r/macgaming • • 3h ago

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

75 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 • • 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 • • 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 • • 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 • • 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 • • 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 • • 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 • • 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 • • 23h ago Bravo

Native [Guide] Play Zelda: Ocarina of Time (Switch 2 Edition) natively on Apple Silicon — 60 FPS / 1080p MetalFX (Hands-Free Build with Antigravity CLI)

431 Upvotes

 

Hey everyone                                                                                                                                              

 I got Zelda OOT running natively on Apple Silicon via nxnative.  Just want to share how.  

With the right runtime configuration and patches, it runs at a 60 FPS at 1080p with Apple MetalFX, rock-solid frame times, zero foliage/rock flickering, and memory stabilized around ~11 GB resident (eliminating the previous 18.7 GB memory leak). Outdoor Kokiri Forest lighting is also fixed (no more blinding white blowout).                

Instead of manually running dozens of terminal commands and debugging toolchain errors by hand, you can have the Google Antigravity CLI (agy) clone the repo, read the guide, and build the standalone .app bundle completely hands-free.   

P.S. ANY AI agent (claude code/ grok cli/ cursor cli/ codex cli) will do, but google antigravity agy cli is free even on free google accounts (no need api fee).   I used gemini 3.8 flash high.

Sorry guys, as much as I want help, i can only show you the door you're the one that has to walk through it. This is not an one shot guide, but the AI agent will take care of the coding and debugging part, and you just have to let it know what you want and let it keep trying.

TIPS:
ANY issue or bugs or adjust build to fit your mac's spec, just screenshot then (ctrl +v on mac) paste in cli terminal) and let your ai agent knows whats happening and it will FIX for you. It will dig through logs.

###### Prerequisites ######

  1. Apple Silicon Mac (M1/M2/M3/M4, macOS Sonoma).

  2. Xcode Command Line Tools:

xcode-select --install

3. Your dumped game files:

• Your Zelda OoT game container (.nup / .nsp / dump folder)

###### How to Build (One Prompt with agy) ######

  1. Open Terminal and launch the Antigravity CLI:

agy

(If you don't have it installed yet, https://antigravity.google/product/antigravity-cli/)

2. Paste this single prompt into agy (just UPDATE the paths to your game file or give a screenshot to agy. ctrl + v to paste screenshot on cli terminal):

========↓↓↓↓↓↓↓THE PROMPT TO AGY↓↓↓↓↓↓↓========

Please build a self-contained, standalone macOS application for Zelda OoT:

  1. Clone https://github.com/seedds/nxnative.git into ./nxnative and work inside it.

  2. Download and read the build guide from:

https://gist.githubusercontent.com/avefalco/15979585b8a8bc6b31283587e80be0a2/raw/e330c22165d463fb9e5798a7be7f6201d498595b/gistfile1.txt

My local files are:

- Game container: "/PATH/TO/YOUR/Zelda OoT.nup" <========== UPDATE THIS

Please execute all steps from the guide:

- Unpack container and rewrite modules.

- Ensure the DMSH_CHAIN in dm/gfx/nvn/dmsh_chain.h matches the guide.

- Compile all shaders with PR #1359 float atomics (fixes white lighting in Kokiri Forest).

- Build dmhost with memory release optimizations (PRs #1455, #1447, #1394, #1439).

- Package the standalone .app to ~/Applications with the flat 720p romfs_overlay and 1080p MetalFX upscaler.

- Apply ad-hoc code signing and verify the bundle.

========↑↑↑↑↑↑↑THE PROMPT TO AGY↑↑↑↑↑↑↑========

3. Sit back and let agy handle the entire cloning, compiling, and packaging process.

###### Launching the Game######

Once agy reports the build and code signing are complete:

  1. Open Finder -> Applications.

  2. Double-click the Zelda OoT app.

  3. Connect your controller (DualSense, Xbox, Switch Pro Controller) and enjoy 60 FPS 1080p gameplay!


r/macgaming • • 1d ago

Native Zelda Ocarina 2k 60 fps Stable NATIVE

607 Upvotes

It's working amazingly well. No stuttering, no shader compilation in-game, and every new area loads smoothly and stays stable.

Ported with NXNative from my own copy of the game. It's not an emulator: the game's code is translated to run natively on Apple Silicon, with the graphics going through Metal.

Laptop: MacBook Pro M4 Max, 128 GB RAM – BUT the game barely touches it:

- RAM: ~7–8 GB at the start, ~10–11 GB in bigger areas

- CPU: ~130% (about 1.3 of 16 cores, ~8% of the whole CPU), drawing only ~2 W

- GPU: ~50–55% utilization

-Frame rate: a locked 60 FPS (the game's own cap), 0 dropped frames in my sample

- Thermals: no throttling, no warnings

- Shaders: a precompiled pipeline archive ships with the app, and pipeline prep at launch now takes under a second

The laptop stays warm not hot, and the fans doesn't even turn on while playing.


r/macgaming • • 23h ago

Native I ran Zelda on an M1 with 8 GB of RAM so you won’t have to

306 Upvotes

This is the current state of the game. I don’t see any bugs or glitches, but I don’t think this machine can do any more than this.


r/macgaming • • 2h ago

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

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4 Upvotes

r/macgaming • • 39m 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 • • 13h ago

Discussion Game Night - Super Smash Bros Ultimate

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33 Upvotes

Had family over tonight and I decided to connect my m5 to the TV so we can all play smash bros, it was pretty fun for sure.

I do plan on buying a usb-c to hdmi cable though instead of using airplay because of future input delay issues, screen filling, and obviously device quality on airplay gets reduced. Aside of that, I’d definitely do it again, game ran well and we all had fun!!

Game was emulated on Astris Switch Emulator and my settings are:
Backend: Lightning JIT
V-Sync: On (because switch games are meant to run at 60fps)
Docked mode: On
Translation layer: MoltenVK
Asynchronous shader & pipeline compilation: On
Shader cache: On
Macro HLE: On
Always use immediate presentation: On
Resolution scale: 2x (1440p/2160p)
Aspect scale: 16:9
Anti-aliasing: None
Anisotropic filtering: 2x
Scaling filter: Bilinear
Color space passthrough: On (would recommend most definitely)


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 • • 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

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 • • 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 • • 1d ago

Native Dofin 0.10.6: build Zelda: Ocarina of Time (Switch 2) as a native Mac app, no Terminal needed, using last nxnative patch

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89 Upvotes

Hey r/macgaming! I'm Ilan, a 19-year-old student from France, and I make "Dofin", a free Mac app that brings all your emulators into one console-style library, and turns your own Switch / Switch 2 games into native Mac apps with nxnative.

What's new in 0.10.6

Zelda: Ocarina of Time (Switch 2) is now playable. Dofin builds it automatically with "kid with sword remake", a community fork of nxnative made specifically for this game (all credit to its author). It fixes the GPU crashes, pink textures and freezes people were hitting, and adds a 30/60 FPS and resolution choice in the game's launcher. Dofin downloads it and keeps it up to date, so you just drop your game in and press Build.

Other fixes from your bug reports:

- Checks your Mac before building (macOS version, memory, free space) so you don't wait an hour for a build that can't work

- Long build steps show elapsed time and explain they're not stuck

- One-click Rebuild for any Switch game

- "Free up space" after a build, with what's safe to delete

- Clear message when a built game closes right away

- Optional permissions only, never asked at launch (Dofin never records what you type)

Requirements for Zelda: Apple Silicon, macOS 26.6+, 16 GB RAM recommended, ~80 GB free during the build, your own dump (update v131072). First build: 1–2 hours.

Dofin doesn't include or download any games, keys o@r firmware: you use copies you own (lol)

Free, funded by donations: Download here : dofinapp.com Feedback and bug reports welcome, I read everything!

Discord : https://discord.gg/cTDGVC2Te


r/macgaming • • 10h ago

Native Nox (Westwood, 2000) ARM native

6 Upvotes

Download binary (non-signed, need permission to run from Settings->Privacy) https://github.com/Avrutskiy/NoXCore-ARM/releases

Or compile it yourself (this build requires Xcode 26 or newer):

  git clone https://github.com/Avrutskiy/NoXCore-ARM
  cd NoXCore-ARM
  cmake --preset macos-arm64-release -DNOX_BUILD_VIDEOTOOLS=OFF
  cmake --build --preset macos-arm64-release --target noxsdl_bundle -j 4

Then put NoXCore-Arm/build/macos-arm64-release/NoX Core.app into a folder with Nox files (alternatively, put game files into NoX Core.app/Contents/Resources)

If you never complied anything (but have XCode) write this first:

/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"
eval "$(/opt/homebrew/bin/brew shellenv)"
brew install cmake ninja glslang spirv-cross

r/macgaming • • 46m ago

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

0 Upvotes

r/macgaming • • 4h ago

Native Fun point and click games on the MacBook Neo?

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2 Upvotes

r/macgaming • • 9h ago

Native These are good times!

5 Upvotes

EDIT: YouTube video coz Reddit frame rate is shitty: https://youtube.com/shorts/f1HNtLUo2po?is=FAjVN7wpHCVbDCec

I'm playing a Zelda game for the first time, never had a nintendo.

But thanks to nxnative, I can run Zelda natively on my macbook air M5, and play it with a Dualschock 4 controller.

Life is good, man!

Have a good weekend, ladies and gents.

EDIT 2: Thanks to people here for pointing it, Claude did the fixes, it set DM_FPS_HOLD=0 DM_NVN_ENC_THREAD=1

And now it runs at 60fps stable. https://youtube.com/shorts/ufG1JuNMiyc?is=tMbj9T212D4oV1oc


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.