r/macgaming • • Mar 01 '22

Apple Silicon M1 Mac Up-to-date Game Compatibility List

1.8k Upvotes

TLDR: THE LIST!

This is the latest, open and most up-to-date list of games that are compatible with the M1 Mac, whether it uses the original M1 chip or the M1 Pro or M1 Max. Compatibility is broken down to Native ARM, Rosetta 2, iOS, CrossOver or Parallels.

The wiki is free to add information to, you can edit any page without an account. If you have any questions please read the Editing guide or come to the Discord.


r/macgaming • • 6h ago

Native No Mans Sky is coming to iPhone & iPad

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130 Upvotes

No mans sky is coming on iphone & ipad on 28 october. Never thought I’d see a game like No Man’s Sky coming to iPhone and iPad! I’m really curious about how well it will perform, especially on older iPhones 11


r/macgaming • • 14h ago

Discussion Your AI projects are making Mac gaming worse, not better.

381 Upvotes

Your two prompt Claude Opus decomp is not moving Mac gaming forward. It’s crowding the space and overshadowing quality efforts fighting for the same real estate and attention.

Most your “decomps” aren’t even remotely decompilations, by any definition. They’re just emulator wrappers bundled into a dmg. You didn’t decompile or create anything at all. You took a hasty, low-effort AI output and posted it online without any quality control or test casing.

It’s not AI’s fault either. This is all human choice. AI will be instrumental in moving this method forward, because it’s very labor intensive. However, overwhelming the space with 50 “native” GTA clones is going ensure that projects that deserve the most attention are going to be competing against slop.

Just look at all these new Adobe clones. On the surface they look like perfect replicas. However a quick test-drive instantly shows they’re no where near prime time (at the present moment at least). Your projects are no different. A surface level replica, with a ton of cut corners behind the scenes, that you’re not remotely qualified to mitigate.

Why bother? Leave it with the people that actually know what they’re doing before it’s too late.


r/macgaming • • 4h ago

CrossOver ReSkate on Mac is almost perfect.

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33 Upvotes

Skate. hasn't been playable on Mac as its a live service game and EA's anticheat just wouldn't let it run.

Now with ReSkate, the mod client that lets you do everything including run the game offline, I can play at a buttery smooth 60fps at 2560x1080 High on my M5 Macbook Pro through Crossover (especially thanks to GPTK 4b2).

As you can see, all the features of ReSkate work, including custom maps, cosmetics, mechanics, etc. (literally everything in the video is custom lol).
The only thing missing is that EA's anticheat is still stopping the game from going online, even to play ReSkate custom lobbies.

Can't complain too much though as this is a massive step in the right direction and suuuuuuper fun.


r/macgaming • • 10h ago

Apple Silicon Mac gaming feels so close, but I’m tired of every game becoming a troubleshooting project

94 Upvotes

I’ve been trying to game on Macs for about 10 years. I follow Andrew Tsai, keep up with this community, and genuinely want Mac gaming to succeed. But after spending time trying to play on my M4 Max MacBook Pro, I need to vent.

One of the biggest breakthroughs for me was the 2019 Intel MacBook Pro with the i9 and AMD graphics. With Boot Camp, you could run Windows and play a huge number of games. Thermals were a problem, and people tried workarounds and eGPUs, but at least compatibility felt more straightforward.

Now we have Apple Silicon, and the hardware is impressive. Yet I’m sitting here with an M4 Max, jumping through hoops just to launch games.

My definition of gaming is pretty simple: buy the game, download it, hit Play, and play. I don’t want to become an engineer every time I install something.
I’ve been looking into CrossOver and alternatives like NotProton, and my recent experience has basically been this:

Gears of War E-Day: A nightmare getting it launched. Errors, anti-cheat issues, YouTube, GitHub, copying files, moving things into folders. Eventually got it running offline with help from ChatGPT, but then I’m wondering what works with saves and switching back to my Windows PC. At 1080p it ran reasonably well. At 1440p, performance started falling apart. It seemed like throttling, but I can’t say for sure. Eventually I shut the Mac down because I couldn’t get out of the game properly.

Halo: Got it running, and it was surprisingly good. Looked great, played smoothly—and then it just froze. Booted it up again. Same thing: running really well, enjoying it, then frozen. That almost frustrates me more than a game that won’t launch, because you get a glimpse of how good it could be before it stops working.

Overwatch: Practice range? Surprisingly good. Actual match? Absolute mess. External 1080p monitor, tried 240 Hz, 144 Hz, 120 Hz—still felt terrible. A USB-C Ethernet adapter helped a little, but now I’m troubleshooting whether it’s networking, frame pacing, or something else.
007: Launch errors and more troubleshooting. I gave up.
Marvel Rivals: Probably the best experience of the bunch. Around 160 FPS at 1080p on an external monitor, then drops toward 100 with some stuttering. Somewhat playable, but not something I’d personally choose for competitive matches.

Then there are games like NBA 2K, Madden, Apex, and Warzone, where compatibility and anti-cheat become another wall before you even get to performance.
And every time something breaks, it’s the same questions. Is it D3DMetal? Should I change the graphics backend? Is it MSync? Some other setting? A different bottle? Another workaround?

Dude. I just want to play the fucking game.
I understand that anti-cheat restrictions aren’t necessarily CodeWeavers’ fault. I also understand that supporting Windows games on macOS takes real work. But from the customer’s side, I’m still deciding whether to pay for something based on whether it lets me play the games I actually want to play.

That’s where CrossOver’s price becomes hard for me to justify. If I’m still spending my evening figuring out why a game launches but freezes, what exactly am I paying for? Getting to the main menu isn’t the finish line.
I watch videos showing games running, hear the discount-code pitches, and get excited. Then I try it myself, and my evening turns into folders, settings, launch arguments, errors, and Reddit searches. Seeing a game run in a video and being able to comfortably play it every day feel like two very different things.

What gives me some hope is better automation. ChatGPT helped me work through getting one game launched. I’d love tools that handle more of that setup automatically instead of making every user repeat the same troubleshooting process. I know that won’t magically fix anti-cheat, but even reducing the setup headache would help.

Am I expecting too much, or are other people frustrated by the gap between “it runs” and “it’s a good gaming experience”?

If CrossOver has been worth the money for you, what are you actually playing? Are you mostly sticking to single-player games with known compatibility?
The Mac feels so fucking close. That’s what makes this irritating.


r/macgaming • • 10h ago

News Kyty PS5 emulator on Mac

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80 Upvotes

r/macgaming • • 7h ago

CrossOver Marvel's Spider-Man 2 T-Pose Fix

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33 Upvotes

r/macgaming • • 36m ago

Native MetalFX Upscaling and Frame Generation in Baldur's Gate 3

• Upvotes

I used AI to add MetalFX upscaling and frame generation to Baldur's Gate 3.

In my tests I get much better image quality and FPS compared to the AMD FSR 1.0 option.

This mod adds:

  • MetalFX Spatial Scaling
  • MetalFX Temporal Scaling
  • MetalFX Temporal Scaling + Frame Generation
  • Metal HUD Checkbox

I am a software engineer and was careful to avoid AI slop as much as possible. Initial attempt had ~53% overhead on the rendering thread, now down to ~5% after optimizations.

It works by hooking into the dynamic library the game uses to control rendering at runtime and adds or skips rendering steps as needed. It does not modify the game executable in any way.

Only tested on the Steam version of the game.

I hope you find this useful. Let me know below what you think.

GitHub Repository

Quick Start:

brew update
brew trust --formula andrewtriestocode/brews/bg3mfx
brew install andrewtriestocode/brews/bg3mfx
bg3mfx

Check out the new options in Options -> Video -> Upscaling Type

There is also an option to create an app launcher, see the readme for details.


r/macgaming • • 1h ago

Discussion Fh2 on Mac?

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• Upvotes

People have recently made a translation launcher to get the Xbox One version of Forza Horizon 2 running on Windows with the help of AI. Any chance this would work through crossover? It’s a fairly light game to run so performance wouldn’t be an issue.


r/macgaming • • 2h ago

Apple Silicon Space Flees 2100: my 1987 DOS shooter, remade as a free native Mac game (Swift + Metal). Looking for beta testers.

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6 Upvotes

In 1987 I wrote a little arcade shooter called Space Flees, as a demo to get a job in the games industry. It went out as freeware in 1988. Next year it turns 40, so I've remade it from scratch as a native Mac game: Space Flees 2100.

What it is:

- A vector shooter in glowing color, drawn with Metal. Fleas fly in formations, dive at you, and spit.

- After every eight waves, a queen shows up, each with her own fight.

- Your copilot sits in the back seat and comments on everything on a dot-matrix display. He has seen worse. Much worse.

- Special weapons from a supply ship: a flamethrower, bug spray, a ZAMBONI, a capture claw, and more.

- Some waves switch to a 3D chase or cockpit view.

- Three difficulties (Milk Run, Normal, Hurt Me), Halls of Fame, replays of your last game, and Game Center achievements.

The Mac details:

- Native Swift and Metal, built for Apple silicon, macOS 26 or later.

- Keyboard or controller (MFi, Xbox, PlayStation; DualSense adaptive triggers and rumble supported). Full screen or windowed.

- Also runs on iPhone, iPad, and Apple TV with a controller.

- Free: no ads, no tracking, no in-app purchases. There will be a tip jar.

It's in TestFlight beta (version 0.9.4), and I'm looking for testers. What I'd love to hear: how far you got and on which difficulty, whether it felt too hard or too easy, whether you could read Zed's lines in time, and anything that confused you. Even "it was fine" helps.

Want to test? Join here: https://testflight.apple.com/join/tre7PMCF (50 spots). Then tell me how it went, in the comments, by DM, or with TestFlight's feedback button. Testers who send feedback get credited in the game, so let me know the name you'd like in the credits.


r/macgaming • • 13h ago

Self promotion Hey guys, I just added native mac support (m1 and m2) to my game Warrior Quest

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29 Upvotes

As I understand too few games are supported natively on mac so I decided to share my work here.

Warrior Quest is a D&D-style dark-fantasy dungeon crawler where you can speak in your own words.

I am a solo developer from Iceland and I made all the art, music, sfx and voice acting in the game, while it features a local, offline LLM as the brain of the NPCs.
That means: No token limits, no data centers, no privacy issues, no copyright infringement, no jobs lost, fully offline, permanently supported.
It's as ethical of an approach as I could possibly make use of this new technology for a game I've dreamed of since the 90's.

The game will be released and on 13th of November - and your savefile continues so to the full game.

I tested only on a borrowed M1 16GB Mac where it ran with no issues. Requests did take 0.5-5sec. So if you have performance issues, bugs or any feedback I would love to hear all about it.

Make sure to wishlist and follow if you like it, thanks!
-Wizard of the North


r/macgaming • • 13h ago

Self promotion WineMetalGL 3.0.0 Offers OpenGL 4.6 Conformance And Runs DOOM (2016)

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27 Upvotes

Hey everyone, how's it going?

This post is an update to let you know that WineMetalGL is now OpenGL 4.6 Conformant, playing DOOM [2016] under OpenGL 4.6 through Wine 11.x under Rosetta.

https://github.com/metalsharp/WineMetalGL/releases/tag/winemetalgl-3.0.0

WineMetalGL no longer requires a matching Wine build. You can drop winemetalgl.dll / winemetalgl.so and the rebuilt opengl32.dll into their appropriate locations in any wine version, just like DXMT does with winemetal.dll / winemetal.so, and automatically upgrade your runtime to an OpenGL 4.6 setup.

While DOOM was the only one tested, this should bring support for so many games that are notoriously hard to get running through vulkan due to missing translations in MoltenVK or KosmicKrisp.

WineMetalGL is OpenGL -> Metal, now supporting the max version of OpenGL currently available. To be clear, it supports both Legacy and 3.0 -> 4.6 versions of OpenGL. It is a 100% effort, without relying on Apple's OpenGL.Framework.

This new release makes it easier to add into your setup, and run OpenGL compatible games.

The next release (3.5.0) will be focused on raising framerates, performance, and reaching an industry level of acceptance for an OpenGL -> Metal translation.

Confirmed Games ran on WineMetalGL through Wine;

Dead Cells

Lina Mosa

The Binding Of Isaac: Rebirth

DOOM (2016)

Testing any owned OpenGL games will help a lot with the development of this "driver."

Thanks for your attention and time!


r/macgaming • • 16h ago

Native Bloodborne running natively on IPad Pro

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43 Upvotes

15-25fps. V1. Goal: 30FPS.


r/macgaming • • 1d ago

Native I made native Metal shaders for Minecraft Java on Apple Silicon – 135–150 FPS at 1440p on an M4 MacBook Pro (free, open source)

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284 Upvotes

Every shader pack for Java Edition runs through Iris on OpenGL, which Apple stopped updating years ago. On my M4 MacBook Pro, Iris + Complementary at full Retina resolution runs at ~22 FPS.

So I wrote the shaders directly in Metal, on top of mcopt (a Metal renderer for Minecraft by Noah Dunnagan): shadows, volumetric clouds, god rays, water reflections, rain and wet surfaces, auroras, HDR + bloom, temporal upscaling and XDR output. It also works with Distant Horizons.

MacBook Pro M4 (10-core GPU), 16 chunks, recorded in-game with F3 on:

- Balanced, 1440p: 137–148 FPS

- Balanced, full 3024×1964: 92–118 FPS

- Ultra, full res: 42–70 FPS

Needs an Apple Silicon Mac on macOS 26 and Minecraft 26.3 with Fabric + Sodium. It's an alpha, so back up your worlds.

Download and source: https://github.com/GaelQuinta/minecraft-metal-shaders

I'd love to hear how it runs on M1/M2/M3 Macs!


r/macgaming • • 12h ago

Apple Silicon A Mac, running Games with Easy Anti-Cheat

17 Upvotes

I think this is one of the biggest issues with gaming on Mac: Games with Easy Anti-Cheat (EAC) often don't run on Mac or don't support online matchmaking / gaming. CrossOver and Wine are already great software to run the game itself, but EAC also checks the hardware and OS it runs on, which is why Anti-Cheat protected games don't run on Mac.

A friend and I wrote a paper on a solution with practical testing: run a Linux-based system (in this case Valve's SteamOS) inside a Mac VM / app, to use Steam's Proton (which is a fork of Wine made for Linux that can run Anti-Cheat protected games) to let EAC run on Linux.

With this, we already got a few games that are Easy Anti-Cheat protected running on macOS / Apple Silicon, including online matchmaking and online play!

The Good Part: Nothing is hidden. EAC was not modified and can see the virtual machine and it accepted that setup anyway.

Some caveats:
- It only works for games whose developers have enabled EAC's Proton / Linux support
- The first load of game assets is really slow because of Metal shader compilation (40s-50s cold, works afterwards when content is cached)
- Epic Games / EAC don't officially support emulation / VMs

For the curious:
I really recommend checking out the linked paper below, but as a quick sum up:

EAC's Linux client is x86-64 only, and its launcher injects it into the game using ptrace, a Linux debugging feature. So translating the CPU instructions isn't enough: the emulator (FEX-Emu) also has to reproduce Linux process tracing and signal behavior faithfully. At first it didn't, and EAC failed to start. It looked like EAC had detected the emulator, but the emulator was just getting Linux details wrong.

On the GPU side, Direct3D goes to Vulkan inside the VM, then to Metal on the Mac. The main bottleneck is shader compilation, which causes the long first load and occasional freezes. A persistent cache on the Mac helps on repeat loads.

The paper also covers CPU overhead, input latency and what didn't work.

I tried to keep this as short as possible. Everything else is mentioned in the paper ^^

Here's the paper:
https://cdn.nzlinix.com/share/papers/eac-apple-silicon.pdf (32 pages)

Any questions, feedback or corrections are welcome!
You can contact me here on Reddit or find us on Discord: minasierra or com.nzlinix


r/macgaming • • 9h ago

CrossOver DCS World 2.9 with Crossover 26.3

11 Upvotes

DCS World on Apple Silicon with CrossOver

This package reproduces the settings that got standalone DCS World running on an M4 Max, macOS 27.0, CrossOver 26.3.0.39832, and DCS 2.9.30.28738 on 12 October 2026. The key choices were DXMT, MSync, selected DLL overrides, and disabling three startup screens/prompts.

You find all files you need here: https://github.com/evill33t/DCS-World-on-Crossover

Clean install using the script

  1. Install and activate CrossOver in /Applications/CrossOver.app. You also need Python 3.9 or newer. The launcher uses an existing Python installation; if none is available, install the macOS package from python.org. Homebrew is optional.
  2. Download the official DCS World web installer from Eagle Dynamics. Save DCS_World_web.exe in Downloads. Leave enough disk space for the game and your selected modules.
  3. Extract DCS-CrossOver-Setup.zip. Keep its three files together. Close DCS and its updater, and quit the CrossOver interface so it cannot overwrite bottle settings during setup.
  4. Double-click Install DCS CrossOver.command, choose 1, accept the default bottle path or enter a new one, and drag the downloaded DCS installer into Terminal when prompted. If Finder refuses to open the launcher, run the Python command below from Terminal.
  5. The script creates a Windows 10 64-bit bottle, selects DXMT and MSync, installs prerequisites, and opens the DCS installer. Complete its license, download, installation-location, and module choices. Use the default C:\Program Files\Eagle Dynamics\DCS World location. Leave “Launch DCS” unchecked at the end. Close the installer and return to Terminal when asked.
  6. The script applies the DLL overrides, creates the Saved Games profile from DCS's stock defaults if needed, changes the startup preferences, and checks the result. Once it prints Setup complete, reopen CrossOver, select the new bottle, and use Run Command to run C:\Program Files\Eagle Dynamics\DCS World\bin\DCS.exe. Log in normally. Keep the Start Here button closed.

The default new bottle is ~/Library/Application Support/CrossOver/Bottles/DCS World Clean. Your existing bottle is not selected automatically. The script handles bottle setup, prerequisite downloads, and the compatibility settings; CrossOver licensing, the official DCS download wizard, and DCS account login remain interactive.

For a Terminal installation, open Terminal in the extracted folder and run:

sh python3 setup_dcs_crossover.py \ --install \ --installer "$HOME/Downloads/DCS_World_web.exe"

To resume an interrupted installation in the same bottle, add --resume. The script retains the existing bottle and its game download. If the DCS installer itself needs to resume downloading, follow its prompts.

Settings to reproduce manually

Create a Windows 10 64-bit bottle and install standalone DCS. Before starting DCS, install these prerequisites in that bottle:

Prerequisite What the script installs
Visual C++ v14 runtime Microsoft's current x64 and x86 redistributables; existing registered native runtimes are retained
DirectX shader compiler Native d3dcompiler_47.dll in system32 (64-bit) and syswow64 (32-bit)
Microsoft core fonts Arial, Times New Roman, Courier New, Verdana, and the remaining core-font packages

You can automate just bottle creation and prerequisites, then install DCS yourself in CrossOver:

sh python3 setup_dcs_crossover.py --create --dependencies

After installing DCS, rerun python3 setup_dcs_crossover.py to configure its profile.

In the bottle's Advanced Settings, choose Graphics: DXMT and turn MSync on. These match our successful setup; D3DMetal failed at graphics initialization during our tests. CodeWeavers describes DXMT and MSync in CrossOver 26.

The equivalent entries in the bottle's cxbottle.conf are:

ini [EnvironmentVariables] "CX_GRAPHICS_BACKEND" = "dxmt" "WINEMSYNC" = "1"

Open Wine Configuration → Libraries in the bottle and add these exact DLL names and load orders. Alternatively, import these values into HKEY_CURRENT_USER\Software\Wine\DllOverrides using the bottle's Registry Editor:

DLL name Registry value Wine Configuration load order
wbemprox native Native (Windows) only
msdmo native Native (Windows) only
winhttp native,builtin Native, then Builtin
d3dcompiler_47 native,builtin Native, then Builtin

Enter only the DLL name in the name field. Names such as msdmo (native) are incorrect. The native-only wbemprox and msdmo entries intentionally prevent the Wine built-in modules from loading; do not download replacement DLLs for them. The unsuccessful experiment that disabled nvapi and nvapi64 was reverted. Do not add disabled NVAPI entries.

Inside the bottle, edit:

text drive_c/users/crossover/Saved Games/DCS/Config/options.lua

If it does not exist yet, copy the installed game's MissionEditor/data/scripts/options.lua there first. Change or add these keys inside its existing miscellaneous table:

lua ["launcher"] = false, ["collect_stat"] = false, ["collect_stat_defined"] = true, ["push_starthere"] = false,

launcher=false bypasses the web launcher. The two statistics settings disable anonymous statistics and prevent the permission prompt. push_starthere=false suppresses the automatic Start Here popup. The embedded browser behind those startup screens caused Wine crashes in our tests; manually clicking Start Here can still open it.

The msdmo workaround also prevented the built-in VoiceChat module from loading in our logs, so DCS's built-in voice chat may be unavailable. This setup does not establish VR or third-party voice-chat compatibility.

Configure or check an existing installation

Close DCS before configuring it. Select 2 in the launcher, or run:

sh python3 setup_dcs_crossover.py --bottle "$HOME/Crossover/DCS World"

This is the path of the bottle that worked in this session. Substitute the appropriate Mac path on another machine. Add --dependencies if prerequisite installation is also needed. Other graphics, controls, account, and module preferences are preserved. The script modifies the profile configuration rather than the game's shipped Lua scripts.

Select 3 in the launcher, or use this read-only check:

sh python3 setup_dcs_crossover.py --check --bottle "$HOME/Crossover/DCS World"

Check mode reads files only: it does not start Wine, change settings, or download anything. Its PASS result confirms the expected settings and files; it does not test a flight or guarantee compatibility with a different release.

Preview proposed work without changing anything:

sh python3 setup_dcs_crossover.py --dry-run --bottle "$HOME/Crossover/DCS World"

For nonstandard locations, add --crossover "/path/to/CrossOver.app", --game-dir "/full/Mac/path/to/DCS World", or --profile "/full/Mac/path/to/Saved Games/DCS". --profile is the profile directory containing Config, not options.lua itself. Use it for a profile selected by a custom DCS launch argument. The script stops if it finds multiple candidate installations or profiles.

Backups and recovery

Each configuration run stores backups and a manifest in:

text <bottle>/.dcs-crossover-setup/backups/<timestamp>-<unique-id>/

The script prints the full directory when it finishes or stops. manifest.json lists every replaced file and its corresponding backup. Only files that actually change are copied. restore-dll-overrides.reg restores just the DLL entries changed by that run. Configuration is repeatable; it does not delete the bottle, clear caches, reset controls, or copy account credentials.

To restore a change, close DCS and CrossOver, then copy the relevant backed-up file to the destination listed in the manifest. If created is true, there was no original file; removing that newly created file reverses its creation. Import restore-dll-overrides.reg through the same bottle's Registry Editor to undo its registry changes. If you changed settings afterward, review the backup first so you retain those later preferences.

These backups do not uninstall Visual C++ or reverse the DCS installation. Keep the new clean bottle separate from your working bottle if you are testing a fresh installation. Downloads are cached under <bottle>/.dcs-crossover-setup/downloads/; shader and font files are checked against pinned SHA-256 hashes, while Visual C++ uses Microsoft's HTTPS download links and is verified after installation.

If an update brings back the startup crashes, close DCS, rerun the configuration command for its bottle, and run --check. If it still crashes, inspect the newest <profile>/Logs/dcs.log and a new CrossOver log. A failure before dcs.log is created needs the CrossOver log. Reinstalling unrelated DLLs or applying the abandoned NVAPI experiment is not part of this setup.


r/macgaming • • 1d ago

Native GTA 5 On IPad Pro 50-60 FPS

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193 Upvotes

Upscaled running natively.


r/macgaming • • 20h ago

Discussion Has anyone actually managed to run KytyPS5 on macOS?

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58 Upvotes

I noticed that KytyPS5 officially lists macOS support, including Apple Silicon.
However, I've found no user experiences.

Has anyone successfully run PS5 games on an M-series Mac? Which games worked, how was the performance?

Also how about running windows version on crossover if even that could be a thing.


r/macgaming • • 7h ago

Native god of war 3 port

5 Upvotes

gow III was ported to pc, anyway to run it on a m2 serires mac?
https://www.youtube.com/watch?v=ACyUfDNxx1I


r/macgaming • • 15h ago

Native Dragon Ball Budokai Tenkaichi decomp in mac os

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20 Upvotes

here is the link to download the DMG to install the game

https://drive.google.com/file/d/1ep4KQru6Qxs-xOEDo9SHtnWj__PmdkXV/view?usp=sharing


r/macgaming • • 13h ago

Self promotion Katz Media Player – KMP 2000 (Pippin)

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10 Upvotes

One of my most treasured consoles. A very rare European version of the Apple Pippin. Only around 500 are made.

https://novahollandia.nl/2022/12/06/katz-media-player-kmp-2000-pippin/


r/macgaming • • 1h ago

CrossOver Ram compatiblity, Starfield

• Upvotes

MacBook Pro, M5 Pro, '24gb ram'.

What I'll be discussing is the performance ive experienced so far into Starfield on macOS (specifically on my specs). In the beginning of my play through, I ran with all high settings w/ Vsync off for my baseline. The first area that im introduced is the Vectera, Argos Extractors Mining Outpost, where I was consistently getting; 45-60 fps, very minor graphical bugs, and an average 65-75*C. It was promising that it was looking so great and performing well, even when I got out outside where there was a lot more entities.

After going through the beginning part of the game, I then travel to Kreet. There isn't much in the beginning of that second planet besides small animals, simple terrains, & enemies. During my visit on Kreet, I was maintaining 50-60fps. The unsuspected issue happens on the next planet I'll have to visit (and now keep in mind that so far the game is only using up 16-18gm of ram out of my 24gm).

The third planet that im visiting, Jamison, New Atlantis. This third area is will dense in entities, large building, & particles (very beautiful in graphics), but with that it started to demand more of my laptop. At first, while just exploring my fps dropped to 32-40, nothing to worrying since it still running well with no stutters. Until I got into the middle of the capital with many entities in one area where I started to see bad signs; the lowest fps that I got was 25 to the highest of 38 fps, FROM 16-17gb of ram being used it turned to 20-22gb being used. Obviously I had to turning my settings from high to medium then to low but nothing really changed for the ram usage. On stats, it showed the ram usage in the "warning" category and only having 1-2gm of ram unused. The cpu was still maintaining well, gpu was keeping strong, but the ram was the one to take notice.

I stopped my benchmark since Ive never had a game use up so much ram that quick. Eventually I'll retry and get further into the game even if my ram is being maxed. From what I've concluded so far for Starfield is that '16gm of ram is borderline manageable, 24gm is okay but the game will use up a lot very quickly, & 34gm+ is way better for more head room'.


r/macgaming • • 1d ago

Rosetta I attempted to run the KytyPS5 emulator on a MacBook

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146 Upvotes

I was able to compile and run a custom version of the KytyPS5 emulator on macOS. A lot of work is still needed, but I wanted to see the current state of macOS support.

Disclaimer: all the hard work goes to the KytyPS5 contributors, not me.

This custom version I built contains multiple PRs from the KytyPS5 GitHub related to macOS support (MoltenVK and Rosetta 2).

I used a custom fork of MoltenVK and SPIRV-Cross (Vulkan to Metal library) that contains mesh shader support (VK_EXT_mesh_shader), which is required for 3D PS5 games. I also added some simple patches of my own.

Some debugging shows that Astro's Playroom is causing issues with MSL (Metal Shader Language) compilation, which is beyond my knowledge.

It appears that there is textures issues with Unreal Engine games and Sony's in-house engine has MSL issues. Looks like Unity games run fine!


r/macgaming • • 1h ago

CrossOver MAC OS

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• Upvotes

Cant wait to play next year. Maybe can play via crossover.


r/macgaming • • 21h ago

Native Sifu just released on iOS for $8 and you can download it on MacOS

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38 Upvotes