NewA game’s own DLSS now runs on Apple MetalFX

Windows software, with the reasoning shown

Your Mac.
Without boundaries.

Apara gives Windows software an explainable, reversible home on Apple Silicon.

Read the campaign Follow on GitHub Native macOS app. In active development.

apara

A ground for something else to rest on.

The mark is one closed path: two different forms on one continuous ground, divided by a seam that stops before the base. So is the software.

Two worlds. One object.

Built for one world.
Running in another.

A Windows program expects Direct3D, an x86 processor, and a Windows filesystem. A Mac offers none of them. Apara is the ground both can stand on.

Input
PE32+ application
Ground
Isolated APFS volume
Output
Native macOS window

Construction state

The object becomes its own drawing.

Drawing A-01

Two systems never meant to connect.

One geometry spans them. The route crosses through the ground — beneath the boundary, never around it. That is why the seam stops before the base.

Drawn, then machined

The drawing holds
when it is built.

Same geometry, same seams. What the blueprint promises, the object performs.

Open the Core

Simple outside.
Accountable inside.

Every seam is a real boundary. Nothing inside is decoration.

The architecture

Six responsibilities,
given form.

The binary is read, the plan is recorded, the runtime is pinned, graphics are translated, the window is native, and every environment can be checkpointed and rolled back.

One application. One recorded plan.

Reason first.
Then run.

Architecture, imports, graphics, anti-cheat signals — read before anything runs. The route is decided, recorded, and pinned to the runtime it was measured with.

And then it is just an app

All this complexity, so you don’t have to think about it.

The reasoning becomes the interface

Before installation, the plan is visible.

Runtime, graphics route, confidence, caveats, file access, checkpoints — reviewed in one native Mac window.

  1. Home
  2. Library
  3. Stores
  4. Apara Help
  5. Program detail

Measured on real games

Tomb Raider

Shadow of the Tomb Raider: 81 fps in its built-in benchmark at High, 1728 × 1117.

RouteD3DMetal, Direct3D 12

Compatibility without mythology

When something cannot work, Apara says why.

D3DMetal is Apple’s, under Apple’s licence, and is not part of Apara. Kernel anti-cheat is a platform boundary, not a bug to bypass. A failed route is evidence, not something to hide.

367 Rust tests 600 Swift tests 117 real binaries

Apara

Windows software.
At home on your Mac.

The public Mac build is not published yet. The campaign page sets out what has been measured, where the boundaries are, and what funding changes.

The system in plain language

A compatibility layer that records its reasoning.

Apara gives each Windows program an isolated environment, pins the runtime it was measured with, explains its graphics route, and lets you checkpoint and roll back every environment. A game’s own DLSS can now run on Apple MetalFX. The project is open source and built for Apple Silicon Macs.

Read the campaign Visit Apara on GitHub

October 2026 · where Apara stands

What Apara can do now, and how we know.

Every claim below comes from a run on a real Mac, recorded in the project’s own investigation notes, tests and compatibility profiles. Each one carries a label, and nothing is rounded up.

  • Verified Run and measured in the current development build
  • Experimental Works, with rough edges or behind a switch
  • Upcoming Being worked on; not working yet
  • Blocked Cannot work, and Apara says why
DLSS as MetalFX
+44 %over native, Hogwarts Legacy, same scene
Shadow of the Tomb Raider
81 fpsbuilt-in benchmark, High, 1728×1117
Games tested
3520 play, 7 partly, 8 blocked and named
Stores
7launchers installed in one click, signature-checked
Verified · opt-in19 Oct 2026 · Hogwarts Legacy · M4 Max

DLSS, on a Mac / 01

A game’s own DLSS, running on Apple MetalFX.

Hogwarts Legacy offers NVIDIA DLSS on a Mac running Apara. Choose it, and Apple’s MetalFX Temporal upscaler does the work, fed by the game’s own depth, motion vectors and exposure.

What the game hands over / 02

The inputs an upscaler needs.

Apara completes D3DMetal’s NVIDIA libraries in the runtime, points the game at them, and gives the game the GPU identity its DLSS path asks for. D3DMetal’s bridge then passes colour, depth, motion vectors and exposure to MetalFX.

Reconstructed / 03

Rendered at 67 %. Shown at full size.

1153 × 746 in, 1728 × 1117 out. Apple’s own Metal performance HUD reports it as MetalFX Temporal scaling, from the first frames of a normal Play from the Apara library.

Measured / 04

44 % faster than native.

NativeTAA High, 100 %90.5 fps
FSR 3 Qualitythe game’s own127.0 fps
DLSS Qualityas MetalFX Temporal130.5 fps

Mean fps over 60 s of the same main-menu 3D scene, 1728 × 1117, VSync off. One game on one Mac so far. The switch is off by default, and DLSS Frame Generation does not work yet. Full method

Benchmarks

Measured on one Mac, with the method attached.

Three recorded runs. Each one gives its settings, its hardware and the reason the numbers are what they are, so the next run can be compared against it.

The game’s built-in benchmark, three ways to run it

Average fps · higher is better

Rosetta 2 + D3DMetalHigh · 18 Sept81 fps
Native Apple SiliconHigh · 25 Sept · experimental50 fps
Apara’s own loader, no Wine2 Nov · experimental · Direct3D 12 on Metal80 fps
CPU game thread
82 → 83fps average, Rosetta vs native High. The CPU side now matches.
Native GPU
99 %GPU-bound on the native route at High: the gap is the graphics path.
GPU time, native High
~19 msGPU time per frame (53 fps) through vkd3d-proton and KosmicKrisp.
  • Rosetta 2 + D3DMetal is Apara’s default route for this game. That run is limited by the CPU: the game thread averages 82 fps against 81 overall. D3DMetal does not answer the game’s GPU timing queries, so its GPU columns read 0; that is not an idle GPU.
  • The native runs use Apara’s experimental Apple Silicon runtime: no Rosetta, with x86-64 code translated by FEX and Direct3D 12 drawn through vkd3d-proton and the KosmicKrisp Vulkan driver. A cloth-texture defect on that path was fixed on 25 Sept, before these runs.
  • The third route has no Wine at all. Apara’s own Windows loader runs the game and its Direct3D 12 is drawn straight to Metal. It went from 40 to 80 fps on 2 Nov after the index-buffer copies on Apple GPUs were removed, fast math was restored outside position stages, and clears were folded into render passes; cloth stays clean. This number comes from the build log (second run of each build, back to back), not from a result-screen capture, and its preset was not recorded.
  • The two earlier native runs’ notes record anti-aliasing off; the Rosetta baseline used the fixed sheet with TAA. Read the comparison as indicative, not exact.
Game
Shadow of the Tomb Raider, Epic Games Store copy, v1.0 build 492.0_64
Run
Options → Display & Graphics → Run Benchmark, machine otherwise idle
API
DirectX 12
Resolution
1728 × 1117, fullscreen (exclusive off), resolution modifier 100 %
Preset
High (texture High, 4x AF, shadows Normal, RT shadows off, BTAO) for the first two runs
Off
VSync, HDR, XeSS, FidelityFX CAS
Hardware
Apple M4 Max, 36 GB
Runtimes
x86-64 runtime 6b8dfa0e (Rosetta); arm64 runtime aa0406ca (native); Apara’s own loader, commit b5a0fb7c, 2 Nov 2026
The game’s own result screens, as recorded on the M4 Max. Open one to see its Display and Graphics tabs.
Shadow of the Tomb Raider benchmark result screen: 81 fps average, preset High, Rosetta 2 with D3DMetal, 18 September 2026 81 fpsRosetta 2 + D3DMetalHigh · TAA · 18 Sept 2026 Shadow of the Tomb Raider benchmark result screen: 50 fps average, preset High, native Apple Silicon runtime, 25 September 2026 50 fpsNative Apple SiliconHigh · experimental · 25 Sept 2026
Result screen not captured yet
80 fpsApara’s own loader, no WineBuild log · 2 Nov 2026

Capabilities

Everything Apara does, with its status.

Graphics, performance, installs, the runtimes underneath, the stores on top, and the safety that holds it together.

Graphics

Four ways to draw a frame, chosen per game.

Apara reads which graphics API a program uses and picks a route the runtime can actually serve. A launcher and its game can each get their own.

Verified

D3DMetal

Apple’s Direct3D 11 and 12 to Metal translation. It is Apple’s software from the Game Porting Toolkit: download it from Apple, or, as a beta tester, get it through Apara. Apara detects it and places it for you.

Used for GTA V Enhanced, Hogwarts Legacy, Path of Exile, AC Valhalla, CS2
Verified

DLSS on MetalFX

A game’s own DLSS runs as MetalFX Temporal upscaling through D3DMetal. A per-program switch, off by default.

Hogwarts Legacy, 19 Oct: 130.5 fps against 90.5 native
Verified

DXVK over MoltenVK

Direct3D 8, 9, 10 and 11 through Vulkan to Metal. The default for older Direct3D games.

Dota 2, Warframe, Brawlhalla, Team Fortress 2
Verified

WineD3D

Wine’s own Direct3D, and the route for DirectDraw. The fallback when nothing else fits.

Gothic II, Cave Story, Ikachan
Verified

Native Vulkan

Vulkan games go straight through to MoltenVK, with no Direct3D layer in between.

GZDoom: 281 fps at 1728×1117; vkQuake
Verified

Per-executable routes

One environment can keep a launcher on DXVK and its game on D3DMetal, set and shown per executable.

Rockstar launcher + GTA V; Steam + CS2
Experimental

Direct3D 12 on native Apple Silicon

vkd3d-proton over the KosmicKrisp Vulkan driver, for the runtime that needs no Rosetta. D3DMetal exists only for Intel code.

Shadow of the Tomb Raider: 50 fps, High

Performance

Measured, then explained.

Apara records how a program actually runs on this Mac and says what is holding it back, with the numbers behind the answer.

Verified

Why is it slow?

Records a running program for 60 seconds and names the likely cause: CPU, GPU, memory or something else, with the evidence.

Named the right cause first in 6 of 6 test runs, 3 games
Verified

Frame timing

Apple’s Metal performance HUD and its log, switched on per program.

The source of the MetalFX readout above
Experimental

Steady frame rate

A frame cap that is kept only if frames actually get steadier. Works with DXVK games and a patched DXVK.

CS2 at a 40 fps cap: 4.5–4.9 ms stdev, against 5.0–5.4
Experimental

Best settings for this Mac

Recommends a graphics route and a frame cap from this Mac’s own recorded launches.

Rules over local measurements, nothing uploaded

Installs and compatibility

Installers that run themselves.

From the setup program to the first frame: the installer, the Windows components it needs, video playback and old games.

Verified

Unattended installers

NSIS, MSI and Inno Setup installers run without their windows. WiX Burn installers run through tested profiles. One checkbox shows the installer’s own pages instead.

7 of 7 completed unattended, 19 Oct
Verified

Windows components

DirectX, .NET 4.8, Visual C++, PhysX and OpenAL, fetched from their publishers, hash-checked and recorded.

Each placed file is hashed; drift is reported
Verified

Video and cutscenes

Media Foundation playback through a bundled GStreamer.

Cutscenes play on both runtimes
Verified

Classic games

DirectDraw, Direct3D 8 and Direct3D 9 titles, including 32-bit ones, under Rosetta.

Cave Story, Ikachan, Gothic II, Team Fortress 2
Experimental

Classic full screen

Old DirectDraw games that ask for 640×480 now fill a Mac display, centred, instead of drawing in a corner.

Cave Story, Ikachan, Tiberian Sun; whole-number scaling not yet
Verified

Windows apps, too

Not only games: productivity software runs in the same isolated environments.

Microsoft Power BI Desktop, TallyPrime

Platform

Rosetta today. Native next.

Two runtimes, each pinned by content hash, and a way between them that can be undone.

Verified

Rosetta 2 runtime

The default: Windows x86-64 and 32-bit code through Apple’s Rosetta 2, with D3DMetal available.

Every game in the library below runs this way
Experimental

Native Apple Silicon runtime

x86-64 Windows code translated by FEX, with no Rosetta. Direct3D 11 and 12, video, audio and input work on it.

Shadow of the Tomb Raider and GZDoom run on it
Experimental

Move between runtimes

One click moves an environment between Rosetta and native, with a checkpoint first and automatic restore if the move fails.

Progress bar timed from this Mac’s own runs
Upcoming

AparaVM

A Windows-on-Arm virtual machine for software Wine cannot serve. A prototype ran Counter-Strike 2 at 54–79 fps. On hold, and not in the app.

Blocked by a memory leak in the prototype’s graphics driver

Trust

Reversible by design.

Every program lives in its own environment, and every change to it can be seen and undone.

Verified

Isolated environments

Each program gets its own copy-on-write environment. Access to your Mac’s files is off until you grant it.

A 2 GB environment clones in 0.18 s
Verified

Checkpoints and rollback

Take a checkpoint before you change anything; restoring one takes a safety checkpoint first and keeps your sign-in.

Automatic before restores and runtime moves
Verified

Pinned runtimes

Each environment records the exact runtime it was measured with, by content hash, and can go back to the previous one.

Several runtimes side by side
Verified

The plan, before installing

Apara shows its route, confidence and caveats before anything is installed, and warns when another build of a game is recorded as failing.

Rationale and provenance on every decision
Verified

An honest anti-cheat boundary

Games that need kernel anti-cheat are named and refused before you download them. Apara does not bypass anti-cheat.

Vanguard, Javelin, BattlEye, EasyAntiCheat and others

Stores

Seven launchers, one click each.

The Stores shelf downloads each launcher from its vendor and refuses the installer unless its signature matches. Names only: Apara ships no store artwork.

  • VerifiedSteamInstalls unattended. Play starts games through Steam, so Counter-Strike 2 matchmaking works, and each game gets its own environment.
  • VerifiedEpic Games StoreInstalls, keeps you signed in, and gives each game its own environment. The download window can draw black.
  • VerifiedUbisoft ConnectSigns in and installs games. Ubisoft’s bot protection sometimes refuses a sign-in; moving its browser profile aside repairs it.
  • VerifiedEA appRenders, signs in and shows the library; installs unattended. Also reached through Epic.
  • VerifiedGOG GalaxyRuns, keeps accepting input, and loads DirectX 12 games. Its interface is drawn in software.
  • ExperimentalBattle.netInstalls unattended and its sign-in page renders. No Battle.net game has been verified yet.
  • VerifiedRockstar Games LauncherInstalls unattended and launches GTA V Enhanced. GTA Online is refused by BattlEye.
  • BlockedRiot ClientIts window draws, but every Riot game needs the Vanguard kernel driver, so it is left off the shelf.

Games library

35 games tested. 20 play.

Every title Apara has run on a real Mac, and what happened: the graphics route it took, the processor path, the store, and the result in the project’s own words. Partial and blocked results stay on the list. All tests: Apple M4 Max, macOS 26.

Status
Runs on
35 of 35
Games tested with Apara, with status, graphics route, processor path, store and result
GameStatusRouteRuns onStoreResultTested
Shadow of the Tomb RaiderDirect3D 12 Plays D3DMetalnative: vkd3d-proton Rosetta 2 · native Epic 81 fps built-in benchmark, High, 1728×1117. Native runtime: 50 fps (experimental). Sept 2026
Hogwarts LegacyDirect3D 12 · Unreal Engine 4 Plays D3DMetalDLSS as MetalFX Rosetta 2 Epic 130.5 fps DLSS Quality via MetalFX, 90.5 native (menu scene). Frame Generation not yet. Oct 2026
Counter-Strike 2Direct3D 11 Plays D3DMetalper executable Rosetta 2 Steam ~150 fps average in a live match. Matchmaking works when started through Steam. Aug, Oct 2026
Grand Theft Auto V EnhancedDirect3D 12 Plays D3DMetallauncher on DXVK Rosetta 2 Rockstar Story mode plays (sessions of 311 s and 440 s). GTA Online is blocked by BattlEye. Aug 2026
Assassin’s Creed ValhallaDirect3D 12 Plays D3DMetalper executable Rosetta 2 Ubisoft Connect One 105-minute session played and exited cleanly; full screen fixed. Aug, Sept 2026
Path of ExileDirect3D 12 and 11 Plays D3DMetalVulkan fails Rosetta 2 Steam Gameplay in the Twilight Strand on both Direct3D 12 and 11. Aug 2026
World War ZDirect3D 11 Plays D3DMetalDXVK loses the device Rosetta 2 Epic 90–98 fps in Tokyo, chapter 1, at the game’s own low preset. Signed in; online confirmed. One crash after ~5 min, not reproduced. Aug 2026
MuckDirect3D 11 · Unity Plays D3DMetalDXVK draws terrain black Rosetta 2 Steam Real gameplay reached after a Unity scripting-engine fix. Aug 2026
Dota 2Direct3D 11 Plays DXVK Rosetta 2 Steam A full Normal match, about 12 minutes. Frame rate not measured. Aug 2026
WarframeDirect3D 11 Plays DXVKlost-device recovery on Rosetta 2 Steam Playable and stable: orbiter, 6+ minutes, clean quit. Aug 2026
BrawlhallaDirect3D 11 · Adobe AIR Plays DXVK Rosetta 2 Steam A training match in offline play. Online play not yet verified. Aug 2026
The Sims 4Direct3D 11 Plays D3DMetalprofile setting; the session’s route was not logged Rosetta 2 Steam + EA app Plays; a session saved and ended normally. The old crash was the EA app, not the game. Aug 2026
XCOM: Chimera SquadDirect3D 11 · Unreal Engine 3 Plays D3DMetal Rosetta 2 GOG Galaxy Menu and gameplay. First launch compiles shaders for several minutes. Aug 2026
Team Fortress 2Direct3D 9 Plays DXVK Rosetta 2 Steam Plays windowed and full screen; limited by the CPU. Aug 2026
Cook, Serve, Delicious! 3?!Direct3D 11 Plays DXVK Rosetta 2 Steam Title, menu, cinematic and the cooking tutorial. Aug 2026
Rogue LegacyOpenGL · FNA Plays OpenGLon Apple’s GL Rosetta 2 Epic Reaches gameplay. Its Direct3D 11 and Vulkan paths fail. Aug 2026
Gothic II: Gold ClassicDirectDraw · 32-bit Plays WineD3D Rosetta 2 Steam Intros, cutscene and third-person play. Aug 2026
GZDoom + FreedoomVulkan Plays Native VulkanOpenGL does not draw Rosetta 2 · native Download 281 fps at 1728×1117 under Rosetta. Also runs on the native runtime. Aug, Sept 2026
Cave StoryDirectDraw Plays WineD3D Rosetta 2 Download Gameplay. Fills the screen with the experimental full-screen setting. Oct 2026
IkachanDirectDraw Plays WineD3D Rosetta 2 Download Gameplay. Fills the screen with the experimental full-screen setting. Oct 2026
Nobody Wants to DieDirect3D 12 · Unreal Engine 5 Partial D3DMetalNanite and Lumen Rosetta 2 Epic Shaders compile and the opening cinematic plays. No frame rate yet. Aug 2026
vkQuakeVulkan Partial Native Vulkan Rosetta 2 Download The attract demo renders and plays through native Vulkan. Aug 2026
Spelunky ClassicDirect3D 8 Partial WineD3DDXVK draws black Rosetta 2 Download Intro scene only. Oct 2026
Tiberian SunDirectDraw · cnc-ddraw Partial cnc-ddraw Rosetta 2 Download Main menu only. Installs unattended through Apara. Oct 2026
FPS ChessDirect3D 11 · Unreal Engine 4 Partial D3DMetalDXVK draws dark Rosetta 2 Steam Main menu renders correctly; gameplay not reached. Aug 2026
Trackmania Nations ForeverDirect3D 9 Partial DXVK Rosetta 2 Download Played in August; an October retest drew a black (DXVK) or white (WineD3D) window. Being rechecked. Aug, Oct 2026
SoulWorkerDirect3D 11 Partial DXVK Rosetta 2 Steam Reaches login and character select once; GameGuard then escalates to a kernel driver and relaunches fail. Aug 2026
Apex LegendsDirect3D 11 Blocked — Rosetta 2 EA via Epic EasyAntiCheat refuses to load; the game never starts. Aug 2026
EA SPORTS FC 26Direct3D 12 Blocked — Rosetta 2 EA app EA Javelin kernel anti-cheat. Aug 2026
F1 25Direct3D 12 Blocked — Rosetta 2 EA app EA Javelin; its own dialog says Wine is not supported. Aug 2026
THE FINALSDirect3D 12 Blocked — Rosetta 2 Steam Kernel anti-cheat; no window appears. Aug 2026
War ThunderDirect3D 11 Blocked — Rosetta 2 Steam BattlEye stops the launcher. A native Mac version exists. Aug 2026
GTA OnlineDirect3D 12 Blocked — Rosetta 2 Rockstar BattlEye and its kernel driver. Story mode is unaffected. Aug 2026
VALORANT— Blocked — Rosetta 2 Riot Riot Vanguard is a kernel driver, and every Riot game needs it. The Riot Client itself reaches sign-in. 2026
The BridgeUnity Blocked — Rosetta 2 Epic The intro video loops on a blank screen. Aug 2026

“Plays” means gameplay was reached and recorded; it is not a promise about every part of a game. Native Apple Silicon runs are experimental. Results come from the project’s compatibility profiles and investigation notes; a profile records the exact build that was tested.

Development progress

Ten weeks, from one program to a library.

New features, compatibility fixes, measured performance and the Mac app itself, from the project’s commit history. Experimental work is marked.

November 2026

  • Shadow of the Tomb Raider on Apara’s own Windows loader, no Wine: its built-in benchmark went from 40 to 80 fps on an Apple GPU, with the character cloth rendering clean.Performance · experimental
  • iPhone research: Counter-Strike 2 draws its first frame and plays sound on an iPhone 17 Pro, with the JIT permission now handled on the phone. No menu or match is claimed yet.Research · experimental
  • Tester build 0.1.20: Apara closes Epic’s launcher while a game runs, brings the game forward, and shows a wait panel that takes clicks.Mac app

October 2026

  • DLSS runs as Apple MetalFX. Hogwarts Legacy’s own DLSS reaches MetalFX Temporal upscaling: 130.5 fps against 90.5 native. Opt-in, per program.New feature
  • Epic games get their own environment, so per-game settings reach games the Epic launcher starts.Compatibility fix
  • Installers run unattended: NSIS, MSI and Inno Setup, plus WiX Burn through tested profiles, with a checkbox to see the installer’s own pages.New feature
  • “Why is it slow?” named the right cause on three games with known causes. On CS2 over DXVK, lowering the resolution lifted 30–40 fps to 54, confirming a GPU limit.Performance
  • Steady frame rate keeps a cap only if frames get steadier. The old rule had dropped Muck from 90 to 30 fps under load.Performance · experimental
  • Stores shelf: one-click installs of seven launchers, each checked against its vendor’s signature before it runs.New feature
  • EA app and Battle.net install unattended; GOG Galaxy keeps accepting input; the Epic launcher keeps you signed in and receives typed text.Compatibility fix
  • Links open on the Mac. Web and store links opened by Windows programs reach the Mac’s browser or the right program.New feature
  • Games and Apps become a switcher on the library page; a Steam game joins the library when its download finishes.Mac app
  • Counter-Strike 2 matchmaking works: Play starts Steam games through Steam, which VAC requires.Compatibility fix
  • Runtimes ship inside the app, so the first run needs no download.Mac app
  • Microsoft Power BI Desktop runs on both runtimes and installs from the catalogue.New feature

September 2026

  • Shadow of the Tomb Raider on native Apple Silicon: 50 fps at High and 42 at Highest after a cloth-texture fix, with the CPU side now level with Rosetta.Performance · experimental
  • No more “No display adapter”: games see a consistent GPU identity, and Epic stays reachable while a game runs.Compatibility fix
  • Move an environment between Rosetta and native in one click, checkpointed first and restored automatically if the move fails.New feature · experimental
  • Highest texture quality no longer locks up in Shadow of the Tomb Raider on the native runtime.Compatibility fix · experimental
  • Shadow of the Tomb Raider runs with no Rosetta, after four fixes across FEX, vkd3d and the Vulkan driver.Compatibility fix · experimental
  • Shadow of the Tomb Raider baseline: 81 fps in the built-in benchmark on Rosetta 2 + D3DMetal, limited by the CPU.Performance
  • Direct3D 12 on the native runtime, raised to feature level 12_0 with shader model 6.5.New feature · experimental
  • A native Apple Silicon runtime. x86-64 Windows programs run without Rosetta, translated by FEX; Direct3D 11 and video work on it.New feature · experimental
  • A new library: an artwork grid, a page per program, and a two-step uninstall that lists exactly what will be removed.Mac app
  • Ubisoft Connect signs in reliably, and signing out no longer breaks it.Compatibility fix

August 2026

  • A recorded frame-pacing benchmark: D3DMetal missed no vsync in 1,080 frames; DXVK dropped a frame in two of four runs.Performance
  • The app explains its decisions: a first-run screen, a readable install plan, editable per-program settings and checkpoints.Mac app
  • Video and cutscenes play through Media Foundation, using a bundled GStreamer.New feature
  • GOG Galaxy works and Battle.net’s sign-in page renders; an Unreal Engine 5 game with Nanite and Lumen runs on D3DMetal.Compatibility fix
  • The Sims 4, Dota 2 and Gothic II play. Gothic II is the first 32-bit game.Compatibility fix
  • Muck, Path of Exile and Brawlhalla play; Warframe is playable and stable.Compatibility fix
  • Assassin’s Creed Valhalla full screen fixed: the image no longer sticks at its starting size in a corner.Compatibility fix
  • Counter-Strike 2 reaches a live match at about 150 fps on D3DMetal.Performance
  • Graphics chosen per game: one environment keeps one renderer for the launcher and another for the game.New feature
  • Direct3D 12 renders through Apple’s D3DMetal; Steam runs.New feature
  • The first Windows program runs, and Direct3D 11 renders correctly through DXVK and MoltenVK.New feature

Not yet

What does not work, said plainly.

A failed route is evidence. These are the gaps the current build has, and why.

  • Upcoming

    DLSS Frame Generation

    Hogwarts Legacy resets it to Off at load. The cause is not established yet; the likeliest remaining gate is inside D3DMetal’s bridge, which is Apple’s.

  • Upcoming

    A public Mac build

    The development build is not published yet. There is no download, and no date is promised here.

  • Upcoming

    Whole-number scaling for classic games

    Old games now fill the screen, but at a fractional scale. Integer scaling needs a Wine change that is designed, not written.

  • Upcoming

    Xbox app and Game Pass

    The Xbox app starts, then stops: 429 of the 479 Windows Runtime classes it needs do not exist in Wine. A virtual machine route is on hold.

  • Blocked

    Kernel anti-cheat

    Vanguard, Javelin, BattlEye and similar drivers need a Windows kernel. Apara names them before you download, and does not bypass them.

  • Blocked

    32-bit games on the native runtime

    The native runtime cannot map memory below 4 GB, which 32-bit Windows code needs. Those games run under Rosetta 2.

  • Blocked

    D3DMetal without Rosetta

    Apple ships D3DMetal for Intel code only, so the native runtime uses vkd3d-proton instead, at a cost measured above.

Apara is not affiliated with or endorsed by Apple, NVIDIA, CodeWeavers, the Wine project, or any game publisher or storefront named on this page. Product and game names identify what was tested; all trademarks belong to their owners. D3DMetal is part of Apple’s Game Porting Toolkit and is supplied by the user. All measurements: Apple M4 Max, macOS 26.