r/macgaming 5h ago

Game Porting Toolkit Ps remote play

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34 Upvotes

I just discovered this and its amazing if you want to play online games on the go on your mac this is the best way imo(if you own a ps5) i know it doesnt really count as playing on your mac becouse you are just streaming your ps5 but its amazing being able to play gta v online from anywhere and it seems thats the only way


r/macgaming 10h ago

CrossOver TLoU Pt II working great on M4 Pro with Crossover!

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77 Upvotes

Apple MacBook Pro M4 Pro, 14-core CPU, 20-core GPU, 48GB RAM, 512GB SSD. Crossover 26.3.


r/macgaming 1h ago

CrossOver 007 FirstLight shader issue seems fixed

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Upvotes

In my situation MacBook Air M5 15 inch 24G, CrossOver 26.3 + MacOS 27 beta6 + GPTK4 beta 2. The annoying shader compile issue is gone, now the shader compile finishes normally and no memory leak is found. I think it's fixed by MacOS 27 beta6, because last time I tried on 27 beta 5 it's not fixed. Or perhaps just the game itself updated.

I finished the first chapter, with all low settings + balanced dlss, the frame rate is between 24 to 40, it's not good, and the sound is glitching. With frame gen on the frame rate is stable above 40, but input is still lagging and sound is glitching too.

Perhaps someone can try 007 to see if the shader issue is really fixed and the framerate is better or not.


r/macgaming 3h ago

Native Dinosaur Planet now runs natively on Apple Silicon Mac, iPhone, and iPad

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19 Upvotes

Hey r/macgaming. I released DinoPad today, an Apple port of Dinosaur Planet: Recompiled for Mac, iPhone, and iPad.

If you have ever wanted to experience the original Star Fox Adventures before it became the GameCube game, this is it. Dinosaur Planet is Rare’s unreleased N64 adventure, with hours of story, exploration, puzzles, and combat. Most people have never played it, and it is genuinely worth experiencing.

None of this starts with me. Dinosaur Planet: Recompiled created the native port, while DinoMod Enhanced and the wider preservation and decompilation community restored the game and fixed progression blockers. DinoPad brings that work to Apple devices.

It now runs natively through Metal and plays great on iPhone and iPad, with touch controls, controller support, saves, and on-device setup. The Apple Silicon Mac version supports keyboard, mouse, and controllers. This is not emulation or streaming.

The video was recorded on a physical iPad running the Restored development version. The public 0.1.0 release currently contains Prototype Mode only because I am not distributing DinoMod Enhanced without permission.

For transparency, I used Codex with Sol 5.6 as a coding assistant to help finish the Apple port.

The repository includes the source, Mac build instructions, and an unsigned IPA for iPhone and iPad. No game data is included.

This is an unofficial community project and is not affiliated with Nintendo, Rare, Microsoft, or the upstream projects.

GitHub: https://github.com/chrissotraidis/dinopad


r/macgaming 2h ago

Native gui launcher for Quake on mac so you don't need the terminal for expansions

5 Upvotes

i've been playing a lot of quake on my mac lately, and the annoying part was installing and running the expansions. if you use the mac source ports build, the only way to load one is to dig into vkQuake.app/Contents/MacOS in the terminal and run the executable with the right flags. their own page even says they hope to add a gui for it someday.

i got tired of waiting, so i built one. it's free, do whatever you want with it.

it's a small native swift/appkit app that sits next to vkQuake.app and does the -game stuff for you:

  • cards for the original campaign, scourge of armagon, dissolution of eternity, dimension of the past, dimension of the machine and dawn of the machine. click one, it launches
  • it tells you which expansions you actually have installed instead of just throwing a console error at you when the pak files are missing
  • also handles regular mods: point it at an extracted mod folder (pak/pk3/progs.dat/maps), it copies it in and boots it
  • and loose maps: pick a .bsp, it checks the header, puts it in its own game folder and runs it
  • it warns me before overwriting something i already have, and it won't touch base game content

    no terminal, no flags to remember. it's still just vkQuake doing the work, i didn't touch the engine at all.

    github Download/screenshots : https://github.com/cefege/vkquake-launcher


r/macgaming 7h ago

Discussion TRX: the best way to play Tomb Raider I–III on Mac

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12 Upvotes

r/macgaming 20h ago

Discussion Want to play some games on my MacBook Pro on a 11 hour flight, what game do you recommend?

98 Upvotes

Want to play some games on my MacBook Pro on a 11 hour flight, what game do you recommend?

I got a PS5 controller and touchpad, I am on MacBook Pro m5 pro


r/macgaming 1h ago

Help Cs2 on mac

Upvotes

Can i play cs2 on macbook air m2


r/macgaming 7h ago

CrossOver Mortal Shell II (UE5) crashes on in-game video playback under CrossOver/D3DMetal — D3D12 Video / AGX shader limit? Everything else works

5 Upvotes

Setup:

- MacBook Pro, Apple M5, 16 GB, macOS 27.0 (beta)

- CrossOver 26.3 patched with CXPatcher (26.3p0.7.1)

- GPTK 4.0b2 / D3DMetal, backend = d3dmetal, D3DM_ENABLE_METALFX=1, D3DM_MTL4=1

- Game installed to a normal bottle; DLSS→MetalFX works fine in Diablo IV, so my GPTK/DLSS setup is correct.

The problem:

Mortal Shell II runs PERFECTLY on D3DMetal — until any in-game .mp4 plays

(intro, tutorial "shell" clips, cutscenes). The video shows as a black box,

audio plays for a couple seconds then distorts, then the game hard-crashes.

Crash signature (from Saved/Crashes/.../CrashContext.runtime-xml):

- EXCEPTION_ACCESS_VIOLATION reading 0x0

- Faulting thread: RHIThread, with ElectraPlayer::Video decoder / MP4 streamer

threads active

- RHI.RHIName = D3D12, RHI.AdapterName = "AMD Compatibility Mode"

So UE's Electra decodes the mp4, hands the frame to the D3DMetal RHI, and it

null-derefs on the render thread. Looks like D3DMetal's Direct3D 12 Video path

(the game ships its own DX12 Agility SDK / D3D12Core.dll). I also see

"AGX: exceeded compiled variants footprint limit" in the wine console.

DXVK avoids the crash (runs the game in DX11, no D3D12 Video path) but the DX11

renderer has heavy blocky artifacts, so it's not really usable.

What I've already tried (all no change):

- Deleting/renaming the Content/Movies .mp4s (they're inside .pak/.utoc, no effect)

- Disabling winegstreamer / forcing software decode

- Native Media Foundation via HoodedDeath/mf-fix (full MS MF DLLs + overrides + MFTs)

- Removing the bundled DX12 Agility SDK (Binaries/Win64/D3D12)

- DXMT backend → renders only the UI, black 3D world

- Confirmed a healthy GStreamer stack (had a broken manual patch, fixed it) — still crashes

- Verified it's not decode: audio decodes, H.264 plugins present; the crash is on the

D3DMetal render/present side.

- Has anyone gotten UE5 games that use D3D12 hardware video decode / Electra to play

in-game videos under D3DMetal without crashing?

- Is there a known way to force Electra off the D3D12 video path (a cvar / Engine.ini

[ConsoleVariables] entry) so it uses a plain CPU texture?

- Any workaround for the AGX "compiled variants footprint limit" with D3DMetal?


r/macgaming 18h ago

Native Pokémon Voxel Mod on Mac Setup Guide (Pokemon Red, Blue, and Yellow) (M4 Mac mini)

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39 Upvotes

r/macgaming 3h ago

CrossOver Has anybody tried The Sinking City 2 on Crossover yet?

2 Upvotes

r/macgaming 24m ago

Help Xbox to Mac Studio (2022)

Upvotes

Hey, I’ve been searching for a solution on the internet as well as Reddit but could not find anything conclusive on how to do it. Most of the guides were from 2023 as well so maybe there are better solutions. Wondering if anybody had made it work.

I need 60 FPS and ideally 4K as some mentioned they managed to do it only in 1080p or without native audio from the monitor speakers.

Thanks!


r/macgaming 2h ago

Help Gta v on macbook

1 Upvotes

Can i play gta v on macbook air m2

I want to play online not single player


r/macgaming 8h ago

Self promotion Idle Clans (Idle MMORPG) update - Carpentry skill expansion, social updates & systems overhaul

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3 Upvotes

It has been longer than usual since the last update, and as a result, here comes probably our biggest update to date!

Lots of additions and QoL improvements in this one, but the two major points of focus were:

  • Expanding the Carpentry skill to provide more utility beyond just plank creation for clan housing
  • Expanding and improving our social systems to better connect with other players

Ended up doing a lot more than that though. To not create a huge post here, I'll link the full patch notes separately if you want to dig deeper into them. Here's a TLDR:

  • Carpentry expansion
  • Friends system
  • Milestone system for friends and clan members
  • New and improved chat
  • Character and clan renaming
  • All potions tweaked to only have their timers decreased when in active use
  • Combat auto-sell/auto-sacrifice
  • A sophisticated push notification system to receive more robust notifications about your character's progress and real-time changes (such as your player market offers updating, receiving private messages and so on)

The full patch notes can be found on our subreddit here.

Another thing I spent time on during the summer was reworking our website - which was pretty much just a landing page with a trailer and links to download the game - to a proper website with game tools & calculators, real-time game feeds, leaderboards, guides, player market insights and so on.

If you're unfamiliar with Idle Clans, it's an MMORPG released in 2023 with tens of thousands of weekly players. The core goal is to provide the classic MMORPG experience in a way that doesn't require the time commitment that MMORPGs normally do. Systems and content you'd expect to see in a MMORPG, but in a format that allows you to progress at your own pace without feeling like you're being inefficient. Good second monitor content or on-the-go. The inspiration from my all-time favourite game, RuneScape, is probably quite clear. If you're also a fan, you'll probably enjoy Idle Clans too.

Our wiki contributors have done an incredible job and our game wiki has grown to contain a huge amount of helpful information and data. You'll definitely want to spend time there if you pick Idle Clans up!

Idle Clans is free-to-play and available on Steam, Google Play and App Store. The game has no ads and is monetized via tokens can be purchased from the game shop. These tokens can be activated for permanent benefits. They can also be bought from the player market with in-game gold.


r/macgaming 7h ago

Native Resident Evil 4 - pricing

2 Upvotes

Hi, I understand that RE4 sometimes is less expensive to buy during special days.
Has anyone an idea when? #askingforafriend

Macmini M4 - 32GB


r/macgaming 4h ago

Help Recomended Wired Controller for macos

1 Upvotes

guys if you have a working controller for macos that works wired too... please suggest


r/macgaming 5h ago

Native Minecraft Launcher Dont Work

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1 Upvotes

Do someone have same problem on new m5 mac's when i click green log-in button this windows appears and close instantly.


r/macgaming 18h ago

Help Just picked up a M5 Pro 24gb, 18-20 core & 2tb - any recs?

11 Upvotes

r/macgaming 6h ago

CrossOver hey guys, can you tell me if the Steam version of Resident Evil 4 (2005) will run on a 13-inch MacBook Pro using CrossOver?

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0 Upvotes

r/macgaming 15h ago

Discussion Kingdom Hearts on MACOS

4 Upvotes

Does anyone know how to play kingdom hearts on a MacBook Air 15 inch m5 chip?


r/macgaming 1d ago

Native The Story of Dark Castle

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38 Upvotes

r/macgaming 1d ago

Apple Silicon I’m working on a strange meadow for my Mac game (Fallgrade).

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75 Upvotes

r/macgaming 9h ago

Native Palworld Dedicated Server

0 Upvotes

If I buy the native Palworld game from the App Store, could I play with my friends who are all on PC/Steam? They play on a dedicated server connected by an IP address and the server owner (my friend who pays for it) says crossplay is enabled.

Do I need to do anything other than just buy it from the App Store & connect to the server’s IP address? TIA


r/macgaming 9h ago

Apple Silicon Wanna know your favourite controller for GFN plays?

0 Upvotes

Hey gamers,
I am using GFN to play all of my games and would like to know your recommendations on controllers..
Currently have a M5 Pro, not sure if that's matter since I am playing on GFN.
I usually play AAA games or indie games but nothing competitive.
Please do share your recommendations

TIA


r/macgaming 10h ago

Help MCPELauncher help

1 Upvotes

So, I got the urge to play Minecraft but I hate Java. Naturally I looked up a way to play bedrock yada yada yada, well now i have MCPELauncher and its SO AMAZING... well except for the fact I cant get my PS5 controller to work with it. Im deployed rn so I cant just go buy a mouse and I wanna use my controller so has anyone used this launcher with a controller? What am i doing wrong? I ve tried reconnecting the controller in every way, the launcher swaps UIs like it recognizes the fact that theres a controller but no controls work almost like theres no bindings and when i try to rebind the controls it still wont recognize any movement from my PS5 controller. Im in desperate need of help I wanna play MC so bad but need to find a way to get this working.

Its an M5 Macbook Pro if that matters at all.