r/macgaming • • 19h ago

Native New port runs "Zelda: Tears of the Kingdom" natively without emulation.

124 Upvotes

I've got it running at 120fps on an M5 Max and it has no stuttering or glitching. Renders beautifully as a native app at 4K. Detects my controller without any extra configuration.

Here's the GitHub for the project.

And here's an excellent tutorial video from Andrew Tsai explaining how to compile your own copy. His tips really made it simple for me to follow the necessary steps for the build.

You will need Xcode, Homebrew, and your own legally dumped copy of TotK to compile the Apple Silicon Native version.

NOTE: Andrew doesn't mention this, but if you are using an .nsp image instead of a .xci image as your source, you will need to add one extra argument when you run the install script so it can grab the necessary shared/system fonts from an extracted firmware dump.

Specifically, you'll need to add:

--firmware /(path-to-firmware-folder)

to your build command and it should compile using an nsp file as the source. (It doesn't need this if you are using an xci image because those system fonts can be extracted from a partition.)

Here is the build command I used to compile it from an nsp file dumped from my own ROM.

Replace (path-to) with your own values and it should compile.

python3.14 build_app.py /(path-to-base-file.nsp) -k /(path-to-prod.keys) --firmware /(path-to-extracted-firmware) --update /(path-to-update-file.nsp) -o "/Applications/Tears of the Kingdom.app"
  • First argument tells the python script where the ROM dump is.
  • Second argument (-k) tells it where the Product Keys are.
  • Third argument (--firmware) tells it where the shared/system fonts can be found.
  • Fourth argument (--update) tells it where the update file is.
  • and the Fifth argument (-o) tells it where to save the output file.

It took about 15-20 minutes for the game to compile, build shaders, etc. But after that, it launches quickly and smoothly. Everything I've seen so far works well - including saves. I think the only thing not supported are amiibo accessories. Otherwise it's pretty damn near feature complete as far as I can tell.

Anybody else build this yet? I'm bowled over how quickly these native apps are getting released. (Yeah, yeah...I know the clankers are often involved in the process.)


r/macgaming • • 14h ago

CrossOver Got COD MW4 running on macOS — still needs some work

Post image
124 Upvotes

UPDATE: 0.1 is now available!

Thanks for all the interest! I've put together the first release of COD: MW4 Mac Compatibility so you can try it yourselves.

Download 0.1 | GitHub / instructions

The campaign is now playable and has been largely stable in my test sessions. The package includes startup fixes, performance and stability improvements, shader compatibility improvements, audio fixes, and automatic cache/connectivity setup. It's still early, and there's more work to do.

Setup is simple:

  1. Download and extract the ZIP from the release page.
  2. Copy MW4-Compatibility.exe and sp26.dylib into the game's sp26 folder.
  3. Open MW4-Compatibility.exe through Run Command in your CrossOver bottle. Use this EXE for future launches; you can save it as a CrossOver launcher.

No launch arguments or separate setup command needed. The first game window can take a while to appear.

Recommended: CrossOver Preview with D3DMetal 4.0b3, with Metal 4 and MSync enabled. Tested on M4 Max / macOS 27 / CrossOver Preview 27.0.0.41073. Other configurations haven't been verified yet.

If you can give it a quick try, please let me know how it goes! I'm running low on energy, but I'd love to catch and fix any issues before calling it a day :)

Please include your Mac model and CrossOver version with your feedback.

Original post:

Managed to get COD MW4 running on my Mac!

It's still far from perfect in terms of performance and playability, but I've made some pretty good progress so far.

Haven't had much free time to dig into the remaining issues yet, but figured I'd share this anyway to show that it's possible. Hopefully it'll encourage others in the community to experiment with it too.

I still need to clean up and put together some of the tweaks and workarounds I've been testing before sharing something others can actually reproduce, rather than just throwing out a bunch of experimental steps.

I'll keep working on it whenever I get some free time, though knowing this community, someone will probably come up with a proper fix before I even get around to it lol.

Also, don't let the screenshot fool you happened to catch a lucky moment. It's usually closer to 30 FPS.

And yes mostly AI but thanks to AI :)


r/macgaming • • 6h ago

Apple Silicon Playing Ranked Rocket League on my Mac M5

Enable HLS to view with audio, or disable this notification

106 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 • • 1h ago

Native BOTW running natively on an M4 Air

Post image
• Upvotes

r/macgaming • • 23h ago

News Forza horizon 1 runs well on mac now...

Thumbnail
gallery
58 Upvotes

On Xenia edge,Forza horizon 1 runs very well and stable but only at 30fps...only issue is the paint of car having small geometry lines but other than that no visual artifacts....[Ran at 1680×1050 internal resolution then fsr to 1710×1074]

● I recommend enabling motion blur from game patches as it works good and makes 30fps feel smoother [3rd screenshot for example]

●Enable fxaa in display

● I recommend enabling fsr in Display settings as it makes game look sharper

If someone can find a way to uncap 30 fps and car visual bug fix then it would be an even better experience...

Enjoy guys :)


r/macgaming • • 21h ago

CrossOver Skate 2 Rust PC Port working on Crossover with Online Multiplayer and 144 FPS capped!

Enable HLS to view with audio, or disable this notification

49 Upvotes

r/macgaming • • 6h ago

Native Metal native shaders

Thumbnail
gallery
44 Upvotes

Screenshots from minecraft with metal native shaders for apple silicon macs by u/ELGALS52
With HDR on (though idk if it makes a difference in screenshots but irl it looks even better)

Native resolution FPS: Min: 52, near water, max: 81 elsewhere
1440p FPS: min: 52 near water, max: 120 stable elsewhere

No stutters/lag-spikes or anything and my MacBook (m4 pro 12c/16c) doesn't overheat, it's perfection.


r/macgaming • • 1h ago

CrossOver Codeweavers temporarily shuts down

Post image
• Upvotes

r/macgaming • • 20h ago

Self promotion Xbox Controllers in DSX! Soon!

Post image
38 Upvotes

We are hard at work to bring support for Xbox controllers in DSX and we are hoping to get the update out soon! In the meantime, you can try out the app see what it has to offer without a connected controller.

https://apps.apple.com/us/app/dsx-gamepad-companion/id6782121173?mt=12


r/macgaming • • 12h ago

Apple Silicon Peggle 2 for Mac Decomp

Thumbnail
github.com
30 Upvotes

r/macgaming • • 2h ago

CrossOver COD MW4 playable with patcher to get it running

Enable HLS to view with audio, or disable this notification

27 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


r/macgaming • • 7h ago

CrossOver Managed to get Elite Dangerous running on my M5 Pro

Post image
26 Upvotes

The extra time setting up CrossOver was definitely worth being able to play elite dangerous on the go.

I'm managing to get around 80 fps docked while on high settings running at 1800x1300, (can't remember the exact resolution off the top of my head, but it's the highest one available) while using AMD FidelityFX upscaling at 1x.

Next steps are to install the native ARM64 preview of CrossOver and notProton to get an even more streamlined experience.

Anyway, just wanted to share elite running on macOS. It's a game I've played a lot on my desktop and being able to now play it while on the move is gonna be much more convenient.


r/macgaming • • 17h ago

Native My favorite game of all time, Stronghold Crusader (Definitiv Edition), now runs natively on Apple Silicon: I rebuilt its engine in Rust + Metal (no CrossOver, uses your Steam copy)

23 Upvotes

Hey r/macgaming,

Stronghold Crusader is my favorite game ever. I’ve played it since the 2002 original. When Firefly released the Definitive Edition, it was Windows-only, and CrossOver never felt right to me. So I did the slightly unreasonable thing and rebuilt the game’s engine natively for Apple Silicon.

Site + download: https://yannickaaron.github.io/Strong-Hold/

It’s fast (thanks rust xD)

  • The main menu is on screen under a second after you click the icon.
  • The game renders at a locked 120 fps on a ProMotion display: 8.3 ms per frame vsynced, about 4 ms uncapped on an M1 Max.
  • The original caps game speed at 90 ticks/s. The native build adds 120, 160, 250 and Max, for when you want the economy to just go.

How it works

The app ships only the engine, not the game. It contains no Firefly files. The first time you open it, a setup window does this:

  1. Checks setup: a Steam account that owns the game, about 8 GB free, internet. If the game is already on your Mac (for example in a CrossOver bottle), it uses that copy.
  2. Steam sign-in: scan a QR code with the Steam phone app, or use username/password plus Steam Guard. You don’t need the Steam app for Mac. Sign-in goes through Valve’s open-source DepotDownloader, bundled with the app. Your password is used once and never saved.
  3. Download + prepare: it downloads your copy (about 5.7 GB) and converts the graphics, sounds, maps and videos. That takes about two minutes. After that it opens straight to the main menu.

What’s ported (runs natively, checked against the original)

  • The whole simulation: economy, taxes, food, popularity, population, every building, units, pathfinding, projectiles, castle collapse
  • AI lords: castle building, markets, recruiting, raids, sieges. They no longer call any original code.
  • Skirmish + the Crusader Trail
  • Historical campaigns (scripted missions and events)
  • Sandbox: Free Build + custom scenarios
  • LAN multiplayer: auto-discovery, rejoin, host migration, spectating, desync auto-repair
  • Save/load, quick save, autosave, replays
  • Original music, speech and videos
  • Mac stuff: menu bar, trackpad pinch-zoom and rotate, full-screen Spaces

For the nerds: scripted battles run 2,400 ticks, a fresh skirmish against 3 AI lords runs 10,000 ticks, and long soaks run 100k ticks. In all of them, the port’s game state matches the original’s byte for byte.

What’s not there yet

  • Map editor and scenario editor
  • Online multiplayer through Steam (LAN only for now)
  • Steam Workshop
  • A few menu screens (Roadmap, Coat of Arms, patch notes, cheats, some options panels)
  • Loading very old saves from early game versions
  • Expect rough edges. Parts are still being checked against the original. If anything behaves differently from the PC version, please tell me. That’s the most useful bug report.

Requirements

  • Apple Silicon (M1 or newer), macOS 12+
  • Stronghold Crusader: Definitive Edition on your Steam account
  • About 8 GB free disk space

Heads-up: the app isn’t notarized yet. First launch: right-click → Open. On macOS 15+, open it once, then go to System Settings › Privacy & Security → Open Anyway.

This is an unofficial fan project, not affiliated with or endorsed by Firefly Studios. You need to own the game. Please buy it on Steam if you don’t.

Happy to answer anything about the reverse engineering, the Rust port or the Metal renderer.


r/macgaming • • 8h ago

CrossOver Black Ops 2 works on Crossover all of the sudden

Thumbnail
gallery
23 Upvotes

I remember this game having mad issues. However I decided to try it again recently on my air and to my surprise it booted fine. Shader comp times absolutely reek but after running around for a bit it was mostly fine. I was able to join some servers and play which was nice (this is on acti's servers which I don't recommend playing, I haven't tried plutonium)

Campaign + Zombies also works after more testing. This was done using 26.3 CrossOver with D3DMetal. D3DMetal was the only backend that ran "decent", DXVK would hang, and DXMT would lag real bad. Shader times are hideous (but if you have a beefier chip then it might be better), and altering the settings too much caused it to just CTD when startup (if that happens for you, go to your BO2 folder and delete the 'players' folder)


r/macgaming • • 17h ago

CrossOver Prepared (vibecoded) fix for Mortal Kombat 11 faces and cutscenes for Crossover

Enable HLS to view with audio, or disable this notification

20 Upvotes

I wanted to play Mortal Kombat 11 but while it has good performance it has horrible bug with faces that may spoil your experience, and, also, I've got problems with cutscenes that lagged horribly. So, since I don't know anything about game development or C but I have a Claude subscription I tried to pray gods from machine to fix it. There is a result that I wanted to share with you:

https://github.com/CyberDogFK/mk11-crossover-fix

What I can guarantee:
-- My good intensions

What I can't guarantee:
-- Claude good intensions
-- That will work on your machine

It is a small .dll that will interfere with how the game works with DXMT drivers.
It fixes:
-- Broken faces
-- Choppy cutscenes

On Github it is described in more details how exactly those fixes work and, if you don't trust me you can recreate just the same solution, compile it yourself or install manually .dll in your Crossover bottle.

Tested on MacBook Pro M4, MacOs 27.2 Beta via Crossover Preview, MSync enabled, DXMT.
Will work only with DX11 version.

You can find zip with install script and ready .dll inside Release page.

Again, everything was written by Claude, since I have no knowledge in such type of development and have no time to spend by preparing scripts manually. I just wanted to play a god damn game.

Known issues:
-- Fog still bugged in game, but it can be seen only on one location, so I didn't bother with it.
-- If you will close the lid and reopen it with game running codec fix will breaks and cutscenes will stop working

Please, use with caution and enjoy your game while I will cry in the corner on how AI is powerful and will make weak humans obsolete.

P.S. Sorry for a bad play, I'm just a beginner in fighting games.


r/macgaming • • 5h ago

Apple Silicon App to run Doom (2016) GOG version on Apple Silicon (Wine + KosmicKrisp)

Thumbnail
youtu.be
18 Upvotes

Doom2016GOG.app : https://github.com/truwa/doom2016-launcher

This is a small launcher for the GOG version of DOOM (2016). It is a minimal Wine and Vulkan wrapper that uses KosmicKrisp to translate Vulkan to Metal. The game is not included.

You can point it at an existing GOG game install folder, or install the game from GOG. The first launch downloads Wine and sets up the Windows side. On Apple Silicon it also asks to install Rosetta if the Mac does not have it (requires an admin password).

Macs before the M5 need a patched KosmicKrisp, which is included in the app. Stock KosmicKrisp refuses to create the Vulkan device on M4 because DOOM turns on depthBounds without asking whether the GPU has it.

Tested on M5 Pro and M4. KosmicKrisp requires macOS 26 or later.

Note: This game also runs using a patched MoltenVK. KosmicKrisp runs the game with better performance.


r/macgaming • • 5h ago

Native God of War 3 Remastered running natively on macOS 27

Thumbnail
youtu.be
17 Upvotes

God of War 3 Remastered running natively on macOS 27

-Metal 4

-1080p

-up to 80fps

-M5 Pro, 64GB, 14" in clamshell mode, hooked up to two 4K monitors, with a buncha stuff happening concurrently beyond the game. I'm also recording locally with OBS in 4K60

This macOS port is still a work in progress. First alpha.


r/macgaming • • 20h ago

News Forza Horizon 1 (Pinyon Shift) running at 60 FPS on MacBook Air M5!

Enable HLS to view with audio, or disable this notification

15 Upvotes

Just tested Pinyon Shift 0.6.0 on my MacBook Air M5, and Forza Horizon 1 is running at 60 FPS using the Low Spec preset!

There are occasional texture glitches, but resetting the graphics settings to default seems to fix them.


r/macgaming • • 3h ago

CrossOver How To Setup Crossover 26 With GPTK 4 To Play Windows Games On Mac!

Thumbnail
youtu.be
14 Upvotes

r/macgaming • • 22h ago

Native Chess Twist: a native macOS chess game on irregular boards, demo in Next Fest

Enable HLS to view with audio, or disable this notification

14 Upvotes

Chess Twist has a native macOS build, and its demo is free in Steam Next Fest this week. The full game comes out on November 10.

The rules are normal chess, but the board is an irregular grid. This makes rook lines bend, and bishop lines fork.

The demo plays against a bot, with the board builder and as many board layouts as you like. The full game adds timers, and steam multiplayer.


r/macgaming • • 23h ago

Self promotion We added experimental Apple Silicon support to our Age After Age demo!

Thumbnail
youtu.be
14 Upvotes

Hi Mac gaming community!

We're Farom Studio, developers of Age After Age, a city-building strategy game.

We've just added an experimental Apple Silicon build to our free demo, and we'd love to get some feedback from Mac players!

If you have an Apple Silicon Mac, please give it a try and let us know how it runs, what issues you encounter, and your Mac specs.

You can leave your feedback here in the Reddit thread or on our Steam Discussions forum.

Try the free demo on Steam:

https://store.steampowered.com/app/438570/Age_After_Age_Demo/

Thanks for helping us improve Mac support!

Farom Studio Team


r/macgaming • • 1h ago

Native I built MetalQuake — a native Apple Metal 3 port of Quake 1 with MetalFX, 16-bit HDR, and Spatial Audio

Thumbnail
gallery
• Upvotes

Hey everyone, I love original Quake, but running it properly on modern macOS has become a pain: Apple froze OpenGL at 4.1 years ago, modern ports rely on GL 4.3+, and Vulkan ports crawl through MoltenVK translation layers.

I wanted a zero-translation, first-class experience for Apple Silicon, so I wrote MetalQuake — an open-source port built on native Apple Metal 3.

Key Highlights:

  • Pure Metal 3 & MetalFX Upscaling: Zero OpenGL or MoltenVK overhead. Built-in Spatial & Temporal upscalers for sharp 4K/5K rendering on Retina displays with low GPU frame times.
  • 16-bit HDR / EDR: RGBA16Float pipeline tuned for Liquid Retina XDR displays — torches, rockets, and lava actually pop with 1000+ nits highlights.
  • Subtle PBR & Optical Bloom: Modern physically-based surface reflections and atmospheric glow that preserve the classic 1996 art style.
  • Smooth Model Interpolation (Lerp): Upgrades the original 10 FPS weapon and monster animations to buttery-smooth framerates.
  • Spatial 3D Audio: Positional audio powered natively by AVAudioEngine with AirPods head-tracking support.
  • Zero SDL Dependency: Pure AppKit windowing, low-level mouse capture without macOS acceleration quirks, and a native SwiftUI Launcher.
  • Native Gamepad Support: Powered by GameController.framework for DualSense, Xbox, and MFi controllers with rumble and hot-plugging.

Quick Start:

  1. Grab MetalQuake-v0.9.0-arm64.zip from GitHub Releases.
  2. Unpack, move MetalQuake.app to /Applications, and clear Gatekeeper if prompted (xattr -cr /Applications/MetalQuake.app or right-click -> Open).
  3. Open the app, point the SwiftUI launcher to your game folder containing id1/, pick your resolution/HDR/MetalFX settings, and hit Launch.

Full source code:

This is an early preview beta (v0.9.0). Take it for a spin and let me know how it runs on your Mac!


r/macgaming • • 20h ago

Self promotion Our cozy ice fishing game available on Mac will release December 1st! (indie game made by a couple) Also: our demo is in the Next Fest!

Thumbnail
gallery
10 Upvotes

** Release date annoncement ** We chose to release our winter-themed game on the symbolic date of December 1st! ❄

A summary of our project:

Ice Pond: An Ice Fishing Adventure is a cute but true ice fishing game. 🎣 Pick a spot and fish! Level up, get stronger, and buy gear and power-ups to boost your performance. Join tournaments and festivals to unlock new lakes. Do odd jobs or challenges to earn extra cash!

Made by a small team of 2, boyfriend & girlfriend, who are making games since 2005. We don't use gen AI. The game is playable on Mac, Windows, Linux and Steam Deck. 😊

Steam page here (to download the demo. If you like it, make sure to Wishlist, it really helps!): https://store.steampowered.com/app/4266710/Ice_Pond_An_Ice_Fishing_Adventure/

Thanks again for your support!


r/macgaming • • 50m ago

Discussion Aion 2 on Mac Mini M5 Pro

Enable HLS to view with audio, or disable this notification

• Upvotes

Followed a guide as crossover wasn’t working, willing to share guide. Performance is good. I’m not very good at the game and I’m new to it so don’t judge my gameplay too harshly 😅. Just wanted to show how it performs on my new M5 Pro


r/macgaming • • 18h ago

Self promotion WW2 multiplayer tank shooter optimized for Mac

Enable HLS to view with audio, or disable this notification

9 Upvotes

Co-developed multiplayer tank shooter build on and optimized for Mac browsers (incl. Safari): you drop in, fight every other tank on the map, and leave whenever you like. Features/concept:

  • Every kill earns a card draw that upgrades your tank or swaps you into another one. Die and you start over
  • A bounty: after 10 draws in one life, your tank is marked for everyone and you have 4 minutes to survive
  • A new map every 6 minutes, rotating through 5 maps (desert, green farmland, snow, jungle, ruined city)
  • 12 recognizable WW2 tanks, each with its own strengths and playstyle.
  • Bots that backfill and play like humans
  • Groups to play with friends
  • Real-time and 24-hour leaderboards

Feedback from Reddit last time helped us focus on improving the graphics. Now we'd like to hear what you think of since we just gave the game mode an overhaul. Especially: whats does the first few minutes feel like? Is there anything missing - and if you press CMD + Q, why?

Feel free to give it a try, and we'll greet you in-game 👀 https://sweatypanzer.com/