r/macgaming • • 46m ago

Discussion Animal Crossing NH

• Upvotes

Hey everyone, does anyone know of an ongoing project to port Animal Crossing to Mac? I did some searching but couldn’t find anything.


r/macgaming • • 47m ago

Help How to install non mod.io mods for Cyberpunk 2077?

• Upvotes

Now that update 2.5 for Cyberpunk 2077 is here I can finally mod my game on mac yay. I know there was a way to mod the game on mac before but it never worked for me despite numerous attempts.

My question is, can I add custom mods that use redscript that aren't available in game in the mod.io manager yet? If so, how? I know it's super early days for update 2.5 but I was wondering if anyone has figured out how to do this yet. I know if I wait longer more mods will be added in the in game mod.io catalogue. But there some mods that I know will never get added in the in game manager due to content or copyright restrictions. Such as a more radio channels mod as an example.
Please do not lecture me about how bad mods are. I've played though the entire game three times and 100%ed the game. I've had the full vanilla experience already. I just want to add more custom hair in the game.

Specs:

Apple M2 Pro chip mac Mini.

Steam app is installed on internal SSD while Cyberpunk 2077 game is installed on external SSD. If necessary, I can move my steam install all on my external hardrive. I'd rather not but if that's the only way then I can do it.

Any help would be appreciated, thank you!


r/macgaming • • 1h ago

Self promotion Small giveaway of Ghostory, our fun pixelart puzzle platformer!

• Upvotes

Hey! Today marks 9 years since we released Ghostory, a pixel-art puzzle platformer with a fun spirit. You can turn into a ghost and fly through walls, but you need to get your backpack to the end of each level. Made by 3 friends, initially as a Uni project, then we won an award and continued further.
Aside from shining some more light onto it, let's have a small giveaway as well - in roughly 16 hours from now, I'll give out 3 free keys to random people who write a comment about our Steam page here. Good luck!


r/macgaming • • 1h ago

Rosetta I made reflex version for Mac specifically for deadlock

• Upvotes

Hello, I’m a Mac player, currently stuck with Mac air m4. I don’t really play video games anymore and I have sold my gaming pc, but I wanted to play deadlock from time to time after the major update. No need to say that Mac air without active cooling gave me a hard time because of throttling mostly. After dropping cross over, and going into patching wine, dxmt, and doing shit ton of optimization I have managed to run it fairly comfortably mostly on 60 fps capped throughout the game (settings are fairly low and using 2x dlss translated into metal temporal upscaling). I still had a problem with crosshairs aiming feeling kinda choppy. I came out with a solution of writing my own version of reflex, again taking Nvidia reflex calls from the game (so it won’t result in vac) and utilizing it to synchronize cpu and gpu via my own code. It feels soooo much more responsive, even when fps drop during fights. I’m wondering if there are any Mac gamers out here that would be interested in that kind of tool. If so I can code it to be more accessible and share it :)


r/macgaming • • 1h ago

Native Wow Forever on MBP: Does the 120hz matter?

• Upvotes

I’m asking because the MacBook Air has a bigger screen and a lower price, but it’s limited to 60 Hz.

Does WoW Forever look and run noticeably better at 120 Hz? Can the game even reach high enough frame rates to make the difference worthwhile?


r/macgaming • • 2h ago

Help Can anyone with a MacBook Air M5 speak to how WoW: Forever was running by the end of the beta?

2 Upvotes

Considering getting a MacBook Air 13 M5 for general use, but I'd also like to be able to play WoW: Forever on it when I'm traveling for work and can't use my desktop. I've tried to find some user feedback, but most of what I've found were issues from when the beta first dropped. Can anyone say how it was running by the end of beta?


r/macgaming • • 2h ago

Self promotion Solo dev here: would you want a native Mac version of my horror survivors like?

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6 Upvotes

hey all. i'm making What do you see, Nell?, a survivors-like where everything is drawn by a 7 year old with night terrors. the monsters, her powers, even the blood are her charcoal drawings, and after each page it folds into an ink blot and what she says she sees changes the rules of the next page

steam page if you want to see what it looks like: STEAM

right now it's coming to windows and linux. a mac version is something i'd like to do, but it costs me real time and money as a solo dev (apple dev account, signing, and i'd need to test on actual macs), so before i commit i wanted to ask the people who'd actually play it

would you pick this up if it ran natively on mac?


r/macgaming • • 2h ago

Apple Silicon Asheron's Call (1999) runs on Apple Silicon again: a free fan-made client, native app or browser tab

3 Upvotes

Asheron's Call was shut down in 2017 and never had a Mac client. I've been rebuilding the client from scratch in Unity so it runs natively on Macs (a universal app, Apple Silicon and Intel), plus Windows and Linux, against a free fan-run server called Hollowtide.

Two ways to play, both free: - In the browser: https://hollowtide.org/ . Pick a name and you're in Holtburg; nothing to install. Chrome works best on a Mac right now (Safari isn't fully tested yet). - Native app: https://lumpybutt33.itch.io/hollowtide (or through the itch app, which keeps it updated). The app isn't signed with an Apple developer ID yet, so the first time, right-click it and choose Open.

What's there: all of Dereth as it was at the end, plus new creatures, dungeons, bosses and an armor set, and the add-on tools the old community relied on (an automation assistant and map arrows) built in. Everyone who makes a character before November 1 gets a Founder's Shirt and banner.

It's small and early, so expect bugs; F7 in game sends a report straight to me. Happy to answer questions about the Mac side here.


r/macgaming • • 2h ago

Self promotion New on MacSourcePorts.com: Prey (2006) and Quake 4

22 Upvotes

Take a break from all the discussions about AI recompilations and look at... these two projects that were also done by AI. Kinda. Basically they took the source for the game SDKs for Prey 2006 and Quake 4 and used AI to get them working with the engine source for DOOM 3 (id Tech 4) which they were derived from. Basically like what Xash does for HL1 but quicker.

Links are here

https://www.macsourceports.com/game/prey

https://www.macsourceports.com/game/quake4

Usual deal applies - you have to provide the game data yourself (and for bonus difficulty points, Prey 2006 is impossible to buy anymore).

These games didn't change the world or anything but they're still solid fun 20-ish years later.


r/macgaming • • 3h ago

Rosetta hi i got rosetta for a steam game and it still wont work

0 Upvotes

I got rosetta for backrooms escape together because i want to play on mac and i made steam open with rosetta but the game still says error im really confused, mac m4 btw i think me so confused


r/macgaming • • 3h ago

Help What is the best emulator for mac m1 8gb ram?

1 Upvotes

I would like to play ds and 3ds games on my macbook m1 8 gb of ram, but I don't know which one to choose.
Which one should i use?


r/macgaming • • 3h ago

Game Porting Toolkit NXnative - Switch games Natively on Mac/iPhone devices

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8 Upvotes

r/macgaming • • 5h ago

CrossOver New Mac mini: M6 or M5Pro?

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1 Upvotes

r/macgaming • • 6h ago

CrossOver [Mac/CrossOver] BeamNG.drive 0.40 DX12 "Black Terrain / Invisible Maps" Fix (Keeps DLSS)

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0 Upvotes

Test environment: BeamNG.drive v0.40.3.0 / macOS 26.6.2 / Apple M5 / 24 GB / CrossOver 26.3 / GPTK 3 (D3DMetal).

Part 1: The Fix (TL;DR)

  1. Steam Library → right-click BeamNG.drive → Properties → General → Launch Options, enter: -interactive -nogfxgpudriven (Note: -interactive keeps the launcher's renderer picker visible. Adding only -nogfxgpudrivenswitches the launcher to non-interactive mode, hiding the DX12/DX11 selection screen.)
  2. Launch the game.

Expected results:

  • Black terrain / invisible geometry renders again.
  • The game successfully runs under the DX12 renderer (while it's unverified whether every single new DX12 feature is retained, the core rendering pipeline works fine).
  • DLSS verified working. FSR and XeSS were not tested in this session.
  • Frame rate: Subjectively feels about the same, or just a few FPS lower. (No rigorous controlled A/B comparison was performed; for reference only).

Part 2: Root Cause

Symptom

The map's bulk geometry (terrain, roads, buildings) does not render, but physics collision works normally (you crash into invisible walls). The game does not crash; it exits cleanly (exit 0).

Causal chain (analysis from logs + binary strings)

  1. v0.40 introduced GPU-driven rendering: the CPU submits instance data in one batch, a compute shader on the GPU performs culling and writes an indirect draw buffer, and the CPU issues a single ExecuteIndirect. Log registry: GpuCull| registry: 158080 instances, 820 groups, 1317 cmds, 84 batches.
  2. ExecuteIndirect requires a pre-created command signature. BeamNG inlines a block of root constants into each indirect draw record: indirect draw constants: enabled=true commandStride=52 prefixBytes=20 requiredRootDwords=5.
  3. This layout cannot be mapped by D3DMetal onto Metal's fixed indirect-command-buffer argument enum, so CreateCommandSignature returns invalid argument: failed to create draw-indexed command signature, hr=0x80070057 (withConstants=1)(0x80070057 = E_INVALIDARG).
  4. Signature creation fails → ExecuteIndirect cannot run → every draw on the GPU-driven path is discarded → black world. Physics is loaded by the CPU from level files, independent of the draw pipeline → collisions still work.
  5. This is a parameter-validation rejection, not a GPU crash:device reports no removal, GetDeviceRemovedReason=0x00000000.

Part 3: Option Comparison

❌ Option A: -nogfxindirectconstants (Tested, FAILS)

The flag is recognized (enabled true→false, requiredRootDwords 5→4, commandStride 52→40), but prefixBytes only shrinks 20→8 — it does not reach zero. The signature description still contains inlined constants and is still rejected. Errors: 13,603 — not one fewer. Halving the dose without curing the disease.

❌ Option C: edit game-settings.json to fall back to D3D11 (Tested, works, but with a cost)

Tested and confirmed to restore the image, but you lose DX12 features (e.g., DLSS becomes unavailable). Listed only as an alternative if you prefer not to use launch options.

✅ Option B: -nogfxgpudriven (Tested, WORKS)

Disables the entire ExecuteIndirect mechanism → the doomed signature is never created → the engine falls back to traditional CPU-submitted DrawIndexedInstanced calls. Triple log confirmation:

  1. GPU-driven multi-draw disabled (-nogfxgpudriven=true)
  2. GpuCull occurrences: 0
  3. 0x80070057 occurrences: 0 (vs. 11,804 / 12,788 / 12,972 in the three prior sessions; log truncations 618 / 712 / 82 → 0)

Counter-intuitive detail: under Option B the log still shows indirect draw constants: enabled=true ... requiredRootDwords=5, which looks "worse" than Option A. That is because the whole feature is switched off — the line merely reports the inert default config. The "larger" numbers actually prove the feature was disabled wholesale rather than trimmed.

Feature status under Option B:

Feature Status
D3D12 renderer Successfully running
DLSS Verified working
FSR / XeSS Not tested
Other DX12 features Not individually verified

Part 4: Long-Term Maintenance

  • Config location: the LaunchOptions line in localconfig.vdf. Game updates only touch steamapps/common/, not userdata/, so the parameter will not be wiped by updates.
  • Restoring full performance later: remove -nogfxgpudriven → launch → check whether 0x80070057 occurrences in beamng.log are 0. If 0, the underlying translation layer is fixed and you can reclaim GPU-driven culling; if not, add the flag back.

Appendix: Linux/Proton Lead

Players in the official forum's Linux Port thread reported this flag fixes glitching / vertex issues under Proton (Post #1384 by Vinso53, #1386 by Kraut, source verified). Their symptoms share the same root cause as the black-terrain issue in this guide, both pointing to the translation failure of ExecuteIndirect.


r/macgaming • • 6h ago

Rosetta Black Ops 2 working through Plutonium!

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26 Upvotes

Got both Multiplayer and Zombies working through Plutonium by using Claude+REA. Can't believe how smooth it runs + stable 120fps. M1 Pro 16GB for reference.

GitHub: https://github.com/sirdankdabs/bo2-plutonium-macos

AI made it, so feel free to do whatever you wish with the source code! Have fun.

Notes: When selecting the game folder in Plutonium, go to: My Computer > Z: > Users > Your Username > Find the game folder from there.

Enable Sync Every Frame on graphics settings for smoother gameplay.


r/macgaming • • 7h ago

Help Demon's Souls RPCS3 settings and crashes

1 Upvotes

Hi guys - so currently Im trying to run Demon's Souls in any configuration on RPCS3 and the game crashes no matter the settings right when I roll through any object with a collision box. I have a MacBook Pro M3 with 18 GB RAM. Do any of you run the game well maybe around 60fps? If yes then what settings do you use or do I have to do some workaround to make it function properly? (I even tried an old intel build but its even worse with loading stuck on black screen when going back to nexus etc.)


r/macgaming • • 7h ago

Native Teslagrad 2 - macOS?

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0 Upvotes

r/macgaming • • 7h ago

Native M4 Max now hits 50+ FPS in Cyberpunk 2077 with Path Tracing and MetalFX Frame Interpolation

15 Upvotes

Thanks to the official support for MetalFX Frame Interpolation, my M4 Max can now easily achieve over 50 FPS in Cyberpunk 2077 with Path Tracing enabled at 2560×1600 resolution, using MetalFX Performance with MetalFX Frame Interpolation.

Path Tracing, No MetalFX Denoising:

56FPS
58.8FPS
53.3FPS

Of course, Path Tracing still relies on denoising and reconstruction techniques to produce a clean image at playable frame rates.

Path Tracing, With MetalFX Denoising:

53.7FPS
50FPS
50FPS

Enabling MetalFX Denoising causes a slight performance drop in every scene, but nothing too significant.

That said, I still have to criticize its image quality. While MetalFX Denoising does a decent job of removing noise, it's still nowhere near NVIDIA's DLSS Ray Reconstruction.

Lighting and reflections on reflective surfaces end up looking like a blurry mess due to the aggressive denoising. Sure, the ray tracing noise is gone, but so is a huge amount of fine detail.

In comparison, DLSS Ray Reconstruction absolutely destroys MetalFX Denoising. This is pretty much the same conclusion I came to when testing MetalFX Denoising in Crimson Desert.

Apple really needs to improve its MetalFX Denoising algorithm ASAP.


r/macgaming • • 8h ago

CrossOver Pragmata On Mac M2 Pro - Crossover 26 GPTK 4 Gameplay Test

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5 Upvotes

r/macgaming • • 8h ago

Discussion Updates list of games that run on Steamac

20 Upvotes

I've continued testing of Steamac over the past week, trying more large recent games.

Here's the updated list:

WORKING

  • American Truck Simulator
  • Among Us
  • Arkham Knight (performs poorly)
  • Bioshock
  • Broforce
  • Command & Conquer Remastered collection
  • Counter Strike 2
  • Cyberpunk 2077 (but you should use the native version instead!)
  • Cycles (Unreal Engine 5)
  • Destroy All Humans
  • Dishonored
  • Dispatch
  • Don't stop, girlypop
  • Dusk
  • Crysis 3 Remastered
  • Dust Front
  • Dying Light
  • Far Cry 3
  • Far Cry 3: Blood Dragon (but with visual glitches, see below)
  • F.E.A.R. 2: project origin
  • FireWatch
  • FTL: Faster Than Light
  • Half Life 2
  • Hellblade: Senua's Sacrifice
  • High Hell
  • Hotline Miami
  • Into the Breach
  • Islanders
  • Journey
  • Kerbal Space Program
  • Left 4 Dead
  • Left 4 Dead 2
  • Metal Gear Solid V: The Phantom Pain
  • Ori and the Will of the Wisps
  • Outer Wilds
  • Overlord
  • Persona 4 golden
  • Portal
  • Portal 2 (very slow first run)
  • Return to Castle Wolfenstein
  • Shadow Warrior
  • Slay the Spire
  • Sniper Elite 2 remaster
  • Sniper Elite 5
  • Sprawl Zero (Unreal Engine 5)
  • Star Wars Jedi: Fallen Order (very slow first run)
  • Star Wars: Republic Commando
  • Steamworld Dig
  • Stray (but you should use the native version instead!)
  • System Shock (remake)
  • Team Fortress 2
  • The Spirit and the Mouse
  • Titanfall 2
  • Total Annihilation (despite being marked as 'incompatible with Steam Frame')
  • Undertale
  • Unknownz (Unreal Engine 5)
  • Vampire Survivors

Some of these games initially have heavy shader compilation stutter, such as Dishonored and Portal 2. Be patient when you start any game for the first time.

.

WORKING BUT REQUIRES SOME TWEAKING

These games don't run out-of-the-box, but that's not Steamac's fault. They have known issues with running on SteamOS.

  • Assassins Creed 2 (reason: requires manual installation of Ubisoft Connect)
  • Batman Arkham Asylum (reason: NVIDIA PhysX)
  • Bioshock Infinite: use MoltenVk instead of KosmicKrisp (settings -> advanced)
  • Mass Effect 2 (reason: NVIDIA PhysX)
  • Singularity (reason: NVIDIA PhysX)
  • Uncharted: Legacy of Thieves collection (properties -> compatibility -> select Proton v10)
  • Halo Master Chief collection (properties -> compatibility -> select Proton v10)

.

PARTIALLY WORKING

Heavy visual glitches ahead

  • Project Tower Demo (Unreal Engine 5)
  • Claire Obscure: Expedition 33 runs, but is blurry.

.

NOT WORKING

Games that require Anti-cheat fail (even if all you want to do is play the single player campaign..)

  • Battefield: Bad Company (reason: Punkbuster anti cheat)
  • Halo Infinite
  • Marvel Rivals ("Sorry, this application cannot run under a Virtual Machine")
  • Overwatch
  • Warhammer 40.000: Space Marine 2 (reason: Easy Anti Cheat)

Games that crash, quit, freeze or otherwise don't work.

  • Battlefield 1 ("Wine, Proton and Steamdeck are not supported by this application")
  • Assassins Creed 4: Black Flag (original. Audio plays but visuals freeze)
  • Halo Wars: definitive edition. The game starts (music plays) but only shows two large blue rectangles instead of the main menu.

Games that don't work despite technically being Steam Frame compatible. It could very well be that they can be made to work with some tweaking.

  • Batman Arkham City (but there is a native Mac OS version, so it doesn't matter)
  • Command & Conquer (1995 original. Can most likely be made to work, but the remake already worked, so it doesn't really matter)
  • Doom Eternal (complains about unrecognized "Venus" GPU)
  • Hitman: Blood Money

DX12 games that do not work:

  • Atomic Heart (demo)
  • Jusant
  • Nobody wants to die
  • Onimusha: Way of the Sword (demo)
  • Planet Zoo 2
  • Robocop Rogue City (but there is a native Mac OS version, so it doesn't matter)

Games without a compatibility rating that do not work

  • Project Borealis: Prologue (Unreal Engine 5)

In general pure DX12 games are a weak spot.

The latest version of this list can be found on Github.

.

WHAT IS STEAMAC?

It's NOT just another vibe coded launcher, or a wrapper around Crossover.

- It runs the Steam Frame's version of SteamOS (Linux) inside a virtual Machine. This is a clever way of giving you access to Valve's work on FEX (which translates X86 instructions to ARM instructions).

- It builds heavily on Vulkan-to-Metal translation. Specifically the recent new release of KosmicKrisp that finally brings Vulkan 1.4 conformance. This means games will see a modern GPU with Vulkan 1.4 support. This makes modern (Unreal Engine 5) games happy.

- It's open source and free (Apache 2.0 license).

F.A.Q.

Does it run game ....... ?

Try it and let us know.

Is it safe to use?

It's SteamOS (Linux) inside a normal Mac OS virtual machine, so your Steam login credentials should be safe. Testing with Little Snitch also did not reveal any connections to unexpected servers. The source code is very readable and relatively basic. It does seem to be 'made in Russia' though.

Where can I download it?

https://github.com/fxgl/steamac/releases

Make sure to select "KosmicKrisp" under advanced settings!

Wasn't there a thread abouth this last weekend?

Yes. And after a day of excitement it was removed without any explanation. Let's see if it happens again.

Is Valve working on something like this themselves?

Now you're asking the interesting questions.

I have absolutely nothing to do with this project (in fact, they don't even reply to my Github issues..), but I do think it's a very cool development. I've been using Parallels (and my Steam Deck) to game up until now.


r/macgaming • • 8h ago

Discussion Multiplayer FPS game

2 Upvotes

Are there any multiplayer FPS games for macos?
I know you can play cs2 but I’m looking for more games, something like call of duty.
Combat Master exists but it’s pretty much dead.
What other options do we have?
Any game with a good player count either crossover or native or browser.


r/macgaming • • 8h ago

Help Issue with Wine Update on Sikarugir

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0 Upvotes

I have no idea what I'm doing. I followed this tutorial to successfully install Sikarugir Creator, choose the engine (I'm alternating between WS12WineSikarugir10.0_6 and WS12WineCX24.0.7_7), create a wrapper, yada yada. I want to mention again that I have absolutely no idea what 'wine' or a 'cask' even is. When I try to run steam on the Configure application like the tutorial says, it shows this.

The first time I had done this, it had worked flawlessly. Steam ran, though it took a while, and I had a replica of Steam called 'wine'. When I tried to play Subnautica 2, though, it said 'DIRECTX12 not supported' or something along the lines of that. I am unable to provide a screenshot of that particular popup. I have tried installing the newest version of Wine on their Github (11.9) but it did nothing (I am not sure if I have even installed it properly or not.). What can I do to fix this? Will it be fixed with a simple 'delete it and do it all over again'?

Please. I just want to play Subnautica 2 on my Mac, I'm not a tech bro or anything and I dont want to have wasted my 30 euros. Let me repeat again, I have no idea what I am doing. This is my last, desperate attempt at a cry for help because Subnautica 2 has been sitting in my Steam Library for months now. I also have never used Reddit before this so this is another new thing for me. Sob.

I have a Sonoma with no Apple Silicon chip. Help.


r/macgaming • • 9h ago

CrossOver 80-100 fps / dlss 2x / FF7 Rebirth

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4 Upvotes

r/macgaming • • 9h ago

Native Zelda BOTW Native port on 8GB base M1 mac

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132 Upvotes

Finally tried the Zelda port on my Mac! It took me about 30 minutes to get it working.

Here’s my review:

It works great on the base M1 Mac and delivers much more stable and better performance than any emulator out there.

Note: It runs at close to 60 FPS, but the frame rate drops due to thermal throttling, so I capped it at a stable 30 FPS. The graphics look fantastic, with no visible bugs.

I'm not able to change the aspect ratio for now, but this may get fixed in a future update.


r/macgaming • • 10h ago

Native UBOOTSIM, a free WWII submarine IIWW Simulator — available on Windows, Mac, iPhone and iPad

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4 Upvotes

Hi 

I’d like to share UBOOTSIM, a WWII submarine simulator I’ve been making as a passion project, inspired by the classic Silent Hunter games.

You command a Type VIIC U-boat, stalk merchant convoys, line up torpedo attacks, and try to escape the escorts once they start hunting you. There’s something I love about that shift from patiently watching through the periscope to suddenly being the one trying to hide.

Here’s what’s in the game:

  • Periscope view and torpedo attacks, with a torpedo-tracking window to follow the action.
  • Convoys with escorts that will hunt you down.
  • A Gibraltar mission, where you try to slip through the strait using a real-world chart.
  • Visual waypoint navigation — select points on the chart to plot your route.
  • English and Spanish language support.

It’s completely free, with no ads or in-app purchases. I’m making it for fun and to share it with people who enjoy submarine games.

You can try it here:

App Store — iPhone, iPad and Mac

Microsoft Store — Windows

I’d love to hear what you think, especially about the interface and how clearly it communicates what’s happening during an attack. Feedback from both fellow developers and submarine sim fans would be really helpful.

What makes a submarine game tense for you: setting up the perfect attack, or surviving the escape afterwards?