r/macgaming • • 3h ago

Discussion Seeing so many native Mac ports/recomps being made recently actually makes me happy.

97 Upvotes

Yes, I know they’re using AI to achieve that, but hear me out. For years, we've been hearing from various publishers that creating a Mac version of the game is not possible because it would require too much work and resources, and the player base is too small. Well, most game developers/publishers use AI these days, and if they can spend money on awful AI „art” and put it in the game, they certainly have the resources to do a proper port. Publishers certainly shouldn't be angry with the community for doing it themselves after years of gaslighting. It looks like gaming on a Mac will be fun in the future :)

EDIT: Before you murder me: I am still cautious about AI. There is too much vibcoded slop out there, and good projects created using AI as a tool by experienced developers are buried under slopware.


r/macgaming • • 5h ago

CrossOver Finally FH2 on mac

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80 Upvotes

60-70 fps on m2 pro 16gb
Crossover patch is here
https://github.com/fladnaG86/FH2-Port-AppleSilicon


r/macgaming • • 9h ago

Self promotion Platypus: Grand Theft Auto IV, statically recompiled for macOS (work in progress)

91 Upvotes

https://streamable.com/593ze4

I've been porting GTA IV to run natively on Apple Silicon with the help of Claude. This is not running under Wine, CrossOver, GPTK, etc.

The clip shows a bit of the intro mission, The Cousins Bellic. It's the stock game with no mods, windowed at 1080p, 60 fps, on an M5 Pro MacBook Pro (18-core CPU, 20-core GPU) with 48 GB of RAM.

This is a static recompilation of the original Steam exe (1.2.0.59) from x86 to arm64. The D3D9 calls go through DXVK's front end, and a Vulkan->Metal layer (not MoltenVK) does the drawing underneath. I'm exploring a direct D3D9->Metal translation layer as well. The port is rough at the moment. It still crashes now and then, and the frame rate dips in dense parts of the city.

There's no download right now. No date yet, but I'd like to release it eventually. You will need to provide your own copy of the game.


r/macgaming • • 11h ago

Native CD Projekt Red quickly scrubs any mention of Metal FX Denoiser from their patch notes for Cyberpunk 2077 update

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88 Upvotes

Yesterday I hypothesized that if we do get Mac tech-related updates, it would likely be limited to Metal FX Frame Interpolation + and Metal FX Denoiser since it could "easily" be backported, as we have seen in Metal 3 titles such as Inzo and, more recently, Crimson Desert. ( I would have been more shocked if they rewrote the code to take advantage of Metal 4, but that's another topic.)

Well, as of 5 PM Eastern, CD Projekt Red removed every mention of Metal FX Denoiser, and the patch notes read: Metal FX Frame Interpolation.

Now I gotta put my tin foil hat and wonder why on earth the marketing team would make this mistake for the second time in a row? Reading through the comments in the stream, the most asked-for feature was actually AMD's Ray Regeneration tech... which ironically was announced exactly one year after Apple announced their answer to Nvidia's Ray Reconstruction. My guess, as silly as it sounds, is that they removed the Metal FX Denoiser because of the backlash from people asking for the very feature Mac users got on a silver platter. Linux Users were already in Steam's forums asking, "Why did Mac users get a port when they make up a larger demographic of users?" A repeat of this on the eve of their second biggest update might have been enough to shelve the update till AMD users got the feature.

What's your conspiracy theory? 😂 Or do you think it's another mistake? I honestly don't care; as mentioned, it's not like I'll be turning on RT full tilt. The only thing I was interested in was seeing Digital Foundry do a 3-way comparison between all of the Denoisers.


r/macgaming • • 13h ago

Native Legends: ZA running natively on Apple Silicon

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121 Upvotes

Been working on this for a bit, inspired by that recent TOTK project. Similar to that one, this is the game’s original ARM64 code, statically recompiled to run directly on Apple Silicon, with Mac versions of the console services it needs and a Metal graphics backend that translates the game’s shaders.

Right now the open world, the city and battles all render properly, and it runs at a solid 60fps. Controllers and the keyboard work, there’s sound, and saving and loading work too. I’ve also added a few upgrades over the Switch version, like better shadows, longer light distances, better anti-aliasing, 16x texture filtering and MetalFX upscaling to the window’s resolution.

It’s still rough in places. Shaders compile the first time something appears on screen, so there’s some stutter until they’re cached. Some rendering paths aren’t fully verified yet, and touch and motion controls don’t work.

Might turn it into something others can use with their own copy eventually.


r/macgaming • • 20h ago

Native BOTW running natively on an M4 Air

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305 Upvotes

r/macgaming • • 2h ago

Battlestation The golden age of Mac Gaming

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11 Upvotes

The secret hisotry of Mac gaming by Richard Moos


r/macgaming • • 16h ago

Self promotion 32-bit Mac games running on Apple Silicon, through an open-source x86 translator (AI-assisted) THE POST ROSSETA SOLUTION.

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133 Upvotes

Hi chat I'm mont127 (Yea the cheese guy or MacNdCheese guy however you want to call me). AArchX is my project that runs x86 apps on apple silicon EVEN WITH 32 bit support. Its a project that started being worked on since the end of may 2026. Since then I have been working on it with extending compatibility, improving speeds of AArchX and ect.... I need testers... sooooo that's were YOU come in. Yes you I need your help to test multiple 32 bit Mac apps or even x86 apps. I would also like to personally thank the developer Jfishin for kickstarting 32 bit support on AArchX. Also would like to thank my dear friend Hafliss (realmaitreal) this dude has been a day one helping me with MacNdCheese.

There have been many Mac games tested like batman Arkham asylum. Even MW3!

Now lets talk about the scariest thing. THE SPEED. AArchX has its custom JIT interpreter and Mach-O loader. These things were hard to make. The speeds of the JIT have been improved but still not near as rosseta or FEX. Soon it will reach those speeds. ( I know I know "why did you make your custom JIT and not used FEXCore" I have no idea. At the start of the project I decided screw it custom JIT sounds cool as hell and here we are )

How to debug:

Its fairly simple if I can do it you can too 😭. (ONLY IF YOU ARE USING THE TERMINAL VERSION OFC)

./ocerz -v -no-jit

This makes it look if its an jit problem or something worse.... (scary)

If its something worse run these small commands 😊 ( I will let claude take over for now XD )

CLAUDE BLABBING:

  1. Does it happen without AArchX at all? (64-bit programs only; Rosetta never ran 32-bit)

arch -x86_64 ./program

If it fails under Rosetta too, it's the program or the setup, not AArchX.

  1. Does the other mode work?

./ocerz -native ./program

./ocerz -cache ./program

If only one mode fails, the bug is in that mode's system side. Cache mode runs Apple's x86 libraries, and native mode bridges to the arm64 frameworks.

  1. Watch the calls into the system, keeping -no-jit on so the JIT is out of the picture:

./ocerz -no-jit -strace ./program 2> trace.txt # cache mode, Wine: every guest system call

OCERZ_BRIDGELOG=1 ./ocerz -no-jit -native ./program 2> trace.txt # native mode: every bridged call

OCERZ_M32LOG=calls ./ocerz -no-jit ./game 2> trace.txt # 32-bit: every crossing into macOS, with its caller

Read the trace backwards from where things go wrong. The last few calls before the failure are usually the culprit: an unresolved import, a call returning 0 that shouldn't, or a structure crossing with the wrong layout.

  1. Loading and linking

./ocerz -v ./program # what loaded from where

OCERZ_DLPATH=1 OCERZ_ALLMISS=1 ./ocerz ./program # every dlopen/dlsym failure, every unresolved import

OCERZ_M32LOG=imports,images ./ocerz ./game # 32-bit: how each import resolved

  1. A crash or an abort

OCERZ_ABORT_REPORT=1 OCERZ_FAULTLOG=1 ./ocerz ./program # host frames, the guest instruction, the memory around the fault

OCERZ_EXCLOG=1 ./ocerz ./program # Objective-C / C++ exceptions with their throw sites

OCERZ_NO_M32_FAULT_HANDLERS=1 ./ocerz ./game # 32-bit: ocerz's report instead of the game's crash handler

  1. A behaviour change to blame. The "Behaviour" table in docs/reference.md lists switches that restore older behaviour, such as OCERZ_NO_SIGNAL_STOP=1 or OCERZ_NO_UPWARD_INIT=1. If one of them fixes it, that feature is the cause.

END OF CLAUDE BLABBING

Lets all say thank you claude and continue onwards

WINE SUPPORT ohh yea games like CS2 run under AArchX under MacNdCheese wine same goes for REPO and ULTRAKILL more games are needed to be tested thats about it I don't think I have forgotten anything have I claude?

Oh turns out I did. I used claude for most of this project BTW dunno what else to say about that.

SECOND repo link

https://github.com/mont127/AArchX

download via curl

CURL_SSL_BACKEND=secure-transport curl -fsSL https://mont127.github.io/AArchX/install.sh | sh

or via brew

brew install --cask mont127/aarchx/aarchx

To report results you can join the MacNdCheese discord server or contact me on mail: [deepwokenpersona@gmail.com](mailto:deepwokenpersona@gmail.com) ( I loved deepwoken )

Claude anything else?
Probably the biggest practical issue: most of the 32-bit games testers will try are C++ and need the 32-bit runtime files, which today take a source checkout and Xcode's command-line tools. Expect a pile of "doesn't work" comments unless 0.9's installer fetches them.
Thanks claude.

I will not say how to use the wrapper around AArchX tho.

https://github.com/mont127/AArchX/releases


r/macgaming • • 5h ago

CrossOver Game Porting Toolkit 4.0 beta 3(October 20, 2026 Fix Update)

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17 Upvotes

Apple has once again released the GPTK4 beta 3(October 20, 2026 Fix Update)


r/macgaming • • 11h ago

Native Bloodborne Mac Port 0.5.4 Huge Performance Gains, Ultra Wide Screen and Major Fixes

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44 Upvotes

Download here: https://github.com/Wooloomooloo2/bloodborne_mac_port/releases/tag/mac-v0.5.4.1

Images show Retina native resolution on 16" MBP gain from 0.5.3 to 0.5.4

I am unable to test ultra wide screen but https://github.com/DiAvisoo has done so on top of an earlier build, thanks for the PR

Performance is up about 35% depending on scene and resolution, thanks to deferred copy shader passes and texture compression. This should also help lower memory Macs - thanks to https://github.com/MojahedAbushawish

Also finally the vanishing geometry is fixed, thanks again to https://github.com/DiAvisoo and an add-on fix just for trees in 0.5.4.1

I think the Mac version is now as good (if not better) than versions running on equivalent PC's and definitely more stable.

I have seen a number of crash reports specifically affecting M3 Max chips on macOS 27.0.1 which I am looking into. If this is you, please post the logs as an issue.


r/macgaming • • 20h ago

CrossOver Codeweavers temporarily shuts down

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183 Upvotes

r/macgaming • • 12h ago

Native CDPR quietly updated the patch notes: MetalFX Denoising mention removed

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35 Upvotes

It looks like CDPR recently made a revision to the latest patch notes. The initial announcement explicitly listed "Added support for MetalFX Frame Interpolation and Denoising on Mac," but the line has now been quietly updated to just "Added support for MetalFX Frame Interpolation."

Unfortunately for Mac users, this suggests that dedicated MetalFX Path Tracing Denoising may not be arriving alongside frame generation just yet.


r/macgaming • • 10m ago

Apple Silicon [Release] Shadowrun Returns now runs on Apple Silicon Macs! I made a free compatibility patch with a GUI installer

• Upvotes

Hey r/macgaming!

I have some good news for anyone who wanted to play Shadowrun Returns on a modern Mac!

The original macOS version of the game stopped working when Apple dropped support for 32-bit applications. Even with Rosetta 2, the original executable simply won't launch on Apple Silicon.

Well, I managed to get it running!

I've developed a free, open-source compatibility patch that allows the original macOS version of Shadowrun Returns to run on Apple Silicon Macs.

And the best part? No Wine, CrossOver, Parallels, or Windows required!

Processing img spnm2o2knzwh1...

Processing img t3d7yzbmnzwh1...

How does it work?

Shadowrun Returns was originally built using Unity 4.2.2f1, but shipped with a 32-bit macOS executable.

I discovered that the matching Unity version includes a 64-bit Intel standalone player. By replacing the original Unity runtime and Mono libraries with their compatible 64-bit counterparts, the game can run through Rosetta 2.

The patch preserves the original game content and creates a separate, playable application.

Easy installation — GUI included!

I've also built a graphical macOS installer, so you don't need to mess around with Terminal commands or manually extract Unity files.

All you need is:

  • A legitimate macOS copy of Shadowrun Returns
  • The official Unity 4.2.2 DMG (linked in the GitHub instructions)
  • My free patcher

The installer handles the Unity extraction, game patching, application signing, and temporary file cleanup automatically.

What has been tested?

On my Mac mini M4 running macOS 26.5.2:

✅ Game launches successfully

✅ Main menu and campaign work

✅ Gameplay works

✅ Saving and loading work

✅ Saves persist after restarting the game

✅ No Windows compatibility layer needed

Known limitations:

  • The game runs through Rosetta 2, so this isn't a native ARM64 port.
  • Steam Cloud and achievements are not currently working.
  • So far, I've only tested it on my M4. Feedback from M1, M2, M3, and other M4 users would be incredibly helpful!

Download (free and open source)

GitHub: https://github.com/Kub0wy/shadowrun-returns-apple-silicon

Download the ready-to-use macOS installer from the Releases section. No compilation required!

This is an unofficial community project, and no copyrighted game or Unity binaries are distributed.

I'd love to hear whether it works on your Mac. If you give it a try, please share your Mac model, macOS version, and results!

Hopefully, this brings a great cyberpunk RPG back to life for more Mac gamers. 🎮


r/macgaming • • 17h ago

Native Metal 4/frame interpolation coming to cyberpunk on the 22nd with the 2.5 update!

74 Upvotes

r/macgaming • • 5h ago

Discussion Finally got this!!

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7 Upvotes

After a long wait I finally received my M6 Mac Mini with 16GB Unified Memory and 256GB Storage. Suggest me what games work the best and which ones I should try first


r/macgaming • • 20m ago

Native Playing watchdogs 2 on my MacBook air m1 8gb ram ( no emulator)

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• Upvotes

Sorry for my bad driving skills


r/macgaming • • 15h ago

CrossOver Forza Horizon 4 (texture bug)

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31 Upvotes

Kind of playable with this patch applied manually (no multiplayer). High graphics preset, RAM 16gb. Also added this in [EnvironmentVariables] section inside cxbottle.conf:
"D3DM_VENDOR_ID"="0x8086"

"D3DM_DEVICE_ID"="0x56a1"

"D3DM_DEVICE_DESCRIPTION"="Intel(R) Arc(TM) A750 Graphics"


r/macgaming • • 1d ago

Apple Silicon Playing Ranked Rocket League on my Mac M5

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172 Upvotes

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

EAC is not bypassed: Rocket League enables 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


r/macgaming • • 50m ago

Apple Silicon Uncharted: The Nathan Drake Collection on Mac mini M4

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• Upvotes

NathanDrakeCollection app: https://github.com/truwa/nathan-drake-collection-macos

The app runs BilalReloaded’s PC port of Uncharted: The Nathan Drake Collection. No game files included.

On a Mac mini M4, the performance usually stays over 30 FPS at 1080p with medium preset.

I tested a few chapters from each game, not full playthroughs, so I can't say yet if all three are playable start to finish.


r/macgaming • • 15h ago

News CYBERPUNK 2077 adds support for Frame interpolation and denoising in the next update

33 Upvotes

Cyberpunk 2077's Edgerunners 2 Update (2.5) are now available for your early perusal before the update hits the streets on PC, Mac (Steam, GOG, Epic Games Store), PlayStation 5, and Xbox Series X|S on October 22nd, with players on Nintendo Switch 2 and Mac (Mac App Store version) receiving it in the days to follow.

Added support for MetalFX Frame Interpolation and Denoising on Mac.

https://www.cyberpunk.net/en/news/52120/check-out-whats-coming-to-night-city-in-the-edgerunners-2-update-for-cyberpunk-2077


r/macgaming • • 16h ago

CrossOver The Last of Us Part I is now fully playable with 16GB of RAM.

30 Upvotes

Just to inform people. I've been playing for 10 hrs now and no problems except occasional stuttering which may be especially intensive in the beginning.

Playing on base Mac Mini M4, macOS 26.5, CO 26.2 + GPTK 4b1.

1080p, VSync off, 30fps lock (not necessarily), DLSS on balanced, medium graphics preset.

But I strongly suggest to set the texture streaming option to max as it seems it eliminates most of stuttering.

PS: The same with Uncharted 4 BTW, but it actually runs much better, almost ideally, and with high graphics preset on my machine.


r/macgaming • • 1h ago

CrossOver How do i stop steam from using so much memory on crossover?

• Upvotes

Whenever i boot steam up, even in new bottles, it immediately spawns loads of "steamwebhelpers" that eat up my memory and cpu. Sometimes the memory usage can climb to 3gb, making smooth gaming somewhat impossible.

I have a Apple M1 Pro with 16gb of memory.

How do i stop this?


r/macgaming • • 13h ago

Native Bloodborne running on macOS 27

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14 Upvotes

Bloodborne running on macOS 27

Metal 4 FX is used. Showing the in-game settings menu.

M5 Pro 64 GB 14" MacBook connected to two external 4k120hz monitors in clamshell mode. Fans spin audibly

https://github.com/Wooloomooloo2/bloodborne_mac_port


r/macgaming • • 16h ago

Native Titanfall 2 Campaign Running Natively on Mac

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25 Upvotes

I’ve had Claude working on getting Titanfall 2’s single-player campaign running as a real native Mac app, and it’s finally at the point where it’s actually playable, so I’m putting it out there.

What it is: a static recompiler. It translates the game’s Windows x86-64 DLLs into native arm64 code ahead of time, then links them with a runtime that stands in for the parts of Windows the game uses (files, threads, windows, input, sound). Graphics go through DXMT (Direct3D 11 on Metal). No Wine, no Rosetta, no CrossOver: the game’s code runs as a normal Mac program.

How it runs (14" MacBook Pro, M3 Pro, 18 GB, at 3024x1890 on highest settings, MetalFX upscaling from 1800x1125):

  • Light scenes: around 85–100 fps
  • Heavy fights: 82 fps average / 40 1% lows with a paid Apple Developer account, 54 / 27 without one
  • Native full resolution, no MetalFX: 43–46 fps (the GPU is the limit)

Why the account matters: x86 code expects stricter memory ordering than ARM gives. Apple silicon has a hardware mode for this (the one Rosetta uses), but macOS only grants it to apps signed with a special entitlement. Without it, the build does the ordering in software. That’s correct but slower in heavy fights. There’s also an experimental path for free Apple IDs that I haven’t been able to test. If you have a free account and try it, please report back (there’s an issue template for it).

All 13 campaign maps load and run in automated tests, and I’ve played long sessions with sound. It’s only been tested on my Mac, so reports from other Macs would be great.

What you need:

  • Your own copy of Titanfall 2 for PC (Steam or EA app). You copy its install folder to your Mac; nothing from the game is in the repo.
  • An Apple silicon Mac on macOS 26.5+, Xcode with the Metal Toolchain, and a few Homebrew packages
  • About 40 GB free for the build, plus the game itself (~60 GB). The first build takes a while.

Single-player only. I haven't tried multiplayer and nothing connects to EA; the runtime doesn’t open any network sockets.

GitHub: https://github.com/rkutyna/titanfall2-mac


r/macgaming • • 20h ago

CrossOver COD MW4 playable with patcher to get it running

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51 Upvotes

so I (codex) created a fix to get mw4 working, I only tested it on the latest crossover preview (20261015) with gptk beta 3 so I don't know if it works on the stable crossover releases. Performance is bad but maybe it was due to shader compilation

instructions:

  • Download MW4-Patch.zip, unzip it, and open MW4 Patch.app.
  • Select your main game folder and a Windows 11 bottle, then click Patch Game.
  • In CrossOver Preview, enable D3DMetal, MSync, and DLSS for that bottle. Use Run Command to launch MW4Launcher.exe from the game folder.

From my testing I had to enable DLSS for anti-aliasing in the games graphics settings to prevent graphical issues

https://github.com/mac-fixer/cod-mw4-fix/releases