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 • • 9h ago

Native Bloodborne Mac Port | M4 Pro (24GB) Performance & Settings Test (v0.5.1) - AMZING !!!

124 Upvotes

Testing out the Bloodborne Mac port (Wooloomooloo2 repo) on the M4 Pro, and the experience so far is honestly pretty impressive, with consistent playable FPS without any upscaling at all just native 1080p. pulling 60 to low 44 FPS

Hardware & Build Specs:

  • Mac: MBP M4 Pro (24GB Unified Memory / 512GB SSD)
  • Port Version: 0.5.1
  • Game Region: CUSA00900 (US) (Note: Not the recommended CUSA03173 EU version, but runs fine!)
  • Settings:Imgur Screenshot

Performance / Notes:

Overall, the game is super enjoyable and completely playable. You’ll spot some missing textures and occasional missing floor geometry here and there, but nothing game-breaking at all.

Curious if anyone else is running the US version and seeing differences compared to the EU build?


r/macgaming • • 17h ago

Native Zelda: Tears of the Kingdom on MacBook: instant loading and 90 FPS Now open source!

Thumbnail x.com
391 Upvotes

r/macgaming • • 10h ago

Self promotion WineMetalGL 3.3.0 Lands with Massive Performance Gains and Rendering Improvement

69 Upvotes

Download it here: https://github.com/metalsharp/WineMetalGL

Fixes and Improvements:

  • Fixed faulty shaders with SpaceEngine
  • Fixed Fault Call with Doom 3 BFG
  • Fixed Wolfenstein Total New Order failing to load / Audio crash bug, provided fixed F-Audio dll
  • Fix OpenMW loading and provide native Arm64 Glue Shim
  • Fix SOMA texture / lighting issues
  • Fix Doom Performance issues
  • Added UpscaleGL Feature (Performance, Balanced, Quality)
  • Fixed invariant vertex shader position persistence
  • Fixed Display Driver issue
  • Fixed Casette Beasts not loading / presenting incorrect textures because WineMetalGL reported its driver name as 'Apple'
  • Added a complete logging system for WineMetalGL
  • Improved performance and rendering issues with Foundation
  • Added GLES 2.0 -> 3.2 conformance and support
  • Portal (1) now works without texture invariance issues
  • Fixed several incorrectly translated OpenGL textures and shaders. Improved performance drastically across Memory, Cpu, and GPU process handling.

WineMetalGL Settings App (Download WineMetalGL-Settings-3.3.0.zip And Open It:

  • You can now download a tiny developer-signed WineMetalGL helper app built in Swift UI with liquid glass. From here, you are able to toggle performance/balanced/quality upscaling, as well as toggle logs on / off and open the folder they are contained in. You can also install it if not installed both into crossover or your dedicated wine prefix, and toggle WineMetalGL on / off. Only works with MacOS 26 or later.
WineMetalGL Settings Application

Game Specific Patch Files:

  • Game-Specific Patch Files now contains per-game dlls for games that need them rather than forcing you to figure it out on your own. In this release, there are files for: Space Engine, WolfenStein New Total Order, and The Elder Scrolls III: Morrowind with OpenMW. Point claude or codex at this file if you need help installing it into your wine.

Photos:

Wolfenstein New Total Order, WineMetalGL 3.3.0 x86_64
Doom (2016) WineMetalGL 3.3.0 , Balanced Upscaling under x86_64
The Elder Scrolls III ; Morrowind with OpenMW, WineMetalGL 3.3.0 Arm64
Cassette Beasts, WineMetalGL 3.3.0, x86_64
Soma, WineMetalGL 3.3.0, x86_64
Portal (1) , WineMetalGL 3.3.0, x86_64

Thanks for all the support so far! Development continues!!


r/macgaming • • 4h ago

Self promotion I'm developing a historical city builder on my MacBook Air, demo available on Steam

19 Upvotes

Hello r/macgaming,

I’m the solo developer of Pixel Metropolis, a cosy isometric city builder about guiding Paris across 10,000 years.

You begin with a pristine landscape in the Paleolithic and progressively build the city through different historical eras. The idea is that the city is never reset: earlier roads, buildings and neighbourhoods remain visible and influence what comes next.

The free demo covers the Paleolithic, Neolithic and Metal Age, and is available natively on macOS as well as Windows. The game itself is being developed on an M1 MacBook, so the Mac version isn’t an afterthought.

Pixel Metropolis is participating in Steam Next Fest from 19–26 October. I’ve attached the latest trailer, and you can find the demo here:

https://store.steampowered.com/app/5166960/Pixel_Metropolis/

I’d particularly appreciate feedback from anyone who tries the Mac build, especially regarding performance and any hardware-specific issues !


r/macgaming • • 2h ago

Self promotion I spent two years learning Blender so I could play my old TI-83 game on my mac-mini in Unity Engine

Thumbnail
gallery
10 Upvotes

Several years ago I had launched a website chaoschess.online where players could play a chess variant that used SVG images for traditional pieces and would have "crazy events" occur mid-way through a match. The web-game was based off of old work I'd put into programing a chess variant on my TI-83 about 20 years ago. After using Coursera's study program on Blender and a metric ton of pdf guidebooks, I rebuilt the game into a 3D environment.

Here's the basic gist:

  • There's a 10-chapter story campaign about old chess pieces (eg, Empress, camel, lion, etc) coming back with a vengeance
  • Each match features a Chaos Event (a flood, volcano, witch's curse, blizzard) that impacts both players
  • Also there's potential for a pawn uprising, where all the pawns on the board revolt, crown a new red king, and attack both white and black pieces as a third player
  • The game also features 7 scenarios, that test your skill against varying difficulties. A viking invasion keeps pumping 3rd-player berserkers each turn onto the board, and your only goal is to outlast the opponent king. A dragons vs vampires scenario includes a day/night cycle in chess that modifies the pieces abilities. And a zombie attack is chess meets minesweeper.
  • To overcome the bad stuff happening, you get to add two Champion pieces to your board to fight on your behalf. These pieces have special abilities and moves. The Executioner can leap over pieces in front of it and eliminate the first opponent piece in its path. The lion piece can move twice, just like its historical piece. The Thief moves like a pawn but can attack diagonally backwards in addition to forwards. The Necromancer can return a captured piece back to your ranks. And so on....
  • Several gorgeous environments and the board view can be adjusted so you have full view of the action

Links: Steam | iPad | iPhone


r/macgaming • • 1h ago

CrossOver Made a small open-source project to get Logitech wheel FFB working in CrossOver/Wine on macOS

• Upvotes

Hey everyone!

I had some free time and decided to mess around with Claude Opus 5.5 to see if I could get force feedback working on Logitech wheels in Windows games running through CrossOver/Wine on macOS

Spent about an hour on it, mostly just as a random experiment, and surprisingly it kind of works lol

It's called crossover-ffb, and it's basically a small macOS app that tries to get force feedback (and even simulated TrueForce) working on Logitech wheels in games running through CrossOver, NotProton, or Wine

It's definitely not perfect, some things work and others don't, and there are probably plenty of bugs. I tested it with my G923, but I don't have the wheel with me where I'm studying, so I can't really test or improve it much further right now

I'm also pretty busy with uni and other stuff, so I figured I'd just make it open source in case anyone wants to give it a try or contribute to it

If anyone has a G923 (or another Logitech wheel) and wants to test it, I'd be curious to hear if it works for you. PRs, bug reports, or any improvements are more than welcome!

Also, the shift lights weren't working in the version shown in the video, but I've since got them somewhat working too!

GitHub: https://github.com/0xbiel/crossover-ffb

Maybe someone can take it further and make it actually useful for Mac sim racing :)


r/macgaming • • 17h ago

Native Dear mods.

124 Upvotes

Can we get a new AI flare so I can filter this deluge of nonsense out?


r/macgaming • • 19h ago

Native Bloodborne Mac Port v0.5.0 - Full Metal Pipeline

Thumbnail
gallery
101 Upvotes

Edit: 0.5.1 is out with some fixes

https://github.com/Wooloomooloo2/bloodborne_mac_port/releases/tag/mac-v0.5.1

Fixes are:

- Missing icons at 1440p, thanks again Noel

- macOS27 game has been falling back to single process (I've built on '26) GPU process start should now work

- Incomplete game folders now get an error message

- New Character name entry fixed in full screen

https://github.com/Wooloomooloo2/bloodborne_mac_port/releases

So this one has taken a while, but finally no MoltenVK, full metal renderer and shader pipeline. MetalFX fully supported, FSR 3.1 supported on Metal back end. Memory leak fixed (should stop crashing) and fix for lower memory Macs (thanks Noel Miller).

Enjoy and give feedback, feedback is best sent to Github, but happy to engage here. Very interested in how base Macs with 16GB of RAM do with the full native renderer.


r/macgaming • • 18h ago

CrossOver GTA SA DE on Mac

76 Upvotes

MacBook Air M1 8gb

Sequoia 15.7.7

Crossover 26

The game works perfectly, effects and other graphics options are set to low settings, 720p resolution.


r/macgaming • • 1h ago

Apple Silicon Diablo II: Resurrected on Apple Silicon via Wine: full HD graphics working, black ground fixed (open source)

• Upvotes

If you play Diablo II: Resurrected on an Apple Silicon Mac through Wine (Porting Kit or similar) and got stuck on any of these:

  • black ground in HD mode (Legacy mode looks fine)
  • "Failed to initialize graphics device"
  • a black window forever at startup
  • random hangs on launch

...I've published fixes for all four, plus a standalone launcher app: https://github.com/SergioB/d2r-macos-wine-fix

Status: D2R 3.3.93847 runs with full HD graphics (and Legacy) on a MacBook Air M3, macOS 26.6.2, Wine 11.0, MoltenVK 1.4.2. No Blizzard files are modified.

What was broken

  1. "Failed to initialize graphics device": the DXMT dxgi.dll in Porting Kit's engine doesn't give Wine's D3D12 layer (vkd3d) the adapter interface it needs. Fix: use Wine 11.0's stock dxgi.dll.
  2. Black window at startup: a macOS-only Wine bug. D2R's protection decrypts code pages on demand through access violations, and Wine mistakes some of them for %gs faults and retries them forever (~40,000 times a second). Fixed with a small ntdll patch.
  3. Black ground: D2R draws terrain through a pass-through tessellation shader pair, and MoltenVK's tessellation emulation draws nothing for it. A vkd3d patch draws those patches as plain triangles. Earlier guides listed HD terrain as unfixable; this was the cause.
  4. Random startup hang (~50% of launches): a lock deadlock between a vkd3d worker thread and MoltenVK. Avoided with VKD3D_CONFIG=virtual_heaps.

Requirements

  • Apple Silicon Mac, macOS 15 or later
  • Porting Kit with its "Diablo 2 - Resurrected" port installed once, with Battle.net logged in and the game downloaded inside it (the launcher reuses its engine and libraries)
  • Xcode command line tools (xcode-select --install)
  • The patched wined3d.dll from the Releases page, or build it yourself (the build is reproducible)

Install: clone the repo, quit Battle.net and D2R, and run scripts/build-app.sh with the paths from the README. It creates ~/Applications/Diablo II Resurrected.app, a self-contained launcher. It can also move your Wine prefix (Battle.net + the ~30 GB game) out of the Porting Kit wrapper, so Porting Kit updates can't break it.

Known issues

  • Don't Cmd-Tab away while D2R is loading.
  • virtual_heaps costs a little extra CPU.

Who it's for: if D2R already runs well for you in CrossOver with D3DMetal, you don't need this. This is for the Wine/vkd3d route. The ready-made launcher builds on Porting Kit's D2R port, but the patches themselves are plain Wine and vkd3d patches.

Credits and next steps: the MoltenVK settings come from JakeDahl/D2R-MacOS-Setup. I tracked the bugs down with Claude Code; the full investigation is in docs/investigation.md. Upstream report drafts are in docs/upstream, and the goal is to get these fixes into Wine, vkd3d and MoltenVK so CrossOver, Sikarugir and everything else picks them up.

If it doesn't work for you, open a GitHub issue with your Mac model, macOS version and ~/Library/Logs/d2r-launcher.log.


r/macgaming • • 1d ago

Native NFS MW on Mac

332 Upvotes

Finally, AI began to be used for its intended purpose, and now you can get such results. Yes, the game is 2005, but it looks incredible on my M1 base, and works at an honest 60 fps. I hope in the near future we will get more ports of old but very cool games, or games for Mac 32 bit ported to Apple silicon.


r/macgaming • • 12h ago

Self promotion I made a sailing simulator for Mac and iOS while studying for my skipper licence

14 Upvotes

I made a sailing simulator for Mac and iOS while studying for my skipper licence

Hi everyone,

I’m a retired doctor from Madrid. While studying for my skipper licence I wanted a way to practise at home, so I built SailorSim, a sail and motor simulator set in the Mediterranean.

Leave the port, trim the sails, tack and gybe, anchor in a cove, enter Mahón harbour between buoys and ferries, or sail all the way to Salou, Mallorca and Menorca, by day, at night or in a storm. Charts come from OpenStreetMap.

Free, no ads, no data collection, works offline. English and Spanish. Runs on Mac, iPhone and iPad.

It’s my first sailing game, so any feedback is very welcome.

https://apps.apple.com/app/id6822390196

Fair winds!

Thanks for reading, and fair winds!


r/macgaming • • 6h ago

Help How to optimise games on mac?

4 Upvotes

I just got a base m4 mac mini a week ago and am still learning the ins and outs of the OS (coming from windows). I’m just a bit lost on gaming as it seems a lot more complicated even with crossover being a frontend for wine. Are there any third party dlss/frame gen tools that I can mess around with? Looking to improve performance for dark souls 3 and some other games


r/macgaming • • 10h ago

Discussion Gears of War 1 through Xenia on M1 Max

Post image
9 Upvotes

Played through the entire game on xenios(xenia-edge) on my M1 Max(32 Core GPU), I had to apply some game specific patches and config overrides(there's a Xenia thread on GitHub regarding this). There were some times the game got a bit choppy and very rare moments of tearing but otherwise it was a good experience. When you enter an initial level it'll take a second for all the assets would load then its good. For the most part, it felt like how a 360 would play, 30+ fps depending on the area. I probably could've toyed with more settings but I was happy enough with the performance.

I know we have GOW Redux and Remastered, neither game played ball through Crossover(both not making it out of the main menus). I troubleshooted it a bit but gave up and figured Xenia would be the most original experience anyways. And 2/3 don't have PC ports so I'll end up back there anyway.

Unrelated but for those curious on E-Day, the game requires hardware ray tracing which M1/M2 does not have unfortunately. M3 and up should be good to play. Really frustrating roadblock.


r/macgaming • • 3h ago

Native MGS1 GOG version patch for MacOS

2 Upvotes

Hi

I have made patch that allows MGS1 to be played natively on MacOS with silicon M-chips

Game is not included, you have to get your own copy. Tested only with GOG version. Both main game and VR missions working.

Additionally the textures were rescaled to 4K to look better on bigger screens.

Patch link: https://github.com/PepeForFun/MGS1_MacOS_Patch

Let me know if you run into any issues


r/macgaming • • 46m ago

Help Recommendations? xBox layout controllers for cheap

• Upvotes

Hi, I'm looking for an (offbrand) controller with xbox layout. Doesn't need to be wireless, just as affordable as it gets and ofc compatible with OSX. I'm running on a 2019 Retina iMac, Sequoia 15.4.1.
Any recs?


r/macgaming • • 5h ago

Help Someone please help i cant get undertale yellow on mac for the life of me

2 Upvotes

wineskin constantly tells me my engine is corrupted and when i try run it on porting kit the game flashes and closes. Please someone help i use M5 chip and im on Tahoe 26.6.2 .


r/macgaming • • 1h ago

CrossOver Best way to play FFVII Rebirth on Mac?

• Upvotes

I just finished FFVII Remake on Mac (Crossover 26.3, Mac OS 27) and bought Rebirth. Should I just use my current setup or would there be benefits installing a newer beta version of Crossover?


r/macgaming • • 3h ago

Discussion Mac et Geforce Now 2026/2027

Thumbnail
1 Upvotes

r/macgaming • • 3h ago

Discussion Mac et Geforce maintenant 2026/2027

Thumbnail
1 Upvotes

r/macgaming • • 22h ago

Native MetalFX Temporal upscaling + frame interpolation for BG3 on Mac (mod, now released)

30 Upvotes

Hi!

I already posted about this project a few months ago (and it was roughly 90% finished back then), but wasn't able to work much on it over the last weeks, as my main hand currently is still stuck inside a cast. So I'll try to keep it short:

This mod brings MetalFX Temporal upscaling and MetalFX frame interpolation to the macOS build of Baldurs Gate 3. Right now the the macOs build only supports the pretty outdated FSR 1.0 officially. A temporal upscaler uses motion vectors and data from several previous frames, so it can start from a lower render resolution than a spatial upscaler (like FSR 1.0) and still look as good in the end result. Frame Interpolation on top of that allows for roughly doubling the frame rate again.

Numbers: Same scene, everything on Ultra + TAA, MacBook Pro M4 Pro, target resolution at 3024×1964, 60 Hz.

Setting Render resolution fps
Native 3024×1964 ~ 30
FSR 1.0 Quality 2016×1309 ~ 46
MetalFX Temporal, Performance 1512×982 ~ 51
MetalFX Temporal + frame interpolation 1512×982 ~ 102

Runs on Apple Silicon Macs with macOS 26 or newer. It hooks into Metal at runtime and doesn't modify any game files. As of now, you can start it with a steam launch option or via terminal. I was only able to test the Steam version so far. Although the GOG version will most likely work too.

Did a bunch of manual tests in chapter 1 and 3 (finally fluent framerates in the city!), but it's still experimental. Bugs, visual glitches etc. are still possible.

For more detailled information and the downloadable release, see: https://github.com/IndyIndyIndy/bg3-metalfx


r/macgaming • • 15h ago

CrossOver Call of Duty Modern: Warfare 4

10 Upvotes

Has anyone played it via Crossover yet? (I know the DRM-FREE version is limited to single-player mode, but it's the only way to bypass anti-cheat.) My wife is addicted to the COD franchise; I've never really been a fan, but I figured I'd see what the fuss is about on my own hardware.

FYI: I am not breaking any rules since she purchased this title. I am not linking to where to procure this title. The fact that I have to explain this while the entire subreddit is filled with AI literally stealing copyrighted material is wild. Figured I'd leave this disclaimer even though it's 100% hypocritical. I know it's most likely AI, but I have a feeling the words DRM-FREE triggered the rule # 3 warning I got before posting this. Being able to own the title offline shouldn't be seen as illegal when that's the entire premise behind GOG, but here we are.


r/macgaming • • 1d ago

Native CherryHud: A free, lightweight in-game performance overlay & FPS monitor for macOS (No sudo / root required) 🍒

Post image
57 Upvotes

Hey everyone! 👋

I just released **CherryHud**, a lightweight, open-source, and hassle-free in-game performance overlay for macOS that I've been developing! If you game on a Mac and want to keep an eye on your performance, this is for you.

🌐 **Website & Download:** https://cherryhud.com

🐙 **Source Code:** https://github.com/Matricard/CherryHud

---

### ✨ Highlights & Features

- **🛡️ 100% Safe & Anti-Cheat Friendly:** Unlike MangoHud (Linux) or RivaTuner (Windows) which inject DLLs/code directly into game memory, CherryHud runs strictly out-of-process. There is **zero risk of getting banned** by anti-cheats (like Blizzard's Warden in WoW, EasyAntiCheat, etc.).

- **🔒 No Root / No Sudo Required:** Requires no administrator password or heavy `powermetrics` background scripts.

- **📊 True Telemetry (Way beyond Apple's Metal HUD):** Apple's built-in Metal HUD is great for developers, but requires terminal flags and can't display hardware temperatures, system RAM, or MacBook battery. CherryHud tracks **real-time FPS, frametimes (with micro-stutter sparklines), CPU & GPU temperatures (°C), utilization %, dedicated VRAM, RAM, and battery** in one clean card.

- **⚡ Smart Auto-Game Mode:** The overlay automatically pops up when a 3D game goes full-screen / in-focus and hides itself as soon as you return to the desktop. No hotkeys to memorize.

- **🚀 Zero Input Lag & Zero Performance Hit:** Rendered on an auxiliary window layer that is completely transparent to your mouse and keyboard. Thanks to Apple Silicon's multi-plane hardware display engine, overlaying this window introduces zero FPS drop.

---

### 💻 Requirements

- Apple Silicon Mac (M-series) running macOS 13.0 (Ventura) or newer.

The project is completely free and open-source (MIT). Feel free to download it, try it out on your favorite games, and let me know what you think! 🍒


r/macgaming • • 1d ago

Native Driverclub - porting apple silicon

75 Upvotes

Starting from the port that produced this

https://github.com/BlackLineInteractive/Driveclub-Port—I’ve

managed to reach this point on my MacBook M1 Max. I’ve spent about 24 hours trying to optimize everything; it wouldn’t even launch on Apple Silicon before, but now I’m hitting 23–24 fps. The CPU is very well-optimized—usage is quite low, just as it should be—but the GPU and shaders are the current sticking points. I’m working on those; once I clear up the visual glitches caused by other players' lights, I hope to shave off enough time to boost the frame rate further.

We’ll see—in the meantime, I hope to post something to GitHub later this evening so others can collaborate with me.

Beyond that, I’d like to bring *Forza Horizon 3* or *2* to Apple Silicon Macs, since nobody else seems to be thinking of us! =)

https://github.com/fladnaG86/Driveclub-Port-AppleSilicon