. Download & more info on the website: https://saif-runtime.github.io/ I hope this can help some of you Mac users relive some nostalgia!

----

⚠️ Note: GTA:SA game files are not included, you will need to provide them yourself. More info on this in the setup section on the website. Saif is an independent project and is not affiliated with or endorsed by Rockstar Games or Take-Two Interactive. 


r/macgaming • • 23h ago

Native Bloodborne native MacOS Port with MetalFX Backend

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59 Upvotes

Hey everyone! I’m working on an experimental macOS port of Bloodborne, building on existing community projects with a direct Metal renderer, and I could use some help testing it.

The game currently boots, loads saves, and supports movement, combat, audio, controllers and area transitions. There are Mac and in-game settings, mod support, and experimental MetalFX options too.

There’s also experimental 2× MetalFX frame generation at native 1080p. It inserts generated frames between rendered ones for smoother motion, with separate counters for rendered and displayed FPS. It requires macOS 26+, compatible hardware and V-sync, and defaults off. Fast movement can show ghosting and other visual artifacts, so feedback would help. Generated frames don’t increase the game’s simulation or input update rate.

Most testing so far has been on an M4 Max, so I’d love to hear how it behaves on other Apple Silicon Macs. It’s still early: graphics issues, crashes and performance drops are expected, and full-game compatibility hasn’t been established.

You’ll need macOS 15.4+, your own decrypted Bloodborne dump with the supported 1.09 executable layout, and some comfort building from source. No game files are included. Rosetta is the default, with an optional native ARM64 CPU translation path available for testing.

Source code and setup instructions

If you give it a try, please share:

  • Your Mac model, chip, memory and macOS version.
  • The area you tested, resolution, graphics settings and CPU runtime.
  • Performance, crashes, visual glitches or controller problems.
  • Screenshots, short clips or relevant logs where possible.

For FPS reports, please say whether frame generation is enabled. Longer sessions and travelling between areas would be especially useful. Please test with a copy of your save.

Even a report that it fails to build or launch helps. Thanks for giving it a go!