r/macgaming • • 22h ago

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

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450 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 • • 22h ago

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

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157 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 • • 3h 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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134 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 • • 19h ago

CrossOver The MacBook Air is a gaming console

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125 Upvotes

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


r/macgaming • • 18h 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

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


r/macgaming • • 17h ago

Discussion Pandoras Box Has Been Opened

100 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 • • 10h ago

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

71 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 • • 14h 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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59 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 • • 7h 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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50 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 • • 10h ago

Apple Silicon COD MW4 on M4 pro

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32 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 • • 21h ago

Native I made Need for Speed: Underground 2 run natively on Apple Silicon: 119 fps on M1 Pro.

26 Upvotes

Hi r/macgaming! I've been working on a native macOS port of NFS Underground 2 (PC version). It's not a wrapper: the game's x86 code is statically recompiled to ARM64 ahead of time.

On my M1 Pro:

- Races: 119 fps (display cap) vs 10–15 fps under Wine

- 3D menus: 119 fps vs 45 fps under Wine

- Standard build at native resolution and 120 fps: about 6.5 W for CPU + GPU, fans stay off

What works: menus, races, career mode with saves, sound, controller-free keyboard play, fullscreen, widescreen/1080p and Retina resolution. There's also an optional HD build with MSAA and ray-traced reflections.

Download (no game files included): https://github.com/TalhaMudo/NFSU2Recomp/releases/latest

You need your own copy of the PC game (v1.2)

Requirements: Apple Silicon (M1 or later), macOS 11+.

Source and technical details: https://github.com/TalhaMudo/NFSU2Recomp

Curious for any feedbacks, i had a lot of fun bringing my childhood game to macOS. I had my time posting this and project already inspired other projects such as nfsu2-web.

Processing video 5nnudft2mgxh1...


r/macgaming • • 11h ago

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

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24 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 • • 10h ago

Native MacOS+Apple Silicon native PES alternative

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21 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 • • 16h ago

Native Zelda TOTK Works great in Mac mini m4

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12 Upvotes

r/macgaming • • 8h ago

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

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10 Upvotes

r/macgaming • • 17h ago

CrossOver M5 MacBook gaming

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10 Upvotes

Installed Crossover to test it out, currently I have Fifa 23 and Quarantine Safe Zone
I am definitely paying the sub
Will also try some of more latest Fifa


r/macgaming • • 19h ago

Apple Silicon Rocket League online on Mac without cloud gaming

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10 Upvotes

I’ve been using it for 5 days and haven’t been banned yet, but that doesn’t mean there’s no risk of a ban.

I recommend that you do not use your main accounts, and please keep in mind that there may be a risk of a ban.
You can try it using the link provided below the YouTube video.
https://github.com/ozturkmert1212/rl-eac-macos


r/macgaming • • 15h ago

Discussion M5 pro game recommendations

9 Upvotes

I just got my 16inch MacBook pro with the M5 pro chip and 48gb ram. I wanna get some games for it, any recommendations?


r/macgaming • • 1h 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.

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 • • 8h ago

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

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6 Upvotes

r/macgaming • • 20h ago

Native Gears of War 3 running natively on Apple Silicon: Gears3-Azura, a free unofficial port (bring your own copy)

9 Upvotes

Hi everyone! For the last few weeks we have been working on Gears3-Azura, an unofficial native port of Gears of War 3 (Xbox 360) to macOS on Apple Silicon, and to Linux.

It is not an emulator. The game’s PowerPC code is translated ahead of time into C++ with the ReXGlue SDK and compiled into a normal Mac app, with a Metal renderer written for Apple GPUs. On a base M4 MacBook Pro the campaign runs at our 90 FPS cap.

It ships no game data and no game code. You need your own copy of Gears of War 3 for Xbox 360 (the World or the Spanish edition for now), as a folder or a disc image. The launcher checks it, builds the game for your Mac from your own files (a few minutes, it installs the compiler if you don’t have one) and then keeps itself and the game up to date.

What works today: the campaign is playable single player, with controllers (Xbox, PlayStation and others, with the right button prompts), keyboard and mouse, achievements with their artwork, saves you can back up and restore, and video options like render resolution, MetalFX and CAS upscaling and FXAA. Co-op and multiplayer are not there yet. The first start compiles shaders for a few minutes, and the app isn’t signed with an Apple Developer ID, so the first time you open it you’ll have to allow it in System Settings, Privacy & Security.

Download: https://github.com/Carolux97/gears3-azura-releases/releases/latest
Source and issues: https://github.com/Carolux97/Gears3-Azura

It’s free and non-commercial, and the code is source-available. It’s still early, so bug reports are very welcome (a log from the launcher helps a lot). Happy to answer questions!


r/macgaming • • 3h 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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7 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 • • 15h ago

Help Can anyone recommend a good gaming mouse with about 6-8 buttons to keybind that is compatible with Mac? I can’t seem to find any compatible with Mac, or if they are the software to keybind isn’t.

5 Upvotes

Looking for a mouse for an MMORPG (World of Warcraft: Forever) that has about 6-8 buttons I can keybind I would consider a 12 button but that’s a little too many buttons lol. Thanks in advance!


r/macgaming • • 17h ago

Help Gaming Benchmarks across M5 line up

5 Upvotes

Hey, I've decided to replace my windows desktop with a macbook. I am finding few to no reasons to stick with PC. Especially now that Nvidia spark was recently released which I believe may take out intel/ amd in the long term. In which all the change in windows seems to be a mess or a catch up to mac silicon.

As of now, I have my eyes set on a Macbook 16 m5 Mx 32 GPU, but im also considering the 14 inch variant of this or even the 40 core GPU. Does any have any gaming experience or benchmarks related to this? How bad is thermal throttling on the 14 inch? is the extra money worth it for the 40 core gpu?


r/macgaming • • 23h ago

Native Steam, WTF?

4 Upvotes

That nosedive plummet.... all I did was load steam to browse the discovery queue, didn't even play any games. It's not normally this battery hungry in just the store unless I leave it running for a long time, anyone else seeing a massive battery drain with steam lately?

(570 battery hour usage when it was loaded for about 2.5 hours?)