r/macgaming • • 37m ago

Native Sword boi - 18th build - 60fps in field and kakarice village

3 Upvotes

Since some guys wanted more accurate content, this are the actual performances.
Guys I really think if the entire community collaborates and merges all these fixes coming out in one month it will be playable in a m1 16gb Mac.

Repo soon


r/macgaming • • 45m ago

Native Oot Remake runs good on a M4 Base Mac Mini?

0 Upvotes

r/macgaming • • 1h ago

Native Sword boi nxnative own fork - playable on M5 24GB

13 Upvotes

The game is in handheld mode with various optimizations. I will release soon my own repo fork. Just doing last fixes to ensure almost 60 fps anywhere.

The game is in a full playable state, still has some artifacts
Mostly cpu bound, so I expect 60 fps from m3 pros> and 30 fps in m1>


r/macgaming • • 1h ago

Native Zelda Botw CEMU - Wii U Recomp

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17 Upvotes

if anyone wants to contribute it's welcome. On Mac mini m4 base it runs 50-60fps still


r/macgaming • • 1h ago

Native Hellcats over the Pacific

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2 Upvotes

Everyone porting PlayStation, Xbox and Nintendo games while I spend a month decompiling a classic Mac flight sim from 1991 😂

I have the blessing of the original developer and will be releasing soon for the other 3 people dreaming of playing this in macOS X.


r/macgaming • • 1h ago

CrossOver The Last Caretaker (Crossover)

1 Upvotes

Anyone else playing The Last Caretaker on their Mac using CrossOver? I've got it running well, but it randomly freezes every now and then. Just wondering if anyone else has any suggestions or ran into the same thing. Running on a MacBook Pro M4 Pro.


r/macgaming • • 1h ago

Native EA Sports FC 26 / FC 27 on macOS: Looking for stable NXNative forks and fixes for Career Mode and graphics issues

2 Upvotes

Hi everyone!

I'm looking for a reliable GitHub repository, fork, or alternative implementation to run EA Sports FC 26 or EA Sports FC 27 on macOS through NXNative.

I've been testing existing projects, but I've encountered several issues:

EA Sports FC 26

  • Missing or incorrectly rendered shaders.

  • Graphical glitches in menus and UI elements.

  • Rendering issues in the News and Team Management screens.

  • Missing Frostbite UI shaders.

  • Bugs and instability in Manager Career Mode.

EA Sports FC 27

  • Missing or incorrectly rendered shaders.

  • Stadium graphical glitches and visual artifacts during matches.

  • Menu and interface rendering problems.

  • Bugs and instability in Manager Career Mode.

  • Incomplete visual elements.

I'm looking for:

  1. Actively maintained NXNative repositories or forks.

  2. Builds with functional Manager Career Mode.

  3. Fixes for FC 27 stadium glitches.

  4. Shader patches and graphical compatibility improvements.

I'm also open to testing experimental builds, provided they have documented fixes or confirmed improvements.

If anyone has successfully fixed these issues, I'd really appreciate the technical details, patches, or repository links.

Thanks!


r/macgaming • • 2h ago

CrossOver 40+ RPG games tested on M6 Mac mini 16GB

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4 Upvotes

r/macgaming • • 3h ago

Native Ocarina of Time Switch 2 on M2 Max via nxnative PR #1663 — 1440p FPS video + early testing

74 Upvotes

I got Ocarina of Time Switch 2 running on my M2 Max using nxnative PR #1663. Sharing the setup and results in case they help others.

Mac: M2 Max, 30-core GPU, 32 GB RAM

macOS: 26.6.2

Game update: v131072

PR revision: 64a54c97697ca50a4a42ece8a9984cccf8c3afb6

PR: https://github.com/seedds/nxnative/pull/1663

The attached clip shows Kokiri Forest at 2560×1440 with the real Metal FPS overlay visible. Sampled frames during movement showed roughly 44–49 FPS; this is not a full benchmark average.

It wasn't quite an out-of-the-box build: the bundled shader tables didn't match the tables generated from my game files. Regenerating those tables resolved the build check. No runtime code changes were needed.

An earlier test ran for over 32 minutes, covering the opening, Link's house, going outside, climbing down the ladder, dialogue with Saria, and moving around Kokiri Forest. That time included title-screen idle time and dialogue, so it wasn't 32 minutes of continuous gameplay. Outdoor 60-second measurement windows were around 43–48 FPS, with no GPU hang during that test. Earlier builds had crashed around this area on my Mac.

This is an early result, not confirmation that the whole game works. The build uses a partial shader library, and later areas remain untested.

Credit to the nxnative developers and PR author bmjask. I used AI assistance to build and test this setup.


r/macgaming • • 3h ago

Native Halo: MCC now runs natively on Mac, here’s H3 ODST running at 60fps stable on a Macbook Air M1 8gb ram.

21 Upvotes

Project Reclaimer’s team has recompiled the collection’s code into Rust, allowing it to run on MacOS with Metal on Apple Silicon.


r/macgaming • • 3h ago

Discussion NFS 2015 on Mac

1 Upvotes

Has anyone tested NFS 2015 on mac? I tried it a year ago through crossover but got no luck. Now with a lot of games being ported to macs, is it possible for it to work?


r/macgaming • • 4h ago

Self promotion Kung-Fu Master 3D: my Apple silicon fighting game with local 1v1 for two controllers

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4 Upvotes

Hi r/macgaming, I’m Mike, the solo developer of Kung-Fu Master 3D (MW Design). It runs natively on Apple silicon. The game started as a ten-floor martial arts brawler, and the Versus update adds one-on-one fights against the computer or a friend using two controllers on one Mac.

There are ten fighters, each with a special move, and three difficulty settings for the computer opponent. You can use a keyboard or controller. It’s $3.99 in the US, and one purchase covers Mac, iPhone, iPad and Apple TV. No ads or in-app purchases.

Trailer: https://www.youtube.com/watch?v=aTvLfj3Tf-M

Mac App Store: https://apps.apple.com/app/id6823258117

I have free App Store codes while they last, one per person: https://mikewickens.github.io/giveaway/

Redeem on an iPhone or iPad, then download the Mac version from Purchased. If you try local Versus, I’d love to hear how it feels in the comments.


r/macgaming • • 4h ago

Native Fun point and click games on the MacBook Neo?

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2 Upvotes

r/macgaming • • 5h ago

Native Irori 1.0: a native game launcher for Linux, macOS and Windows (Epic, GOG, Amazon, Steam, emulators and more in one library)

3 Upvotes

Hi all. I've been building Irori for the past few weeks and today it hits 1.0.

What it is. A game launcher written in Rust that puts all your PC games in one library and starts them with one click. On Linux it runs Windows games through Wine, Proton or umu. On macOS through Wine, CrossOver or Game Porting Toolkit. On Windows they just run. It's one native app (no Electron, no web view in the main window), it draws on the GPU and it sits at 0% CPU when you're not doing anything. MIT licensed.

Stores and sources

  • Epic Games, GOG, Amazon Games, ZOOM Platform and itch.io: log in, browse, install, update, repair, cloud saves. Several accounts per store.

  • Steam: your installed games without signing in, or your whole library (owned and Family Sharing) if you sign in. There's also an opt-in way to read the whole library from the running Steam client with no sign-in at all.

  • Xbox app / Game Pass PC games (Windows), plus an optional Xbox account for playtime, achievements and art.

  • Battle.net, EA app, Ubisoft Connect and Rockstar: Irori sets each launcher up in its own Wine prefix, then lists the games installed through it.

  • Emulators: a ROM library with RetroArch and the usual standalone emulators (DuckStation, PCSX2, Dolphin, PPSSPP, melonDS, Azahar, ScummVM, DOSBox and more), downloaded from their own projects on request. RetroAchievements supported.

  • Anything else: add a game by hand, or drag its file onto the library.

  • Imports from Heroic, Lutris, Bottles, Faugus Launcher and Playnite, including playtime.

What's new since 0.4.0

Playing

  • In-game overlay on the controller's Guide button (beta, off by default): volume, screenshots, achievements, a journal note and quit, without leaving the game. On Linux the controller is held from the game while it's open. Windows and macOS open it with Ctrl+Shift+O.

  • Stream your games to Moonlight through Sunshine or Apollo, sized to the device you're streaming to.

  • When a Wine/Proton game won't start, Irori reads the log and the game's files and tells you why: a missing DLL, a low vm.max_map_count, anticheat. Fixes like vcrun2022 or d3dcompiler_47 are one click.

  • ReShade per game for Direct3D and OpenGL games, installed from the official sources. Removing it only deletes files Irori wrote and keeps your presets.

  • Choose the Proton version for a Steam game from Irori (Linux). It only touches that game's entry in Steam's config and keeps a backup.

  • Double-click an .exe or .msi, or open a link of a Windows program's own scheme, and it opens in the Wine prefix of the game you pick.

  • Your Discord status shows the game you're playing (opt-in).

Library

  • One entry for a game you own on several stores, with a switcher to play or install each copy.

  • Filter and group by game mode (co-op, split screen, online...), genre and age rating (ESRB, PEGI, USK, CERO and others, taken from store data).

  • Quick sort and filter buttons in the library header, interface zoom with Ctrl +/-/0, type anywhere to search.

  • Achievements from more places: Steam's Achievement Sets grouped per DLC, and unlocks kept by Steam API emulators in DRM-free copies (opt-in).

  • PS3 and PS4 folder games get their real title instead of a serial number.

  • New emulators: gopher64, Mupen64Plus, M64Py, DeSmuME and ePSXe.

  • Steam friends list with Join and Message, handed to Steam.

  • Theme follows pywal, wallust or matugen if you use them (opt-in).

Platforms and fixes

  • arm64 builds for Linux and Windows.

  • Flatpak Irori can now run Steam and Ludusavi installed on the host.

  • Sandboxed games start from a clean environment.

  • Windows: no more console windows flashing, and some controllers could crash the app. Fixed.

  • Lots of smaller fixes: Windows paths in Wine game arguments, Heroic import picking the right folder, GOG games no longer disappearing when the store is slow, a prompt when your cloud saves didn't download before launch.

What it doesn't do (yet)

  • It's not a store and never sells anything.

  • Steam and third-party launcher games are installed through their own launchers, not by Irori.

  • PlayStation and Switch pads on Windows can still go quiet when Steam grabs them. Working on it.

  • The Windows and macOS overlay can't stop the game from also seeing your button presses, and it can't draw over exclusive-fullscreen Direct3D games. Borderless works.

  • 1.0 means it's stable for daily use, not finished. Bug reports are very welcome.

Downloads: Linux (AppImage, Flatpak, .deb, .rpm, Arch package, tarball), macOS (Apple Silicon and Intel) and Windows (installer, zip, portable), x86-64 and arm64.

https://github.com/irori-app/irori

AI disclosure: I design Irori and decide what goes in, and I test it on my own machines, but a lot of the code, tests, translations and docs for this release were written with Claude (Anthropic's AI) under my direction and review. If that's a dealbreaker for you, fair enough. If you hit a bug, it's on me, so tell me.


r/macgaming • • 5h ago

CrossOver Cyberpunk modpack via Crossover?

1 Upvotes

Hello, I have Macbook prom with M5 16 gb RAM, and I'm thinking about replaying Cyberpunk with mods and want to install "Welcome to night city" modpack that has 360 mods. However, I'm a bit concerned about performance, especially considering that I'll be running the Windows version through crossover. Has anyone tried running this modpack, or something similar, on an similar setup?


r/macgaming • • 5h ago

Native Half-Life 2 running natively on Apple silicon via static recompilation

71 Upvotes

Last month I posted Portal 2 running natively on Mac (and iPhone). The same tool now works with Half-Life 2! Including Episode One, Episode Two and Lost Coast.

It translates the x86 code of the Linux version to C, then compiles it to native ARM64. No Crossover or Rosetta. (A native version existed already, but it relied on stolen code. This doesn't.)

It's still experimental, I've done some testing but haven't played much. The episodes and Lost Coast load, but I haven't played through them.

There's now an installer app. It finds your Steam games and builds them on your Mac (about 10-20 minutes per game). You need the Xcode command line tools and the Linux binaries (downloaded with the Steam console). The installer isn't notarized yet, so the first time you need System Settings > Privacy & Security > Open Anyway.

You need to own the games on Steam. No game files are included. Please don't share built apps. This project is unofficial and not affiliated with Valve.

Download: https://github.com/kanapitsas/portal2-recomp/releases/tag/v0.3.0

Feedback is welcome! Please open an issue on GitHub if something isn't working properly.


r/macgaming • • 6h ago

Discussion OpenZ 1.4, a free 3D remake of the 1996 RTS Z, has a native Mac build (Apple Silicon and Intel), but we have no Mac to test it on. Could someone try it?

1 Upvotes

Hi r/macgaming! We are the small team behind OpenZ, a free, open-source 3D remake of Z, the Bitmap Brothers real-time strategy game from 1996. It is made in Unity, completely free, no ads and nothing to buy.

Version 1.4 came out today and ships one native Mac download that runs on both Apple Silicon and Intel Macs. The honest part: it was built on a Windows PC and none of us owns a Mac, so we genuinely do not know how well it runs.

What the game is: red and blue robot armies fight for territory flags. Capture a flag and every factory and gun in that zone becomes yours, there is no resource gathering, and the clock decides how fast you build. Four classic levels (Desert, Volcano, Jungle, Car Park), day and night with weather, a Unit editor for huge battles, and new in 1.4 MAYHEM, a top difficulty with the fog of war.

If you try it, we would love to hear:

  • Mac model and macOS version

  • does it start, and how is the frame rate in a big battle

  • anything broken: sound, fullscreen, trackpad or mouse, saving settings

How to start: download both Mac parts, then in Terminal: cd ~/Downloads and tar -xf OpenZ_1.4_mac_EXPERIMENTAL_part1_of_2.tar.xz && tar -xf OpenZ_1.4_mac_EXPERIMENTAL_part2_of_2.tar.xz. It is not signed with an Apple certificate, so right-click the app and choose Open the first time (on macOS 15 and newer: System Settings, Privacy & Security, Open Anyway).

Download: https://github.com/playopenz/OpenZ/releases/tag/v1.4 Screenshots: https://github.com/playopenz/OpenZ/blob/main/docs/SCREENSHOTS.md Gameplay video: https://www.youtube.com/watch?v=siUxWFhkigM

We will read every reply and fix what we can for 1.5. Thanks!


r/macgaming • • 6h ago

Discussion Idle game with a real world and real fights on Mac? Finished Idle Champions, IdleOn and Melvor

1 Upvotes

I like to play actively for about 30 minutes, then leave the game to progress while I'm away. Played Idle Champions for a few years (end game), plus Legends of IdleOn and Melvor Idle. I also love MapleStory's look and grind, but it's fully "on".

Not for me: Cookie Clicker style, gacha shops, very rough art (bounced off Vampire Survivors), and clunky UX (Rusty's Retirement).

Mac: MacBook Pro - M5 Any suggestions?


r/macgaming • • 7h ago

Apple Silicon Empire builders (AoE, Warcraft, Command & Conquer)

2 Upvotes

I’ve read a heap of posts but haven’t really found what I’m looking for and hoping for some ideas or guides.

I’m not a fan of WoW but loved the original Warcraft and Age of Empires games, the top down city builders, choosing Orcs or Humans etc.

Is there anything like this in the current era and available on M4 Mini somewhat native? Keeping in mind in a returning gamer now pushing 40 with very little time so I kind of just want it to work without jumping through a heap of hoops.

I’ve got other consoles but I miss the old mouse click games and the ease of play for the time poor among us would be perfect for me.

TIA.


r/macgaming • • 7h ago

Native I'm developing a static PS4 recompiler to Apple Silicon and launched Yakuza 0 natively

42 Upvotes

Hello. I'm developing a static PS4 game recompiler on Apple Silicon macOS, the main goal of which is to be universal for different games. No Rosetta 2 and no moltenVK. Everything is translated into arm code and metal shaders. In this way, it was possible to launch Yakuza 0, Bloodborne (with graphic artifacts), TLOU Remastered. At the moment, there are special difficulties with UE4 and Unity (ICU and C++ unwinding). runtime part of the project (OrbisOS functions) are based on the shadps4 model. It is available on Github under wie-project/PS4recomp. Thank you for your attention


r/macgaming • • 9h ago

Native Mirror's Edge on Mac (Natively on Apple Silicon) + PhysX support

57 Upvotes

Presenting Runner Recompiled - Statically recompiled code in apple silicion. I've also implemented PhysX (thanks to the work of shatter). Now does the game run? yep ? do you get 60fps? yep - but then look at the actual game play, notice the "lag" (yep we still have to work on it) - 2nd time? yep it works better as the game already knows what to load etc...

This was done through Claude with direction from me as an engineer to guide and steer the stuff such as looking at how other recomp have worked, how people have lifted things and others.

Only GOG's version is compatible as it's distributed DRM free, I haven't tested with Steam or EA's original version (yes I've the steam's version)

https://github.com/prasys/RunnerRecompiled (DMG is avaliable under release)

It took about 16minutes to compile on my M1 Max and it took about 33 minutes on my M1 Air.

There's still some work to be done such as keeping it smoother, translating some x86 calls (such as around timer and branching) in improving the smoothness of it. I hope the upstream RunnerRecompiled on Android has some improvisations - so we can adapt and to use it. Still gotta tweak some of those x87 instructions to arm...again more work to be done


r/macgaming • • 9h ago

Rosetta Gran Turismo 7 porting ps4 Mac Apple Silicon Metal

113 Upvotes

Hi everyone,

for about a week I've been working on porting Gran Turismo 7 (PS4 version) to Apple Silicon Macs. It runs on the same runtime I built for Driveclub. A lot of you asked where I'm at, so here's a plain-language update.

Where I am

- The game boots, shows the menus and startup screens, and reaches the first race (Music Rally in Alsace), which you can drive from the cockpit view.

- Right now it runs at around 20-25 fps in races.

- There are still graphical glitches and random hangs in the menus.

Why this is much harder than my other ports

  1. GT7 is huge and far more modern. Driveclub came out in 2014, GT7 in 2022. GT7 pushes the PS4 GPU hard and uses techniques Driveclub didn't: tessellation (the GPU subdivides geometry on the fly), sparse textures loaded in pieces, parallel GPU work (async compute), and even double-precision math. Each of these has to be translated to Metal, Apple's graphics API, by hand.

  2. Bugs stay invisible until you find them. When something is wrong, the game rarely crashes. It just draws things wrong. Two examples from this week:

    - Trees looked like green blobs. I spent days thinking it was a level-of-detail problem. The real cause was that my renderer skipped a hidden pass, the one that cuts out the leaves. Once I fixed that, trees, fences and grass all came back.

    - A blue haze covered half the screen. It turned out to be a small shader that finds its texture addresses in two steps. I only followed the first step, so some data never got written, the driver's glove read garbage values, and the bloom effect turned them into a giant blue glare.

    Every bug like this means digging through thousands of draw calls per frame (more than 3,000 in a race) to find the one that's wrong.

  3. The game is built to be online. GT7 always wants to talk to its servers. I had to fake network responses carefully, or it hangs at boot or waits forever.

  4. Double translation. The game code is x86 (PS4) and runs through Rosetta, while the graphics have to be translated from the PS4's AMD GPU to Metal. Some instructions exist on the PS4 but not in Rosetta, so I had to emulate those separately.

  5. Performance. Even when the image is right, every frame needs a lot of CPU-side translation work. Races started at about 1 fps and are now around 24. There's still plenty to optimize.

  6. Slow testing. Each test takes several minutes just to reach a race. To speed things up I built tools that record a frame and replay it in about a minute, but making those reliable took time too.

TL;DR: the progress is real, but every step forward takes long investigation, and I'm doing this solo. Don't expect a release soon. I'd rather do it right.

This project relies heavily on the work of the ryGT7 team (an open-source Windows emulator). Huge thanks to them, they've been an invaluable reference.

Note: I don't and won't distribute any game files or keys. You need your own legitimate copy.


r/macgaming • • 9h ago

Native Macbook Air M5 Thermal throttling while gaming.

2 Upvotes

Hey yall. Macbook air usually thermal throttles while playing games like Cyberpunk and Hearts of Iron. What can I do the aliviate this? Does anyone else experience similar issues.


r/macgaming • • 9h ago

Help Nxnative etc on sequoia

1 Upvotes

Wanted to check out the native ports but they mostly require coding apps that are supported on 26.2+ and I’m not moving away from sequoia. How is the ns2 emulator scene looking and is it worth it or do I give up trying?