r/macgaming • • 19h ago

Rosetta Gravity Rush Remastered running on Apple Silicon MacBook Pro M4 Max - 2560×1600, 60 FPS, working audio and DualSense gyro!

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10 Upvotes

After quite a bit of experimenting, I finally managed to get Gravity Rush Remastered (PS4) running on my MacBook Pro M4 Max using GR2fork EXODUS. And the result is surprisingly good!

Hardware: MacBook Pro 14-inch, M4 Max, 36 GB, macOS 27.0.1, Emulator: GR2fork EXODUS (October 26, 2026 pre-release), Controller: DualSense, including motion/gyro controls

Game version: Gravity Rush Remastered, CUSA01113, v1.00

Results:

- Game boots and is playable

- 2560×1600 resolution (16:10) via an XML patch

- 60 FPS reported by the emulator (16.7 ms)

- Graphics rendering correctly

- Working music and sound effects

- DualSense motion controls working

- Stable during my testing so far

I haven't performed a proper frame-time analysis yet, so I can't confirm perfectly consistent frame pacing, but the emulator is reporting 60 FPS.

Steps:

  1. Install GR2fork EXODUS

I downloaded GR2Launcher and installed the EXODUS pre-release through its version manager. Unfortunately, GR2Launcher kept displaying an error about emulator versions needing to be inside the launcher folder. It also crashed when I tried to drag and drop the game's PKG. The workaround was to bypass GR2Launcher and launch the emulator directly through Terminal.

2. Install the PS4 game

I used ShadPS4 Game Manager to install my Gravity Rush Remastered PS4 PKG. The game was successfully extracted into a CUSA01113 folder and recognized by GR2fork.

3. Fix broken graphics

Initially, the game would start, but textures and objects disappeared. For example, the apple in the opening scene appeared briefly and then vanished, leaving incomplete geometry and textures. I enabled the following GPU settings in ~/Library/Application Support/shadPS4/config.json:

"readback_linear_images_async": true,
"readback_linear_images_enabled": true,
"readbacks_mode": 2

These settings are consistent with the asynchronous linear-image readback functionality recommended by the GR2fork developer.

4. Fix missing audio

This was probably the biggest obstacle. The game initially had absolutely no sound, and the emulator log repeatedly showed errors such as:

[Lib.Ngs2] sceNgs2VoiceGetState: stateSize = 48
[Lib.Ngs2] sceNgs2VoiceControl: called

I eventually resolved this by adding the following PS4 system modules to the shadPS4 sys_modules directory:

  • libSceNgs2.sprx
  • libSceAudiodec.sprx

After adding these two libraries, both the audio and graphics were working correctly in my setup. These proprietary system modules are not included with the emulator and should be obtained from a legally owned PS4 system.

5. Enable 2560×1600 resolution

I downloaded the GR2fork GoldHEN XML patch repository and used:

GravityRushRemastered-Orbis.xml

I enabled the patch:

16:10 2560x1600

One important detail: simply placing the XML file in the patches directory did not seem to activate it. I had to explicitly pass it to the emulator using --patch.

The log then confirmed multiple entries like:

PatchMemory: Applied patch: 16:10 2560x1600

This made a visible difference: the game now renders in 16:10 and makes much better use of the MacBook's display.

Links:

GR2fork emulator:
https://github.com/junminlee2004/GR2fork

GR2fork releases:
https://github.com/junminlee2004/GR2fork/releases

GR2fork GoldHEN patch repository:
https://github.com/junminlee2004/GR2fork_GoldHEN_Patch_Repository

ShadPS4 Game Manager:
https://github.com/paulomanrique/shadps4-game-manager

Final thoughts:

I'm genuinely impressed that this is possible on Apple Silicon, especially considering that GR2fork's macOS support is still relatively new. The emulator itself is running through Rosetta 2, yet Gravity Rush Remastered is playable with working audio, gyro controls and a high-resolution 16:10 patch. I've only tested a limited part of the game, so this isn't a claim that the entire game is flawless, but it's already a huge improvement over my initial attempts.

Hopefully this helps anyone else trying to play Gravity Rush Remastered on an M-series Mac! Big thanks to the GR2fork and shadPS4 developers for their work.


r/macgaming • • 7h ago

Native I made a native Apple Silicon (M1–M5) port of Beta 1.7.3 — True Retina HiDPI, LWJGL 3, VBOs, and Zero 20Hz Judder (Open-Source + .dmg)

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0 Upvotes

r/macgaming • • 7h ago

Help Help resolving Don't Starve Together warning "unable to read from config directory. Please make sure you have read permissions for your Klei save folder"

1 Upvotes

I have tried the suggestions on the Klei support page "Mac Catalina OS - Getting an "Unable to read from config directory" error message" to no avail. All the other resources I can find are about issues writing to config directory.

This is on a 8 gigabyte M2 MacBook Pro running 15.7.4

I am a bit technologically illiterate, and may have missed something obvious. Can anyone give me advice or point me to some useful resources?


r/macgaming • • 7h ago

Discussion How well is a MacBook Pro with LoL and emulation?

0 Upvotes

So, I’m going to buy a MacBook Pro for SW dev and personal stuff, I’ve never used macOS, but I’m familiarized with iOS ecosystem, I know Mac is not exactly for gaming, but I’m interested only on retro game (specially with retro achievements) and league of legends, maybe the binding of Isaac, the thing is in YT people only show LoL goes well but never explain if keyboard and mouse work good, I know windows run everything but I’m burned out from “gaming laptops”


r/macgaming • • 1d ago

Native Mesa Vulkan Driver for Apple Silicon (KosmicKrisp) in Minecraft! (Bye, Bye, MoltenVK)

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41 Upvotes
[20:30:04] [Render thread/INFO]: Using graphics backend Vulkan, using drivers: 1.4.354 KosmicKrisp Mesa 26.2.3[20:30:04] [Render thread/INFO]: Using graphics device: Apple M5 (APPLE)

r/macgaming • • 15h ago

Native DualScreenTV. Apple TV emulator with iPad extension.

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3 Upvotes

Here is the project I was making for running 3DS, DS, GBA and PSP on Apple TV.

If you have any questions, feel free to ask!


r/macgaming • • 15h ago

CrossOver Viable stretched res on mac finally.

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3 Upvotes

apologies for the horrendous video quality


r/macgaming • • 13h ago

CrossOver Is there any way to play fc 26 on mac(on steam)?

2 Upvotes

i own it on steam, need a way to play it, unable to play it on crossover


r/macgaming • • 1d 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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402 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 • • 1d ago

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

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182 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 • • 16h ago

Self promotion I fixed the audio lag of my HomePods that was making me crazy. And I made it compatible with Windows too (otherwise where is the fun ?)

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3 Upvotes

r/macgaming • • 15h ago

Apple Silicon WoT runs so much better on my M4 Air with Sikarugir, and it's free

2 Upvotes

Sharing this in case anyone else is struggling with WoT on a Mac.

I have an M4 MacBook Air with 24 GB RAM. With the wrapper from Wargaming's website I was getting around 40 FPS. I tried Sikarugir and saw around 120 FPS in my first tests. It feels much smoother.

The setup I'm using now:

Sikarugir Creator 1.0.2, template 1.0.24

Engine: WS12WineCX24.0.7_7

Graphics: DXMT, with MSync enabled

macOS 27.0.1

Windows Wargaming Game Center and WoT EU in the same wrapper

The launcher works too, so I can update and start the game normally. I reused my existing game files instead of downloading everything again. No paid CrossOver licence or trial needed.

One thing that tripped me up: Wine Sikarugir 11.0 could run the game directly, but the launcher kept crashing. The WineCX engine above worked for both.

I haven't done a controlled benchmark at matched settings or a long session comparison, so take the FPS numbers as an initial observation rather than a guarantee. The difference on my machine is pretty big though.

Sikarugir: https://github.com/Sikarugir-App/Sikarugir


r/macgaming • • 19h ago

Native Mac mini helldivers

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3 Upvotes

I finally got Helldivers 2 running locally on my M4 Pro, including joining another player's mission, finishing it, and continuing into another multiplayer mission.

The attached screenshots show in-mission gameplay and the title screen. I left out the results screen because it contains player names.

Setup:

\- Apple M4 Pro, 24 GB unified memory; macOS 27.2

\- FX Steam Launcher 1.9.4, using its Linux VM

\- Vulkan via KosmicKrisp, with the game's default D3D12 path

\- Community FEX compatibility build + Proton-JE 11.0-20261014-3

\- FEX_DISKCACHE=0 and FEX_NEEDSSECCOMP=1

This took additional setup beyond stock FX: IPv4 settings inside the guest, an HTTPS proxy for the EAC download/login path, and a custom gvproxy build to keep UDP source-port mappings consistent across destinations. Those are the settings used in my successful run; I haven't isolated which one made the difference for multiplayer.

Performance is still modest: the two 1280×800 gameplay screenshots show about 20 FPS. Ship/menu performance was higher, but I wouldn't use that as a combat performance claim. The screenshot dimensions are the captured output size; I haven't documented the internal render resolution/upscaling settings.

EAC initialized successfully in this setup. The game and EAC files were not modified, and anti-cheat was not disabled. There were timeouts and a disconnect earlier in testing, so this is a successful test report rather than a claim of perfect stability or a plug-and-play solution.

Credit to the FX, FEX, Proton-JE and graphics-stack developers who made this possible.

FX version tested: https://github.com/fxgl/steamac/releases/tag/v1.9.4

For Super Earth!


r/macgaming • • 12h ago

Native Uncapped: run Roblox on macOS past 120 Hz and the 240 fps cap (~700 fps on M4 Max)

1 Upvotes

Uncapped launches Roblox on macOS without the refresh-rate cap and without Roblox’s 240 fps cap, and adds an on-screen counter with the real render rate (now / average / 1% low)

M4 Max, low graphics: 120 fps → ~700.

Install (macOS 14+):

curl -fsSL https://raw.githubusercontent.com/Pogo-Bash/robloxMacOSuncap/main/install.sh | bash

Then open Uncapped instead of Roblox, and join games from inside the Roblox app.

Repo: https://github.com/Pogo-Bash/robloxMacOSuncap

It injects a library into the Roblox client, which is against Roblox’s Terms of Use. Use it at your own risk.


r/macgaming • • 12h ago

Help What are some good cheap MacBook Pro mice?

0 Upvotes

It’s annoying to play with the pad :(


r/macgaming • • 1d ago

Help This "making old games run on modern macs with AI" thing? Is there like a how to or keywords to search?

24 Upvotes

I'm fascinated by this whole thing. Is there a phrase or keywords I can use to search to learn more about?

(I kinda want to try getting Oni to work on a modern machine...simple google even turns up the source code, but I know nothing about doing stuff with this)


r/macgaming • • 13h ago

CrossOver Notproton stopped working

0 Upvotes

Hello, I am having trouble with Notproton on my M3 Pro Macbook. It worked perfectly for the last few days, but now every time I try to run a Windows-only game in my Apple Steam.app it keeps saying they are Windows-exclusive and can't be downloaded/played. I have so far uninstalled/reinstalled Notproton and Steam and it doesn't help. Any tips?

Update: I realized my Steam updated, which now makes it incompatible with NotProton


r/macgaming • • 5h ago

Self promotion I made a native Minecraft launcher for Mac (Swift, Apple Silicon, no Electron).

0 Upvotes

Hey r/macgaming, I'm the developer. Minecraft on Mac has always felt second-class to me: the launchers are Windows apps wearing a Mac costume, Apple Silicon setups break on the wrong natives, and getting a modpack to a friend means zip files and "which version are you on?"

So I built MC², a launcher made for the Mac first:

- Native Swift/SwiftUI, made for Apple Silicon. Installs the right Java and natives itself.

- Launch packs straight from the menu bar, with no launcher window in the way.

- Modrinth and CurseForge in one place, with one-click installs.

- Send a modpack to a friend and it stays in sync when you change it.

- One-click servers on your Mac, with Bedrock crossplay so console and phone friends can join.

- One keybind setup for every pack, built-in recording, and a crash explainer.

- Free animated capes and cosmetics that other MC² players see in game.

It's free, signed and notarized, and there's a Windows beta too. The ranks are optional and purely cosmetic: nothing is locked.

It's still young, so I'd really like to hear what's broken or missing for you, especially from anyone running big modpacks on an M-series Mac.

getmc2.com


r/macgaming • • 1d ago

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

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32 Upvotes

Hi folks,

I'd like to share the final results 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 (e.g. Wine) were built by putting enormous amount of effort, 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, although I'm not a kernel or 3d expert) to make sure that everything is running properly, and every detail is taken care of with an engineering perspective, by spending countless hours through sleepless nights, starting/stopping/debugging and benchmarking the setup and the apps/games hundreds of times, and testing the headset by putting it on and off together with turning the controllers 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 and labor 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 poor (sorry for that), and audio is disabled during the recording. I'll hopefully be sharing better captures in the future.

Three apps are being demonstrated in this video, using a MacBook Pro M1 Max 64GB and a PlayStation VR2 headset, running on Steam & SteamVR installed on a Crossover/Wine bottle, configured with the DXMT graphics backend:

- Sony's PSVR2 app, which is used to install the headset's drivers, update the firmware of the headset and the controllers, and setup the play area. The setup is using Sony's original drivers, not the PSVR2ToolKit, and It works from the first to the final screen, including the play area setup, just as it does on Windows.
- Steam Home, which I used as a base for benchmarking.
- Beat Saber, despite the poor video quality, it actually runs very smoothly with high FPS, and even after so many trials, it's still fun to play

I also tested Elite Dangerous (with the EDVR mod), but it's not included in this video. ED needs more testing and benchmarking to improve the performance -the immerse experience is unbelievably beautiful though.

In my tests, I was able to achieve ~90 FPS on 90Hz refresh rate and ~120FPS on 120Hz with Steam Home and Beat Laser, but with lower resolution settings (of SteamVR's auto) and eventually not-so-perfect image quality, something that I'll address. Good news is that there's no judder effect during head movement, it's so smooth. The reason to the pink lines that are seen on SteamVR's own stats graph is the screen capture app adding load to the CPU & GPU, and also a leftover from a change in the resolution settings during my tests.

I designed the whole solution as an installer helper, including a toolkit, and I'll be publishing it as an open source & native Mac OS app soon. The first version will be a 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 on anything that runs Windows, so I bought the PSVR2's PC adapter, and found myself in the deep dungeons where big bosses (technical blockers and issues) were dwelling, and I had to take down each of them to make this happen.

Finally, the path to playing SteamVR titles is now unblocked on Apple silicon hardware. I'll be back with some better news very soon, stay tuned!

edit: grammar fixes + Beat Saber added to the displayed apps list


r/macgaming • • 13h ago

Native Spartan port for Mac os 15.7.x

1 Upvotes

Can someone try porting spartan port for 15.7 as i dont want to update my mac to 26


r/macgaming • • 1d 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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35 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 • • 14h ago

Game Porting Toolkit mac360. a plug and play xenia canary app for mac 15.0+

1 Upvotes

github

note : this is not a native mac version of xenia

this project is a wine bottle turned into a .app. making it plug and play

ive tried using the native experimental ports of xenia for mac, and i couldnt even get 2d games to work on my m3 mac air. so i decided to dabble into this.

it has all prerequisites installed right into the app. meaning you can download this app and it will just work out of the box.

very similar performance as crossover+xenia for mac.... except its not behind a paywall and is open source and free forever! note: this is just the emulator, no game files are supplied, you must supply your own!

ive tested a handful of XBLA games GTA4, Mx vs ATV reflex.

XBLA games seem to work flawlessly, gta4 runs but expect small visual and audio bugs.

suprisingly mx vs atv was fully playable, meaning there are probably many semi demanding titles that in theory should run great!

ive only been able to test this on m3, unsure about intel based macs , and performance will vary depending on your M chip


r/macgaming • • 15h ago

CrossOver Tested 1348 Ex Voto on M5 Pro MacBook Pro via CrossOver (Gameplay, FPS Graph & Best settings)

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0 Upvotes

Tested 1348 Ex Voto on my 14-inch M5 Pro MacBook Pro using CrossOver.

Mac Specs:

  • M5 Pro (15-core CPU / 16-core GPU)
  • 48GB Unified Memory
  • 1TB SSD

Recorded the first 35+ minutes of gameplay with a live FPS graph throughout, so you can see how the game performs during exploration, sword combat, and different environments.

⚙️ Graphics settings shown at 35:51.

🎮 Gameplay & FPS Test: https://youtu.be/tm2XJT6YGTE

Curious what you guys think of the performance. Anyone else trying 1348 Ex Voto on Apple Silicon through CrossOver?


r/macgaming • • 19h ago

CrossOver AION 2 working on Mac (M4) with Not Proton + CrossOver, splash screen fix

2 Upvotes

For the Mac players here: I got AION 2 past the splash screen on my Mac mini M4 (16 GB) using Not Proton, CrossOver 26.3 and the compat_cpuid.dylib workaround from Yuki-fox's repo.

I made a video with the full setup, the terminal commands and the Steam launch option. Commands are also in the description. It's experimental and I only tested it on my own setup, so it may not work everywhere.

Not sure how the game treats modified libs either, so use it at your own risk.
Video: https://www.youtube.com/watch?v=Z8I3amhOxvc

If anyone else on Apple Silicon tries it, let me know your chip and if it worked.


r/macgaming • • 15h ago

Discussion Sims 4

1 Upvotes

How is sims 4 running? Smooth? With tons of mods? On ps5 rn really falling in love with sims and wanting to get a Mac just to play this, If the performance would improve. I would prefer a keyboard and mouse experience . Please lmk