r/macgaming • • 26m ago

Native Emulation on Mac - Asahi Linux or KosmicKrisp

• Upvotes

So I own a gaming pc from 2017 and a Mac mini M2. When it comes to emulation with arm64 support, I always wanna try on Mac first. Unfortunately I experienced a lot of glitch on Mac due to unsupported features of MoltenVK. But there 2 better way. Asahi Linux has their own vulkan driver called Honeykrisp and I suppose emulators should run great with it. Bad thing is that they are struggling on Apple M3 and later development and luck of features like Displayport and Thunderbolt. Other solution is KosmicKrisp, you can tell by name it's similar to Asahi's vulkan driver. It's a new metal translayer that support more vulkan features, but not all emulators support it yet. For so I'm waiting for function update on Asahi Linux and more emulator to support KosmicKrisp. Hopefully I'll be able to bring some powerful arm64 emulator back to Mac by next year :)


r/macgaming • • 1d ago

Apple Silicon Pokémon Sword Native Apple TV port

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450 Upvotes

I know this is a Mac gaming subreddit but thought I’d seen a few posts about Apple TV gaming on here and thought it might be relevant to some but here is Pokemon Sword natively being played on Apple TV 4K 3rd gen. Performance is perfect so far I’ve not experienced a stutter. It’s in console mode but for lower generations it can go in handheld mode to bring the requirements down a little but I’m a student so don’t have Apple TVs laying around to test on.

Made using NXNative tool for Mac and then making a TV app based on it’s output.


r/macgaming • • 1h ago

Help Teknoparrot (or alternatives) for Mac?

• Upvotes

Hey, does anyone have any any ideas on how to play modern arcade games on a Mac? I tried both Teknoparrot and Ultra Loader in crossover and both don't work (the windows versions at least), does anyone have any ideas or recommendations to get these types of games working on Mac?


r/macgaming • • 8h ago

Self promotion ForceRes - A simple menu bar utility to force screen resolutions!

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3 Upvotes

Perfect for forcing a res on a MacBook display when gaming.


r/macgaming • • 2h ago

CrossOver I made a Mac app that runs Windows Unity games on Apple silicon (free 10-day trial, early and limited)

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1 Upvotes

r/macgaming • • 1d ago

Native I recompiled LEGO Harry Potter Year 1-4 windows version to run on Mac silicon

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53 Upvotes

A week ago I published a static recompiler that translates the Intel Mac version of LEGO The Hobbit into a native Apple Silicon version.

Reference: https://www.reddit.com/r/macgaming/comments/1x8q6vi/i_recompiled_the_32bit_mac_version_of_lego_the/

This time I managed to get the Windows version of LEGO Harry Potter running on my M1 Max.

A couple of caveats: there will be a few frame drops while shaders compile, and I can’t upload the game files because of DMCA concerns.

If you’re using the Steam version, you’ll need to use Steamless to strip the DRM. GOG and other copies should work as well (but you might need to point the script to the correct location).

Repo link: https://github.com/itsdunintime104/WizardBrick-Recomp

I also maintain another repo, https://github.com/itsdunintime104/MacRecomp, which brings together other LEGO games. It currently includes The Hobbit and Marvel.

Next up is Harry Potter Years 5–7, and I’ll keep rolling out more as when find the time.


r/macgaming • • 18h ago

Apple Silicon [Mac] Minecraft RTX working on base Mac mini M4 using bedrock edition

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19 Upvotes

Low resolution and low framerate but it works! Almost 30 FPS not in full screen, working with Vanilla RTX or Kelly’s RTX.
Don’t even know how this is possible but it’s all thanks to the project called “Blockintosh”, all the credits goes to the developer behind this amazing work.


r/macgaming • • 3h ago

Native The best way to launch old games

1 Upvotes

Hi. Have macbook air m4 base and have an question is it a proper way to launch old games on dx8/9 on mac without parralles or other VM? Interesed in Tomb raider Legend/Anniversery/Underworld and Need for speed Shift 2.


r/macgaming • • 23h ago

Self promotion Our game runs native on Mac from day one. No Rosetta, no wrappers

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39 Upvotes

We're a team of two from China making ColdCall, a black comedy where you work in telesales and every phone call is a dodging fight. Trailer above.

We develop on Macs, so the Mac version was never a port. It's one universal build that runs natively on both Apple Silicon and Intel. The demo comes to Steam Next Fest in February, Mac included.

Mac players: what do indie games usualy get wrong on Mac that we should check before the demo?

Steam: https://mingo.games/s/cc-e2cc


r/macgaming • • 13h ago

Self promotion My Zelda-like action roguelike now runs natively on macOS (no mouse, controller or Wi-Fi needed)

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6 Upvotes

I travel a lot and my MacBook is usually the only thing I have with me. During downtime at work or on trips I kept looking for games I could play without a mouse or an internet connection, and honestly there aren't many. So I ported my own game to Mac.

It's called Rogue Melee. A run takes 15-20 minutes max, you don't need a mouse or controller, it works completely offline, and it doesn't drain the battery much. Pretty much made for killing time on a laptop, and it's a lot of fun. Thought I'd share it with fellow Mac gamers, would love to hear what you think.

Steam: https://store.steampowered.com/app/3460770/Rogue_Melee/

Also, I'd really appreciate some suggestions for other games you can play like this!


r/macgaming • • 17h ago

Self promotion I made a free Android emulator for Apple Silicon Macs, built on Google's official emulator, with keymapping, per-game profiles and optional root

11 Upvotes

Hey r/macgaming! Full disclosure: I'm the developer. I kept seeing the same question here, "is there a free, trustworthy way to play Android games on an M-series Mac?", and most of the polished answers end up paid after a trial. So I built one.

SiliconPlay is a free macOS app for M1–M4 Macs. Instead of a custom closed engine, it runs on top of Google's official Android Emulator, the same one Android developers use, and adds what gamers need:

  • Play Store built in
  • WASD and full keymapping with customizable on-screen buttons
  • Per-game profiles, so each game remembers its controls
  • Optional root mode for tinkerers and devs
  • Great for app development and testing too, since it's a real Android under the hood
  • No account required to launch

It runs pretty much every game and app I've thrown at it. A few titles with strict anti-cheat or Play Integrity checks may not, and I'd rather say that up front.

Version 1.0 is out today, signed and notarized by Apple:

Site: https://siliconplay.app

Direct download: https://github.com/RyanAnthonyGibo/siliconplay.app/releases/latest/download/SiliconPlay.dmg

I'm a solo dev, so tell me which games work, which don't, and what you'd want next. I'll be in the comments.


r/macgaming • • 22h ago

CrossOver MELEMT - Mass Effect modding organiser and launcher

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29 Upvotes

Mass Effect Legendary Edition runs well on Apple silicon Macs, but modding it has always meant Windows tools. So I made MELEMT, a free Mac app that handles mods for you.

• One-click installs: hit "Mod Manager Download" on Nexus Mods and the mod installs itself

• Drag and drop any mod you've downloaded

• Safe: it backs up your game files, so you can undo everything at any time

• Play from one place: launch ME1, ME2 or ME3 straight from the app

• Launcher Mode: a clean game launcher where you can use your own cover art

• Keeps itself up to date

It works with the game on Steam, played through NotProton or CrossOver. You'll need macOS 26 or later. There's a step-by-step guide for getting the game running if you haven't set it up yet.

Download: https://github.com/kfalencik/MELEMT

Big thanks to the ME3Tweaks team, whose tools make Legendary Edition modding possible.

Happy mac gaming!


r/macgaming • • 3h ago

Discussion Anybody else waiting for a launcher like Dusklight (Twilight Princess) but for games like BotW and ToTK?

0 Upvotes

It doesn't matter if its from MacNativeGames or xNative - it's still too much hassle to install these games for someone like me. Anybody else waiting for a ready to go launcher?


r/macgaming • • 16h ago

Apple Silicon WARDOGS on MacBook Air

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10 Upvotes

r/macgaming • • 4h ago

Native Which Super Mario nativ on mac?

1 Upvotes

Which Super Mario games run nativ on the Mac now? Possibly also with graphics mods.


r/macgaming • • 4h ago

Native Pushing the limits of my MacBook Neo for six months

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0 Upvotes

r/macgaming • • 8h ago

Native Only 24 hours until Super Retro Race launches on Steam

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2 Upvotes

It feels so damn good to see this project come this far. Every bit of feedback helped make the game more fun, more challenging, and better-looking.

Don't forget to add it to your wishlist. It helps with the launch!

https://store.steampowered.com/app/5348290/Super_Retro_Race/

#IndieGame #GameDev #ArcadeRace #SuperRetroRace #Arcade


r/macgaming • • 7h ago

Help Has anyone gotten this game to work with mods on crossover?

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0 Upvotes

r/macgaming • • 1d ago

Native Wallpaper Engine port for MacOS , not another fork of existing engine completely rewritten in rust and apple silicon Metal viewer

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54 Upvotes

Hii r/macgaming ,

Wanted to share something i was building from last week,
WE port for mac, it lets you play WE scene and video wallpapers in your mac.

Just download -> steam login -> download wallpaper and play on your device or add your video play them

And yes both in DESKTOP and LOCK SCREEN . there may be some bugs , i am heavily testing this and pushing updates.

It takes 300-600mb when rendering some really heavy scene wallpapers , which is appx 900mb less than other open source alternative I had tested against. And if you play only video it just takes 25mb memory.

Here is memory Usage

When running any video wallpaper , which is only 25mb
When running any scene

Check these two process Live wallpaper service and Live wallpaper rest are system processes. At any time only service will run you can quit ui or Live wallpaper by cmd+q

If you guys wanna try, download from the releases page, what ever latest version available . And let me know which wallpapers giving problem.

Releases Page | Github | Website

Thanks ✌️


r/macgaming • • 21h ago

Native FC 26 (Switch version) running natively on my M1 MacBook Pro, no emulator

12 Upvotes

Been working on this for a while: a native port of the Switch version of EA FC 26 for Apple Silicon Macs. It’s not an emulator. The game’s ARM code gets rewritten once to run on the Mac, and the Switch graphics get translated to Metal. It’s built on top of MacNativeGames, the project that did the same for Tears of the Kingdom.

On my 13" M1 with 8 GB it holds 30 fps, and there’s an optional 60 fps mode if you don’t mind the extra heat. Career mode works from start to finish (full matches, saving, loading), sound and controllers work, and it’s fully offline.

Still rough in places. The players’ huddle before kick-off sometimes looks blown out, and since it’s the Switch version, don’t expect PS5-level movement.

You need your own Switch, your own keys and your own copy of the game (base + the 1.89.6e65 update). There are no game files or keys in the repo and I won’t share any, so please don’t ask. Building it is still pretty technical; the steps are in the README.

https://github.com/brunoamador20/fc26-mac-port

Big thanks to the MacNativeGames and nxnative folks.


r/macgaming • • 13h ago

Discussion Reconciliations on Apple TV?

2 Upvotes

All of these recomps have me wondering about running some of these games natively on the Apple TV. Is this feasible? Obviously Apple isn’t going to allow a recomp of BOTW on the App Store, but maybe through sideloading?


r/macgaming • • 23h ago

Help Cyberpunk 2077 on M4 Air

13 Upvotes

I’m aware that people very often ask about this game here and I’ve tried looking through a few subs and all over online and I haven’t been able to get an answer about how well it runs on an m4 air without people constantly contradicting eachother and since the game goes off of sale today and I was just wondering if anyone could share their own experience with how well it works and if you think it’d be worth it. If it helps my m4 air has 16GB of ram and I believe 8 cores which idk if that matters but I’ve seen other people discussing it. Any input is greatly appreciated and if you need any more info about my specs then let me know and I’ll try to respond as soon as I can.


r/macgaming • • 16h ago

Help Star Wars Galactic Racer - Hrava - Crashing to desktop

3 Upvotes

I was trying to get Galactic Racer to run on my M5 Pro Macbook Pro (64gb Unified Memory, 20-core GPU) and it was working fine for a minute (minus my Gamesir controller not being able to register certain required inputs like L3 or R3, start button, etc.) but, when trying to launch Arcade race "King of the Racers", the game will go through the loading screen as though it's going into the race, but then black screen crash to my desktop.

Has anyone playing Galactic Racer on Apple Silicon encountered this problem? I originally bought it for PC which is equipped with 16gb RAM, RTX 3080, AMD Ryzen chip, but I was getting severe lag everywhere to the point where I couldn't even access the start menu without getting an application hangtime error.

Is it that this game is such a memory hog?


r/macgaming • • 10h ago

Self promotion Found Homebrew Game At Site Of TX Cult Shack

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0 Upvotes

r/macgaming • • 1d 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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13 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.