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Reply to Virtual Controllers on Mac via the Game Controller Framework
Hi Justin, we're trying to allow for more support for primarily the DualSense controllers. One core feature that's already implemented in our Windows version is controller emulation. We allow for the DualSense to pretend to be a DualShock or Xbox controller for more capability with older and unsupported games. On Windows, we use low-level APIs such as HIDHide to hide the DualSense from the system, use the Windows equivalent of IOKit to grab exclusive access to it, and then Windows’s virtual controller framework to create a virtual controller that games see. Unfortunately, even with a custom DriverKit, we would be unable to feed the controller data exclusively or hide the controller from the Game Controller framework as it is too low-level and inaccessible for developers. And macOS simply does not currently have a virtual controller framework. If Apple were to add those features, we would love to update our app to feature these improvements. David
Topic: Graphics & Games SubTopic: General Tags:
Jan ’26
Reply to HidHide on MacOS
The architecture stack should be like this if possible: Game Controller -> My App -> Game/Application and Game/Application -> My App -> Game Controller. Cause currently the inputs are doubled.
Topic: Graphics & Games SubTopic: General Tags:
Dec ’25
Reply to Please HELP, $343 proceeds but only $258 paid, what explains the gap?
Are you sure the 30% percent cut was already deducted?
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3w
Reply to Best Way to Use MetalFX in Unreal Engine 5.7 for macOS Port?
Don’t use Lumen instead utilize legacy methods of global illumination. Keep raytracing as an option but make sure to integrate MetalFX Upscaler, Frame Interpolatee, and Denoiser to better optimize you game.
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Mar ’26
Reply to Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
Well anyway just wanted to address the missing calls port will still require a lot more than what the D3DMetal layer can offer. Hopefully it's patched.
Topic: Graphics & Games SubTopic: Metal Tags:
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Mar ’26
Reply to Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
Also it seems like the water is being placed in the extreme y axis. How can we look at the exact shader compilation debug. Does D3DMetal have this?
Topic: Graphics & Games SubTopic: Metal Tags:
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Mar ’26
Reply to Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
Yeah but we want to test it and we've simply got a singular person working on it right now. And we don't know if its worth if we can't even get it to play correctly.
Topic: Graphics & Games SubTopic: Metal Tags:
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Mar ’26
Reply to Virtual Controllers on Mac via the Game Controller Framework
The feedback number is FB21643623. Thanks Quinn the Eskimo.
Topic: Graphics & Games SubTopic: General Tags:
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Jan ’26
Reply to Virtual Controllers on Mac via the Game Controller Framework
Ok I've submitted a suggestion via Feedback Assist.
Topic: Graphics & Games SubTopic: General Tags:
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Jan ’26
Reply to Virtual Controllers on Mac via the Game Controller Framework
The only thing we've been able to do is allow user to map controller buttons to keyboard and mouse and allowing them to use their controller in games that don't support controller input. But since we can't hide the controller from games that support controller input this feature can only work on games that don't support controller or can disable them.
Topic: Graphics & Games SubTopic: General Tags:
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Jan ’26
Reply to Virtual Controllers on Mac via the Game Controller Framework
Interestingly System Settings is able to control how the Game Controller framework maps buttons through the Game Controller tab on MacOS. If Apple could at least expose those for developers it would allow us to do so much more. The best would be the ability to fake controller via VID:PID as on Windows.
Topic: Graphics & Games SubTopic: General Tags:
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Jan ’26
Reply to Virtual Controllers on Mac via the Game Controller Framework
Hi Justin, we're trying to allow for more support for primarily the DualSense controllers. One core feature that's already implemented in our Windows version is controller emulation. We allow for the DualSense to pretend to be a DualShock or Xbox controller for more capability with older and unsupported games. On Windows, we use low-level APIs such as HIDHide to hide the DualSense from the system, use the Windows equivalent of IOKit to grab exclusive access to it, and then Windows’s virtual controller framework to create a virtual controller that games see. Unfortunately, even with a custom DriverKit, we would be unable to feed the controller data exclusively or hide the controller from the Game Controller framework as it is too low-level and inaccessible for developers. And macOS simply does not currently have a virtual controller framework. If Apple were to add those features, we would love to update our app to feature these improvements. David
Topic: Graphics & Games SubTopic: General Tags:
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Jan ’26
Reply to HidHide on MacOS
The architecture stack should be like this if possible: Game Controller -> My App -> Game/Application and Game/Application -> My App -> Game Controller. Cause currently the inputs are doubled.
Topic: Graphics & Games SubTopic: General Tags:
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Dec ’25