DirectX 11 on Mac: how DXMT turns Direct3D into Metal
Windows games are written for DirectX. Macs do not have it. Apple's graphics API is Metal, and the two speak different languages. If you have searched for "DirectX on Mac" or "DirectX 11 Mac", this guide explains what actually happens when a Windows game draws a frame on a Mac, what DXMT is, and where the limits are.
Can you install DirectX on a Mac?
No. DirectX is a set of Windows components from Microsoft, and there is no macOS version you can download. A game that asks for Direct3D 11 is calling functions that macOS does not provide. Something has to stand in for them.
That something is a translation layer. It receives the game's Direct3D calls, converts them into Metal calls, and lets the Mac's GPU do the drawing. The game thinks it is talking to Windows graphics. The Mac sees a Metal app.
Direct3D 11 versus Metal
Direct3D 11 is an older, higher-level API. The driver does a lot of the bookkeeping: tracking resource state, managing memory and scheduling work. Metal is newer and closer to the hardware, with explicit control over command buffers, pipelines and resources. Neither is simply "better", but they are organised differently, so a translator has to rebuild the Direct3D model on top of Metal's.
The shaders are a second job. Direct3D games ship shaders compiled to a Microsoft bytecode format. These have to be converted into shaders Metal can load, usually at the moment the game first needs them. That is one reason a game can stutter the first time you reach a new area and run more smoothly on a second visit.
What is DXMT?
DXMT is a Direct3D 11 to Metal translation layer. It is one of three main pieces in the engine MacPorter uses, alongside Wine and FEX-Emu. Each has a separate job:
- Wine provides the Windows API, so Windows programs find the functions they expect.
- FEX-Emu translates x86 and x86-64 code into arm64, because Windows games are built for Intel-style processors and Apple silicon is arm64.
- DXMT translates Direct3D 11 calls into Metal so the game can draw.
All of these are built for arm64. MacPorter does not use Rosetta 2 and does not run a virtual machine. If you want the CPU side explained, see can Rosetta 2 run Windows games.
Why Direct3D 11 matters
A large share of Windows games on Steam, particularly from the last decade, use Direct3D 11. It was the standard for years and many studios still ship with it. That makes it a sensible API for a translation layer to target first. A game that uses it has a real chance of drawing on a Mac, which is not true of every graphics API.
Whether any particular game works also depends on the game itself, its launcher, its copy protection and its anti-cheat. A working graphics layer is necessary but not sufficient. We do not claim specific games run, and you should treat anyone who promises that for every title with suspicion.
How the pieces fit when you press Play
- Steam starts the game's Windows executable inside the compatibility environment.
- Wine answers the game's calls for files, windows, audio and input.
- FEX-Emu translates the game's x86 code to arm64 as it runs.
- When the game issues Direct3D 11 draw calls, DXMT converts them to Metal.
- Metal hands the work to your Mac's GPU, and the frame appears in a normal Mac window.
This all happens inside the app. You do not set any of it up. MacPorter installs the engine, creates the Windows environment and runs Valve's real Steam installer, which takes about 45 seconds on an M2. There is no Terminal and no Homebrew. For the full walkthrough see installing Windows Steam on Mac step by step.
What about DirectX 12, DirectX 9 and older games?
This is where honesty matters. DXMT handles Direct3D 11. MacPorter's engine is built around that translation, and we do not make claims about other DirectX versions or about Vulkan or OpenGL titles. If a game requires DirectX 12, do not assume it will run. Some games let you choose a DirectX 11 mode in their launch options or settings, which is often the route that works best on a Mac.
Older 32-bit games are a separate topic with their own quirks. We cover that in 32-bit games on Mac.
What will not work regardless of graphics
- Games with anti-cheat that blocks non-Windows systems. Many competitive shooters fall here.
- VR games. VR is not supported.
- Intel Macs. MacPorter needs an Apple silicon Mac (M1 or later) running macOS 26 or later.
MacPorter warns you before launching a game whose anti-cheat blocks non-Windows systems or whose publisher forbids it, and it can point you to GeForce NOW for games that cannot run locally.
Performance expectations
Translation has a cost. Expect games to run slower than they would natively on equivalent hardware, and expect that results vary a lot between titles. We have not published benchmark numbers because we would only be guessing at what your Mac and your game will do. What we have tested is the Steam client itself on an M2 MacBook with 8 GB: the store, library, friends list and downloads work, and a cold start to the main window takes about 35 seconds.
If you want practical ways to get more out of a game, such as lowering resolution or closing other apps, read performance tips for Windows games on Mac.
Frequently asked questions
Does a Mac support DirectX 11?
Not natively. macOS has no DirectX. A translation layer such as DXMT converts Direct3D 11 into Metal so Windows games can draw on the Mac's GPU.
What does DXMT stand for?
It is the name of a Direct3D 11 to Metal translation project. The name points to its job: DirectX on Metal. It is the graphics piece of the engine MacPorter ships.
Is this the same as Apple's Game Porting Toolkit?
No. Apple's toolkit is a developer tool that also translates DirectX to Metal. MacPorter uses its own engine of Wine, FEX-Emu and DXMT. If you want the comparison, see Game Porting Toolkit explained.
Will DirectX 12 games run?
We make no promise. MacPorter's graphics translation targets Direct3D 11. If a game offers a DirectX 11 mode, try that. Otherwise check whether the game supports Mac or a streaming option.