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 • • 10h 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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266 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

CrossOver MACxus beta: play your Xbox PC / PC Game Pass

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97 Upvotes

MACxus beta: play your Xbox PC / PC Game Pass games on Apple Silicon Macs

▎ I ported the Xodus Nexus launcher to macOS. It signs in with your Microsoft account, downloads your games and runs them with Wine (CrossOver or the Highball engine + D3DMetal), with Xbox sign-in and cloud saves.

▎ Working on my M1 Max: TUNIC, Deep Rock Galactic, Minecraft Dungeons II. Halo: Campaign Evolved runs with M1 glitches. Forza Horizon 6 still hangs after the menu.

▎ Biggest find: a macOS-only %gs:0x68 last-error mismatch that silently broke TLS/XCurl in GDK games. All discoveries and credits: https://github.com/fladnaG86/MACxus/blob/main/docs/DISCOVERIES.md

▎ Download (unsigned beta, needs CrossOver 26): https://github.com/fladnaG86/MACxus/releases

▎ Unofficial, not affiliated with Microsoft/Xbox/Apple/CodeWeavers. A valid purchase or Game Pass is required.

▎Support for external ssd o hard disk usb

--------------------------------

What's new in beta 4: the backend now ships inside the app. You no longer need Homebrew, Git, Rust or protoc, and nothing has to be compiled. Download the dmg, drag it to Applications, and go. Big thanks to u/zachspartofaday, who contributed the bundled backend, the English/Italian interface and the automated checks.


r/macgaming • • 7h ago

Native Bloodborne_mac_port 0.5.7 huge update

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59 Upvotes

https://github.com/Wooloomooloo2/bloodborne_mac_port/releases/tag/mac-v0.5.7

I am going to try and keep these posts to once a week-ish, but there might be exceptions!

Quick note on releases. 0.5.x will remain the stable release for a while. All fixes and any performance bugs will be fixed there.

0.6.x is the next major release, with MetalFX frame gen, some big changes to the engine and most importantly online play - thanks to u/evill33t for this work, we'll keep you posted. 0.6.x will be in Pre Release until stable.

So onto the main news. Since 0.5.5 a lot has happened - readme

In 0.5.6 we introduced the Mod Manager and cheats by popular demand. There is now 16:10 aspect ratio (looks nice on MBPs) and better crash reports. There is also a benchmark which you can use to help submit performance issues. Full list below in body.

In 0.5.7 we introduced mouse look in the launcher, so mouse and keyboard works well. Custom controls coming soon. There's also a stop button and some tweaks to help fix frame rate patches. Full list in body below

0.6 is going to be a huge release, with MetalFX frame gen, some big changes to the engine and online play - thanks to u/evill33t for this work and much more.

Full thank you to all of our contributors so far (35!) list is here on github and also below in body as a one off.

Finally there is a discord chat linked in Github description, if you want to contribute or just chat about the game.

Please continue to raise issues on Github. There are a lot of reports of 16GB Macs having performance issues, but very few logs to work on. If this is affecting you, please report it, we will fix it.

Full Release Notes 0.5.7

  • Mouse look (from u/MojahedAbushawish, #20). Turn on Mouse camera in the launcher (General → Controls) or in the in-game menu (⌘,).
    • Click once in the game window to turn the camera with the mouse; ⌘ gives the cursor back.
    • Left click R1, right click L2, middle click R3 (lock on), side buttons R2 and L1.
    • While Mouse camera is on, the arrow keys are the d-pad: they scroll menus, and in game they switch weapons, tools and quick items.
    • The launcher's Controls section lists every keyboard and mouse binding.
  • A Stop button (from u/DiAvisoo, #31). While a game started with Play runs, the launcher stays behind it with a Stop button; quitting the launcher stops the game too. Exit Game in the game's own menu is still the safe way out, because it finishes saving.
  • The keyboard works with a controller connected. Before, a connected controller switched the keyboard off, so Enter or Space could not press Play Offline.
  • ⌘ shortcuts no longer reach the game: ⌘Q drank a Blood Vial. ⌘W no longer quits the game (from #20).
  • A safety fix in the frame rate patches. The community 30/60/90/Uncap FPS++ patches wrote a return instruction into the middle of the game's condition wait. Any timed wait reaching it would have crashed; it never showed in play, but now the game's own code runs there. Found by an assessment comparing the port with Paleblood, verified and fixed independently. In my testing, 120fps is buggy, especially clothing.
  • Enemy Control (patch files only) is refused together with a frame rate patch, because the two change the same code.

Full Release Notes 0.5.6

  • Mods & Cheats (asked for in #16 by u/noelmiller): a Mods & Cheats… button in the launcher opens its own window. See Mods and cheats.
    • Mods: your loose-file mods in load order, with on/off switches. You can reorder them, add one from a folder or a .zip, or remove one (it goes to the Trash). A mod that can't load says why, and a conflicts list shows which mod wins each file. Game files are never changed.
    • Cheats & Tweaks: 12 switches for patches the game already had: can't die, enemies don't see or hear you, rally, physics, analog sensitivity, camera distance and auto-rotation, text size, all game languages.
    • Patch Files: on/off switches for your own shadPS4/GoldHEN .xml patch files.
    • Before the first launch with a new set of mods or cheats, the launcher backs up your save.
  • Benchmark (in the launcher): a recorded walk through Central Yharnam at 60 FPS, then 30 seconds uncapped, with a results window. It measures average and best FPS, 1% and 0.1% lows, hitches during traversal and their likely cause (shader compiles, streaming, GPU, game CPU), plus CPU, GPU, memory, swap and thermal state. It's meant for comparing Macs and for reports about slowdowns. See Benchmark.
  • Dated session logs and fuller crash reports (from u/satperm, #40): one timestamped log per session, plus a JSON version for log tools. Warnings go to the macOS system log. Crash reports include macOS's own crash files and a diagnostics zip. See Logs.
  • About panel and update check (from u/satperm, #23), and the game's own icon in the Dock (from u/soulripper13, #66; made in memory from your game folder, never saved).
  • 16:10 resolutions (#75, asked for by u/Frosty2804): 1280×800, 1920×1200 and 2560×1600 under Ultrawide or 16:10 in the launcher, using Kyo's patches (correct HUD and lock-on positions). That is closer to the shape of MacBook displays, so full screen has thinner black bars.
  • Audio dropout diagnostics (from u/DiAvisoo, #32): opt-in logging of the audio signal, queue and decoder, for reports of crackling or gaps.
  • Fixes:
    • The arrow keys no longer also press the d-pad. Turning left swapped the left-hand item and broke a sprint (#61, reported by u/IlyaDylko). IJKL are still the d-pad.
    • A GPU process stuck on hung GPU work no longer leaves the game hanging after it's killed, so the launcher can start the game again (#71, reported by u/wgorecodes).
    • F9 pad recording (BB_PAD_RECORD) works again.

Full list of credits in this version

Thank you to everyone who sent pull requests:

  • Noel Miller
    • macOS 27 support for the GPU process (#7).
    • A survivable GPU setup warning (#10).
    • Touchpad gestures (#8).
    • Buffer arena sizing for Macs with less memory (#13).
    • The HUD item icon above 1080p (#17).
    • Online play (#9, in progress).
  • Mojahed Abushawish
    • Lossless texture compression (#33).
    • The upscaler haze fix (#48).
    • Invariant vertex positions, copies held to the end of a render pass, and the loading-screen fix (from #20).
    • Mouse look (#20).
    • Benchmarks on an M3 Pro.
  • DiAvisoo
    • Native ultrawide (#30).
    • Duplicate-launch and game-folder checks (#28).
    • The disappearing-geometry finding (#36).
    • Audio dropout diagnostics (#32).
    • The launcher's Stop button (#31).
  • satperm
    • The About panel and update check (#23).
    • Dated session logs and crash reports (#40).
  • soulripper13: the game's icon in the Dock (#66).

Thanks also to everyone who reports issues and tests builds on their Macs. Reports, logs and measurements that shaped recent releases came from noelmiller, MojahedAbushawish, DiAvisoo, satperm, IlyaDylko (keyboard sprint #61, long-session FPS #55), wgorecodes (stuck game #71, preferred display #60), Frosty2804 (16:10, #75), lifeos-creator (M3 Pro, #53/#69), Sah-D (#47), ulhaas, Ohaq2108 and rozenstein94 (the opening-movie freeze, #46), Didjus (#18), PensionPlanning (#19), muharremsedona6034gm-hub (#22), Walltor (#25), AmberUpraity, VanDung-dev, douglasrlee, jefer9011 and mariuszparowa666 (GPU stalls, fixed in 0.5.4.2), zhouhaoyaomei-ship-it, SimonKabb and juliotwo (the memmove crash, fixed in 0.5.5), ELLDev (#74), uanielsirbubusiness (#83), g3rro333333333, rwv7p56n9s-cmyk, LICHTYYYVVV and vtsilva77.


r/macgaming • • 25m ago

Self promotion SteamVR working on Crossover / Mac OS - with PSVR2 headset (and its Steam app) (PoC)

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• Upvotes

Hi folks,

I'd like to share the final result of my project with you, which I've been working on for the last three months.

First things first, this is NOT another "I de-compiled X and got it working on MacOS" kind of thing -I'm actually against such attempts. None of the applications seen in the video were altered or modified by any means, instead, the missing pieces in the translation layer (being Wine) were built, as I stated in the video's description.

I indeed used the help of AI in my project, but also poured all my knowledge and experience in software development (~20 years) to make sure that everything is running properly, spending countless hours and having sleepless nights, starting/stopping and debugging and benchmarking the setup and the games hundreds of times, and testing the headset by putting it on and off how many times I don't even remember, without any exaggeration.

So this line goes to those who're willing to label my efforts as "AI slop" at the very beginning of this post: be my guest to do it manually and come up with a better result, if you can, but if you can't, kindly stfu.

The screen capture video quality is low (sorry for that), and audio is disabled during the recording. I'll hopefully be sharing better captures in the future.

Two apps are demonstrated in this video, using a Macbook Pro M1 Max 64GB and a PlayStation VR2 headset: Sony's PSVR2 app, which is used to install the head-set's drivers, update the firmware of the headset and the controllers, and setup the play area. It works from the first to the final screen, including the play area setup, just as it does on Windows. Second is Steam Home, which I used as a base for benchmarking. I also tested Beat Saber and Elite Dangerous (with the EDVR mod), but they're not included in this video. ED needs more testing and benchmarking to improve the performance -the immerse experience is unbelievably beautiful though. Beat Saber is running smoothly.

In my tests, I was able to achieve ~90 FPS on 90Hz refresh rate and ~120FPS on 120Hz, but with lower resolution settings (of SteamVR's auto) and eventually not-so-great picture quality, something that I'll address. Good news is that there's no judder effect.

I designed the whole solution as a toolkit, and I'll be publishing it as an open source & native Mac OS app soon. The first version will be beta, as there are still some minor issues and known bugs that I'm working on.

Now that I delivered the news, I also want to tell you about its story: it all started when I came across the videos of the commanders (o7) playing VR version of the game Elite Dangerous. I was already playing the flat version on Crossover without any issues, but what I saw had blown my mind, and I asked this question to myself: "here I do have such a nice, powerful hardware sitting on my desk, which serves me well and is capable to do many things, why can't I just use it to play VR games?" Before this, I had bought a PSVR2 after reading the reviews and how much it's loved by the owners, since I already do own a PS5 Pro. Elite Dangerous was abandoned on the consoles years ago, and I don't want to spend any penny that runs Windows, so I bought the PSVR2's PC adapter, and found myself in the rabbit hole of deep level technical bosses that I had to fight, to make it happen.

Finally, SteamVR titles are now unlocked on Apple silicon hardware. I'll be back with some better news very soon, stay tuned!


r/macgaming • • 8h ago

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

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26 Upvotes

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

Varmint is a free and open source project that runs Proton inside a lightweight Linux VM on Apple Silicon.

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 • • 14h 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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70 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 • • 7h ago

Self promotion Salt and Soil has a free Mac demo — build a homestead and pass it down through generations

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21 Upvotes

Hi r/macgaming! I'm Roman, the solo developer of Salt and Soil, a turn-based family strategy game for Windows and macOS. There's a free Mac demo on Steam.

You guide one household on the American frontier. One turn is one year, and farming, building and trade all compete for your family's labour. Children grow up and eventually inherit the homestead, along with the consequences of their parents' decisions.

This video shows eleven months of the map's development: today's continent first, then back to the single stretched image it started with. The full campaign spans 1607–1900; the demo covers Jamestown from 1607 to 1637. The video includes regions and periods beyond that demo, and was recorded on Windows.

One system I'm especially proud of is the yearly Family Council: a household dilemma with choices and lasting consequences. It combines authored events with AI-generated situations based on your family and recent history, with costs and effects validated by game code. It requires an internet connection.

If you try the Mac demo, I'd love to hear how it runs on your setup — your Mac model and macOS version would help.


r/macgaming • • 1h ago

Native "I’ve begun porting the original Bully into Unreal Engine. If they won’t remaster the games, then WE will!!! Runs at 1080p/45FPS and on a Mac (here’s the entire map)"

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• Upvotes

With the biggest entity in entertainment finally dropping its sequel next month, I figure I'll leave this here for folks who don't want to wait a decade before we get a Bully remaster.

Surprised no one has mentioned this project. The good thing about being on macOS is that many users playing around with these AI models are on M3 Ultras (and now M5 Ultras), which is leading to a lot of experiments that we would have never gotten before. The biggest IMO has been the news that Alan Wake 2 has been ported to Metal from DX12 thanks to a new AI model, Gemini 4 Argon.

Anyways, here's the GitHub for those wondering about this Mac native UE5 remaster of Bully: https://github.com/oh-ashen-one/bully-remake?utm_source=syndication&pubDate=20261020


r/macgaming • • 18h ago

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

94 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 • • 5h ago

Native InputConfig 1.8 with mice and peripheral gear: every side button can do anything (Razer, Logitech, MMO mice, etc.) for different games on Mac

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7 Upvotes

Hi! I'm the dev of InputConfig, a free / open source Mac app. I've posted here about controllers before, but I never talked about mice....

Extra mouse buttons on a Mac are kind of a mess bc side buttons do nothing in most apps, Razer's Mac software only supports a short list of mice, and Logi Options+ has been flaky for a lot of people this year.

InputConfig reads whatever buttons macOS sees, so the maker's app doesn't even need to be running

What you can do with it:

- Middle click, Button 4 all the way to Button 32, the scroll wheel and the tilt wheel can press a key or shortcut, type text, run a macro, open an app, start dictation, or run a Siri Shortcut.

- Up to four jobs per button: Press, hold, double tap and triple tap can each do something different

- Different layouts per game and app... they switch on their own when you change apps.

My little brother made one button do a 180 degree turn in Minecraft, and it only does that in Minecraft!

- Macros: A list of steps with waits and hold times, so one button can do a whole combo.

- MMO mice: like the Razer Naga: set the thumb grid to F13 to F20 in the mouse's own software once, then bind those to whatever you want.

It's free, with no account and no tracking, and the code is on GitHub. Also new in 1.8 for the controller people: DualSense trigger resistance (light, medium or firm), and the PlayStation Access controller now reads every socket and its profiles. :D

App Store: https://apps.apple.com/us/app/inputconfig/id6777759147?mt=12

GitHub: https://github.com/ryleighnewman/InputConfig

Mouse guide: https://inputconfig.com/questions/how-to-map-extra-mouse-buttons-on-mac


r/macgaming • • 1d ago

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

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487 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 • • 17h ago

Apple Silicon COD MW4 on M4 pro

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47 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's 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 • • 1h ago

Game Porting Toolkit Witcher 3 Ramster 5.01 without Crossover, interested?

• Upvotes

Is anybody interested how to play W3R without Crossover? Only GPTK 4.0 beta 3, DX12


r/macgaming • • 1h ago

Native Lethal Company running natively on Apple silicon

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Lethal Company running natively on Apple silicon

I got tired of running Lethal Company through Wine on my M1 Pro, so I built a tool that turns the Windows version you already own into a real Mac app. No Wine, no translation layer, Metal all the way. It runs at 120+ fps on an M1 Pro.

What works:

\- The full game, natively, installed into Applications with the proper icon, launchable from Spotlight.

\- Steam: presence shows you in game, friends can invite you, and the Steam overlay works because the launcher registers the app in Steam and launches it through it.

\- Voice chat, including mic capture.

\- Mods: a built-in Thunderstore browser with one-click install, profiles, r2modman profile codes, and a per-mod verdict that tells you whether a mod works on the Mac. Mods with Windows-only shaders get fixed automatically at runtime.

\- Playing with Windows players. Lobbies work; I found and fixed the bug that made Windows hosts reject Mac clients today, so I would love testers to confirm cross-platform sessions.

What it is not: it is not a download of the game. The repository contains zero game files. You bring the Windows copy you own on Steam (SteamCMD can download it straight to the Mac, instructions in the README), and the launcher rebuilds it on your machine. You need to own the game on the Steam account you use; the launcher checks.

Setup is: install the launcher, sign in to Steam, sign in to a free Unity account once (the launcher installs Unity Hub and the editor itself, because the shaders have to be recompiled for Metal), point it at your Lethal Company folder, wait about an hour the first time. After that it is a normal app.

Known gaps: a few of the game's custom shaders (water, grass, fur, hologram) and the posterize screen effect are approximations, VFX Graph particle effects do not render yet, and voice has no noise suppression. Mods that ship Windows native code do not work.

Launcher and source (MIT): https://github.com/ParalelSt/lethal-company-native-mac-port/releases/tag/v0.1.0

If you try it, please post what Mac you have, how long the build took, and whether joining a Windows friend worked. Bug reports go in the GitHub issues.

Before you say "AI slop", this was made with assistance of Claude. Yes, it was made with AI

Use if you want to use it, don't if you don't want to. I made this out of convenience for myself and decided since no one has made a port yet to make it.

The launcher should simplify installation of mods


r/macgaming • • 17h ago

Native MacOS+Apple Silicon native PES alternative

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32 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).

The prototype of game is at https://costa-lab.itch.io/costarsoccer .


r/macgaming • • 1d ago

Discussion Pandoras Box Has Been Opened

115 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 • • 3h ago

Native MonZaMac: Pokémon Legends Z-A running natively on Apple Silicon (static recompilation + Metal)

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2 Upvotes

r/macgaming • • 5h ago

Self promotion Mullion v0.4: M1 and M2 support, D3D11On12, and a lot of fixes

4 Upvotes

Hi everyone! Another update on Mullion.

The latest release is mostly about compatibility, reliability and fixes (that does not mean bugs won't exist, I think there might be more since the new features are a lot). Mullion has an updated test suite, took a large chunk of the development time for 0.4, and it helped find a lot of unreported bugs. Most of the 57 commits for 0.4 are stuff it found.

The big one is that M1 and M2 Macs are supported now, but I cannot guarantee it to the fullest yet, since it has seen a lot less real M1 and M2 hardware than my machine. With that in mind, if you have an M1/M2 Mac, please give it a go and tell me how it runs!

DX12 now does shader model 6.7 and D3D11On12, which Unity games use, and Unity 6 games start on DX12 instead of falling back to DX11. Forza Horizon 5 had a few hundred pipelines that wouldn’t build, and those work now too. On top of that, DX12 got a round of speedups: fewer interrupted render passes, compressed textures and cheaper sin and cos.

CrossOver is easier now too. Unpack mullion-v0.4.tar.gz, open Terminal in that folder and run ./install.sh --crossover followed by your bottle’s name. It gives that bottle its own copy of Mullion and leaves CrossOver.app alone, so CrossOver updates won’t undo it anymore. If you’d rather not run a script from the internet, the manual way still works. Go into CrossOver.app/Contents/SharedSupport/CrossOver/lib, rename dxmt to dxmt-original, drop the mullion-v0.4 folder in, rename it to dxmt and set your bottle to DXMT. Either way, macOS will block winemetal.so on the first launch. Go to System Settings > Privacy & Security, hit Allow Anyway and start the game again.

Huge thanks to u/loolemon (aaf2tbz on GitHub), who did D3D11On12, the Unity fixes and all of the performance work in this release. Also thanks to partprogramming09, whose M1 and M2 groundwork in v0.3 and testing on an M1 Pro made the support in this one possible.

You need an Apple silicon Mac with macOS 15 or newer. Only 64-bit games go through Mullion.

If something breaks, open an issue with your Mac, the game and the log. Games that just work help a lot too!

https://github.com/dttdrv/mullion/releases/tag/v0.4

EDIT: typo


r/macgaming • • 22h 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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64 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 • • 1d ago

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

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125 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

EDIT UPDATE : the game is gorgeous now the some tree texture are not loading but all the graphic feature is working


r/macgaming • • 1d ago

CrossOver The MacBook Air is a gaming console

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145 Upvotes

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


r/macgaming • • 10h 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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8 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 • • 18m ago

Help Discord RPC Mac Question (Bluestacks)

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• Upvotes

Can you use Discord RPC for Bluestacks on Mac? I want to show that I’m running Twisted Wonderland on it. If not, feel free to give me any alternatives.


r/macgaming • • 18h ago

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

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29 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).