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 • • 4h ago

News Nintendo's worst nightmare begins as Switch 2 exclusive games start running on PCs and Macs

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616 Upvotes

r/macgaming • • 11h ago

Discussion Bring your own game, get a native arm64 app back!

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693 Upvotes

Been working on a tool that takes games you own (Switch, Xbox 360, PS4, Windows and old 32-bit iOS games) and turns each one into a native arm64 app. About 20+ are playable right now; full list coming with release. When the community fixes their favorite games, I wire the fix into the engine so everyone benefits. Releasing soon. What would you want to see first?


r/macgaming • • 2h ago

Native Cyberpunk 2077 on my M1 - still can't believe it works.

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60 Upvotes

I thought C2077 would be unplayable on my M1 Mini/16 GB, but I was wrong, this port is incredible. I even pushed it a little too far with 1080p resolution; there were some FPS drops here and there, but the fact that this works on the first M chip is crazy.


r/macgaming • • 2h ago

Self promotion MetalSharp Wine 4.0 ; Arm64 Wine with FEX for Free, Forever

45 Upvotes

Access it here: https://github.com/metalsharp/MetalSharp-Wine

Use it in MetalSharp 1.0.0 (7 Months in the Making); https://github.com/metalsharp/MetalSharp/releases/tag/v1.0.0

As usual, thanks for the work Crossover does on Wine to make this possible.

Metalsharp Wine is an Arm64 / Aarch64 / Arm64EC / X86_64 / I386 & WoW64 Wine 11.20 that runs x86_64 and I386 & WoW64 through FEX, requiring no Rosetta to run. It is developer signed / notarized, working on MacOS 26.4 and beyond. It is currently in an early-access state.

Graphics Routes:

- Metalsharp-Developed VKD3D-Proton D3D12 on MacOS with a custom built universal MoltenVK 1.4.3; Tested games include Dragon's Dogma 2, God Of War Ragnarock, PEAK, and more on FL 12_2. Someone got Minecraft bedrock working with this.

- Mullion (Dxmt Fork) including D3D12 FL 12_2 Support, running D3D12 / 11 / 10. It has been tested against God of War Ragnarock, PEAK, Red Dead Redemption 2, and more.

- GcenX Dxvk-Macos; DXVK for MacOS rebuilt as Arm64x dlls for D3D11 / 10 / 9 through Vulkan -> Metal.

- OpenGL: WineMetalGL 3.7.0 for OpenGL 1.0 -> 4.6 on Metal for Older games, including GLES 2 -> 3.2 support.

Included Features;

- Pairs with WineForge to provide Rockstar Launcher / Ubisoft Connect / Battle Net loading (WFDXCompat), Mouse / Full-screen Wine issue fixes, and WFUSync (upgraded Msync).

- Ffmpeg and Gstreamer

- Gecko / Inno-Extract / Java support for normal Windows programs.

- Msync (WFUsync) / Reduced x87 Precision enabled by default.

- Wine Mono 11.3.0 for .Net

- Controller support (Xinput / Dinput)

And much more.

Credits;

Gcenx DXVK - MacOS: https://github.com/Gcenx/DXVK-macOS

WineForge; https://github.com/Alien4042x/WineForge

VKD3D-Proton MacOS: https://github.com/metalsharp/VKD3D-Proton-MacOS

Mullion: https://github.com/dttdrv/mullion

WineMetalGL: https://github.com/metalsharp/WineMetalGL

As usual, it will be free to use, forever. I hope this helps some people and this is my way of giving the community something new and working, without a single dollar needed from your pockets. This is what I love to do. It's that simple. However, I expect to see downvotes for free and open sourced work, and I refuse to be bothered.


r/macgaming • • 17m ago

Native i ported fsr 4 to mac and have already released about 10 updates in the past month

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• Upvotes

I added a new version of FSR 4.1.2 Lite and achieved maximum performance (at least for int8 calculations)(m5-m6)

I also made sure that FSR 4 could be easily downloaded, because last time I got criticized for having a “complicated installation”

I’ll also explain why this is necessary - FSR 3 is just an algorithmю it tries to hide the fact that the resolution is poor. FSR 4 is AI that adds details, and it looks much more like the original resolution. You can watch a video comparing FSR 3 and FSR 4. many people say it’s better to set FSR 4 to performance rather than FSR 3 to quality

In terms of FPS, FSR 4 at balance provides roughly the same FPS as FSR 3 at quality (on m5)

https://github.com/UzenUPoZiTiV4ik/fsr4-native-macos


r/macgaming • • 3h ago

Discussion Lack of details and information about AI vibe coded native game mac ports

15 Upvotes

I am seeing a ton of post and videos of vibe coded mac native ports of games

But i never see detailed info about it is so dam annoying, like anyone care explaining the current situation about these ports? And the current situation of mac native ports? Like the botw and totk native ports, and other platform games ports

Do they run well without stuttering freezes or visual artifacts/glitches ??

Can they be run from start to finish until completed 100%, or the game is gonna brake at some point ?

Wich games really work 100%? Does it even worth the effort to do it? Or the technology is so young that its like Quality Testing rn?

Its so annoying to be flood with these native ports and tools but no info about if they run like their native counterpart, problems, performance issues etc

Due to the lack of this i havent even tried any of those ports i feel they are just garbage and waste of time, every single one of them

Not to mention that people have lost their files, erased their folders or similar bad problems trying to run them


r/macgaming • • 15h ago

Native I got Mario Kart 8 Deluxe running locally on an Apple TV 4K and made a Mac app to help others try it

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147 Upvotes

Started out getting Mario Kart 8 Deluxe running on my Mac, then went down the rabbit hole of getting it running on my Apple TV too.

It’s now running locally on an A15 Apple TV 4K, using a controller. No streaming from the Mac. It uses nxnative⁠ to rewrite the Switch executable and provide the compatibility layer needed to run it on Apple hardware. It isn’t a full source decompilation.

The Apple TV took quite a bit of extra work:
tvOS support and controller handling, including fixing the confirm button also sending you back to the Apple TV home screen.

Texture changes and a Mario Kart specific memory patch to stay within tvOS’s app memory limit.
Shader preparation before gameplay to reduce compilation pauses.

Dropping the game’s rendering and presentation to 720p, which made a massive difference. I’m really happy with how it plays now.

The version tested is Mario Kart 8 Deluxe 4.0.1, with DLC. New tracks can still cause shader compilation stutters on their first run, so this is very much experimental.
I’ve also put together a Mac GUI app to make the build process easier: select your own game files, build a tvOS IPA, then transfer the game data to your Apple TV.

GitHub: https://github.com/ltomo2/nxnative-tv-builder

Mac app download: https://github.com/ltomo2/nxnative-tv-builder/releases/tag/v0.2.0

Upstream nxnative project: https://github.com/seedds/nxnative

For this preview, you’ll need an Apple Silicon Mac, macOS 26.6 or later, full Xcode 27 with the tvOS SDK, your own game dump/update and keys, and enough free storage.
Allow roughly 30GB extra for Mario Kart. You’ll also need a controller and a way to sign/install the app on the Apple TV.
The Mac app is an unsigned/notarized experimental preview. The build/export process has been tested, but the complete Sideloadly installation route still needs verification. Other games aren’t guaranteed to work, and the Mario Kart memory patch is specific to its tested executable.

No Nintendo games, keys or game assets are included. Credit to the nxnative developers for the underlying project. This builds on their work with the Apple TV changes and a friendlier Mac interface.


r/macgaming • • 30m ago

News Got Forza motorsport 6 on mac

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• Upvotes

First download the fh2 port from github who did the forza horizon 2 port and get it configured to run...*NOT MY PROJECT so support the original creator for this amazing translation layer*

https://github.com/fladnaG86/FH2-Port-AppleSilicon/releases/tag/v0.1.7

then go to the fh2 port application and click show packet contents and place file as shown in last picture and paste the d3d12.dll to new one downloaded from link below

https://drive.google.com/file/d/1512kECKDzswmY0T3sR0QNZWU4FoJsRsQ/view?usp=drivesdk

NOTE-

may crash if no controller detected

may crash if graphics changed except antialiasing

Performance is great otherwise...similar to fh2

BRING YOUR OWN GAMES...NO GAME FILES

[Now currently trying to run fm5 and fh3 too similarly]


r/macgaming • • 11h ago

Native NFS Hot Pursuit Remastered running on Mac with NX Native — 60 FPS, 5040×2160, No Pop-in, Analog Trigger support.

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55 Upvotes

Not a vibecoded launcher, just a vibecoded personal build.

Started out just trying to get the Switch version of Hot Pursuit Remastered running on macOS through NX Native. After a lot of debugging and patching with Codex, I’ve ended up with pretty good personal build.

Features:
-60 FPS, with selectable 3840×2160 16:9 or 5040×2160 21:9 internal rendering.

-Virtually no pop-in with 3× model LOD and ground-cover distance, plus expanded foliage buffers to fix trees disappearing during camera pans.

-Long range reflections, also reducing pop-in.

-Analog Trigger support not present in the switch version.

-A ton of fixes for missing shaders, broken lighting, photo-mode crashes and mismatched car-selection graphics.

-Packaged in a self contained app. One click launch through Steam.

This build is far more optimised than the PC port as it is ARM native. The only knock on it is lack of online play and a stretched 21:9 HUD due to running out of AI tokens. I can share a patch kit that chat spat out if you are wanting to do the build yourself.

Credit to the NX Native developers and masagrator/theboy181 for the existing 60 FPS mod this was adapted from. It’s a personal build, but I thought r/macgaming would appreciate the results.


r/macgaming • • 12h ago

Native Native Zelda TotK on Mac and iPad is real, and it's open source

55 Upvotes

This one is wild. Zelda-Mobile runs the Switch release of Tears of the Kingdom (v1.4.3) natively on Apple silicon. The game's ARM64 code executes directly on the Apple CPU, the system services are reimplemented, and NVN graphics are translated to Metal. On Mac you can load saves and play scenes with keyboard or an Xbox controller (with rumble), plus audio, cutscenes and 30/60/90 FPS targets. iPad (M1 or newer) gets touch controls, and the iPhone 15 Pro build reaches the title screen. It's still early: shaders stutter on the first visit to a new area, and not every area holds 60 FPS. The repo is source code only, so you need your own game and keys dumped from your own console. Repo: github.com/OJZen/totk-mobile

Who's trying this on an M1 Air?


r/macgaming • • 22h ago

Native Portal 2 running natively on Apple silicon via static recompilation

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240 Upvotes

With help from Claude/Codex, I statically recompiled Portal 2’s x86 Linux build into native ARM64 code (~125,000 functions translated to C, then compiled). It’s now a native macOS app.

It's playable and performance seems good. I'm still working on it.

Bonus: the same code runs on iPhone at 60 fps, with portals fired by tapping the back of the phone. Video: https://youtu.be/YWX2BeMnlQI

You need to own Portal 2 on Steam and build it yourself (one setup script, ~10-30 minutes the first time depending on your machine). The repo doesn't contain any game files. Please don’t share built apps. This project is unofficial and not affiliated with Valve.

Repo: https://github.com/kanapitsas/portal2-recomp

Claude thought it would take many weeks but we got it done in two days!

Feedback is welcome.


r/macgaming • • 53m ago

Discussion MuMuPlayer Pro kept my refund request under review for months, then said no

• Upvotes

Just wanted to share my experience with MuMuPlayer Pro on Mac, because this whole process has been pretty frustrating.

I paid $72 for an annual subscription on April 24, 2026. That same day, the game I wanted to play kept closing with an “Illegal program has been detected! (110/0)” error. I reported it to support right away and said I wanted a refund if they couldn’t fix it promptly.

They asked for evidence, so I sent it over. After that, I kept following up for months. I asked for updates, asked how long the review would take, and even asked if there was another official support channel I should use. As late as September 2, I was still being told it was under review.

Then, on October 11, they told me refunds weren’t supported. No clear explanation of why my particular request was being refused after all that waiting.

Later that same day, I put all the evidence and the history of my case together again and sent another detailed message asking them to reconsider. All I got back was: “We’re very sorry for the inconvenience. Customer service will forward your latest request to our team today.” That’s my translation of their reply in Korean.

It’s now October 28, and I haven’t heard anything since. No update, no explanation, nothing. After months of following up, I’m honestly pretty pissed off. I went through the trouble of laying everything out again, only to get another “we’ll pass it along” and then silence for over two weeks. I genuinely don’t understand how they think this is an acceptable way to treat a paying customer.

I also tried PayPal, but my dispute was rejected because it was filed more than 30 days after the service was provided. So waiting for the seller’s review didn’t protect me from PayPal’s deadline.

That’s the part that really bothers me. This wasn’t a refund request I suddenly made months after buying it. I raised the issue on the day I paid. I sent the requested evidence and kept asking for updates while support said they were reviewing it.

I don’t know why it took so long, and I’m not saying they deliberately dragged it out. But nearly six months of waiting just to be told no, without a clear explanation, is pretty hard to accept.

Has anyone else dealt with something similar with MuMuPlayer Pro? Did you manage to get a proper response from anyone?


r/macgaming • • 15h ago

Help I’ve been playing with an idea for a macOS app: a cat that lives on your desktop.

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57 Upvotes

The idea is to let you recreate your own cat — their looks, personality, habits, and little quirks. A familiar furry companion hanging out while you work.

I put together a small proof of concept to see how it might feel. It’s still very early, but I wanted to share it and hear what you think.

Would you want a cat on your desktop? How would you interact with it? And which of your cat’s habits would you absolutely want to bring into the app?

I’d love to hear your thoughts and ideas!


r/macgaming • • 38m ago

CrossOver Fix: Metro 2033 Redux next-gen update crashes on launch in CrossOver (D3DMetal), with a one-byte runtime patch DLL and source

• Upvotes

Metro 2033 Redux (next-gen build): CrossOver / D3DMetal launch crash fix

A tiny dinput8.dll proxy that fixes the next-gen build of Metro 2033 Redux crashing a couple of seconds after launch in CrossOver with D3DMetal:

Unhandled page fault on read access to 0000000000000000 at address 0000000140831E55

Cause

The next-gen build renders in DirectX 11 but runs DLSS/FSR on a separate DirectX 12 device, joined by a DX11→DX12 bridge. That bridge needs D3D11 extended resource sharing, and D3DMetal doesn't support it, so the bridge fails. The game correctly marks DLSS as unavailable, but then runs FSR setup anyway, calls into a DX12 device that was never created, and crashes on a null pointer.

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's opcode from 0x80 to 0x83 widens it from one byte to four (cmp byte → cmp dword), so it also sees the bridge-failed flag and skips FSR setup. Both versions of the instruction are 7 bytes long, so nothing else moves.

This is the same bug and the same fix as the one found for Metro Last Light Redux. In 2033 Redux the instruction is at RVA 0x831E1F:

80 3D F5 31 7A 00 00 48 8B D9 0F 85    ->    83 3D F5 31 7A 00 00 48 8B D9 0F 85

Why a DLL instead of a hex edit

Note: if you have a DRM free version you can directly change the bytes in metro.exe

2033 Redux's metro.exe is wrapped in Steam's DRM (SteamStub), and all of its code is encrypted on disk. A hex editor can't find the bytes, and editing the encrypted bytes would just corrupt the exe.

The DLL does the same one-byte change in memory, after the game has decrypted itself:

  • It forwards DirectInput8Create, the only function the game imports from dinput8, to Wine's real dinput8.dll.
  • On load, it starts a thread that waits until all 12 expected bytes are present, then flips 80 to 83. If the bytes never match, it changes nothing.
  • It writes metro2033_fsr_fix.log next to metro.exe on each launch.

The exe on disk and the DRM are untouched, so Steam file verification won't remove it.

Install

  1. Quit the game.
  2. Copy dinput8.dll into the game folder, next to metro.exe. link
  3. In CrossOver, select your Steam bottle, open Wine Configuration, go to the Libraries tab, add dinput8, and set it to Native then Builtin.
  4. Launch the game from Steam.
  5. Check metro2033_fsr_fix.log in the game folder. It should say patched after N ms.

To uninstall, delete dinput8.dll and remove the dinput8 override.

In-game settings

FSR setup is skipped, and DLSS and MetalFX aren't available. Use TSR for upscaling or anti-aliasing.

Compatibility

Built for the metro.exe with this SHA-256 (check with shasum -a 256 metro.exe):

7c35095f27beab83b31914029eca0da07991bba8630ec12ba97eec43ffc60c38

If a game update changes the exe, the log will say expected bytes never appeared (different build?) - not patching, and the crash will come back. The new offset then needs to be found and the DLL rebuilt.

dinput8.dll SHA-256:

b4be51d011b245aca8969e4d55eb42bf05055682f740176f8aed82cd7816f27c

Tested on an M4 Pro with 24 GB, CrossOver 26.3, and the D3DMetal backend.

Build from source

dinput8.c is the full source, about 80 lines. Please read it before running a DLL from the internet.

brew install mingw-w64
x86_64-w64-mingw32-gcc -O2 -shared -s -static-libgcc -o dinput8.dll dinput8.c -Wl,--kill-at

Credits

The root-cause analysis and the 0x80 → 0x83 fix come from the Metro Last Light Redux CrossOver writeup. This project ports that fix to 2033 Redux and applies it at runtime because of SteamStub.


r/macgaming • • 3h ago

CrossOver Got Ghost of Tsushima Director’s Cut running on a base Mac mini M4 (16GB) with CrossOver + the F16C fix

5 Upvotes

Wanted to see if a base Mac mini could handle Ghost of Tsushima, and it actually runs. I made a video showing the whole setup.

My setup:

  • Mac mini M4, 16GB unified memory, 256GB SSD
  • CrossOver 26.3
  • F16C fix from PCGamingWiki (without it the game won’t get past the start)

What worked for me:

  • Medium graphics settings
  • FSR instead of DLSS, since DLSS gave me weird colour issues
  • Frame Generation and Dynamic Resolution Scaling OFF during the first katana pickup animation. Once that works properly you can try turning them on.

Performance will vary depending on your Mac, settings and CrossOver version, so this is just what worked on my machine.

Full walkthrough (setup, the fix, settings): https://youtu.be/J7rb-lJUyoU
F16C fix: https://community.pcgamingwiki.com/files/file/3122-ghost-of-tsushima-f16c-instructions-fix/

If you try it on a different Mac, tell me how it runs. I’m curious how it does on M1/M2/M3 and on 8GB machines.


r/macgaming • • 22h ago

Native Since so many of you asked for this, Here's MetalNX

126 Upvotes

Been using nxnative to run Switch games natively on my M1 Air but the terminal setup was a pain, and there was no easy way to configure settings, so I built a simple frontend around it.

Shoutout to nxnative which made this possible in first place.

MetalNX provides a one click to install, manage and configure your switch games to run natively on mac.

  • Drop in your .nsp, click one button , wait and game appears in /Applications as a mav native,optimised port.
  • MetalFX AI upscaling toggle, resolution scale, 60fps patches
  • 72-game compatibility database built in so you know exactly which update version to download
  • Verifies your NSP before installing so you don't waste time on the wrong dump

Tested on M1 Air running Zelda BotW 1080p at 60fps.
Mario Kart 8 gives locked 60fps on 2k.
These native ports only utilise upto 3 cores but the performance is still amazing.

It auto-detects and applies performance settings according to you mac specs.

Fixed in game-ui prompts for correct xbox button layouts.

Needs your own prod.keysand obviously legally dumped game files ;)

GitHub + DMG download: https://github.com/krushant1122/MetalNX/releases/tag/v2.0.0

Feel free to contribute.

Happy to answer questions!

​
Edit: I see a lot of you are facing issues mainly related to missing dependencies, I am working on the fix. Will update soon~~.~~(FIXED)
Missing .NET Runtime 10.0.14 / Exit Code 131 & 134(FIXED)
Missing collections Module (Hang at Stage 1/7)(FIXED)
Missing Python Modules (lz4.block, capstone, fontTools, backports.zstd)(FIXED)
Git Clone Failed with Exit Code 128(FIXED)
issing spirv-cross Shader Compiler(FIXED)
App Bundle Resources Mistaken for Engine Repository Root(FIXED)

​Edit2: Please download the exact version as specified in the installer, older versions of updates might not work.

Added one click log reports on github, please paste the logs and send a report on git(the logs will be automatically copied to clipboard).

The build was only tested on two machines before, major fixes are on their way.

Please share any errors or bugs you find in dms, I am actively working on them.


r/macgaming • • 1d ago

Game Porting Toolkit Forza Horizon 6 Launcher just released on GitHub in Early Access

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242 Upvotes

Here a GamePlay to show off the graphic capabilities at 3.5K native resolution at Extreme settings ON A M5 PRO NOT A RTX 5080 IN THIS VIDEO!! ,

https://github.com/alexandreunitypro/MetalHorizon-FH6-Mac-Launcher

MetalHorizon: a free launcher to play your own Xbox copy of Forza Horizon 6 on Apple Silicon Macs (no CrossOver) Completely free A Steam version support could be released soon.

Main Focus: The top priority is fixing the stuttering issue due to DRM.

All you need to do is download the launcher and use your Microsoft account press download then the patch will all load automatically almost download and play.

Other than that, the game runs very smoothly with about 95% of features working as expected.

- If the game crashes, please let me know.

- Feel free to request new features or report bugs, and I'll take care of them!

Feel free to support my work on app notarization and help accelerate development.


r/macgaming • • 13h ago

Native F-Zero X running natively on Mac (Apple Silicon). No emulation.

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14 Upvotes

I ported G-Diffuser (a native PC port of F-Zero X) to macOS. Compiled native ARM64, renders through Metal. No Rosetta, no emulation layer. Runs on M1 and newer. Source is public on GitHub.


r/macgaming • • 17m left

Native Does Lego Dimensions work on PS4Recomp for Mac

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• Upvotes

r/macgaming • • 9m left

CrossOver Tested Days Gone on M5 Pro MacBook Pro via CrossOver (Gameplay, FPS Graph & Best settings)

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• Upvotes

Tested Days Gone on my 14-inch M5 Pro MacBook Pro using CrossOver at 1080p resolution to see how well it runs on Apple Silicon.

Mac Specs:

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

Recorded the first 38 minutes of gameplay with a live FPS graph throughout, so you can see how the game performs during exploration, motorcycle riding, combat, Freaker encounters, and intense action sequences.

⚙️ Graphics settings shown at 37:40.

🎮 Gameplay & FPS Test: https://youtu.be/eiZiQ8X05iM

Curious what you guys think of the performance. Anyone else playing Days Gone on Apple Silicon through CrossOver? What settings have worked best for you?


r/macgaming • • 6m left

Whisky Does Dark Souls run well on Whisky?

• Upvotes

I’d like to play the Souls series, but I’m not sure how well they’ll run using Whisky. I have a 2023 MacBook Pro with an M2 chip, 16 GB of RAM, and 512 GB of storage.


r/macgaming • • 1m left

Discussion In the AI Era, is the Gaming Industry going to take Mac Gaming more seriously?

• Upvotes

Love or hate the seemingly endless stream of AI-assisted game and game engine ports that are being posted on this sub on the daily, it would seem that AI is breaking down the technological barriers to porting games from one platform to another.

Is it realistic that at some point in the near future, the pressure coming from unofficial projects combined with decreasing costs / technical ease of porting will mean that game studios start porting more games to the Mac platform?

Or is it all going to end in tears and lawsuits (successful or otherwise)?


r/macgaming • • 8h ago

Native I got clothing and body mods working in native Cyberpunk 2077 on Mac

4 Upvotes

Been working on an app called CyberMac to make installing mods on Mac easier, and I finally got clothing and body mods working!

You can drop mod ZIPs into the app, add clothes as separate inventory items, and change V’s body shape. Should be able to get custom characters soon.

It also handles script mods and keeps backups so you can restore your previous files.

You can check it out here: CyberMac on GitHub


r/macgaming • • 1d ago

Apple Silicon Playing Helldivers 2 on my Mac M5

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116 Upvotes

I'm using Obelisk to do that, an open-source app I've made: https://github.com/Zagrios/Obelisk

EAC is not bypassed: Helldivers2 Easy Anti-Cheat for Linux (the Steam Deck / Proton support), and Obelisk runs the game through a small Linux layer for macOS that I also made: https://github.com/Zagrios/voile-lkd

Ranked Rocket League, Dead by Daylight and many other games work too, and I'm now working on The Finals.

With my settings I get around 40 to 60 FPS using D3DMetal, and I'm working on getting better performance (Using DirectX 11 with DXMT already gives me much better performance, but there are still some rendering bugs, so I'm still working on it)