DXMT
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DXMT is a graphics translation layer used to run DirectX 11-based Windows games on macOS. Windows games commonly use Direct3D 11 and DXGI to handle graphics devices, swapchains, textures, shaders, and render targets. Because macOS does not provide DirectX, an intermediate layer is needed to translate these calls into Apple’s Metal API.
DXMT’s role is to translate DirectX 11 commands into Metal commands. From the game’s perspective, it appears to run in a DirectX 11 environment; from macOS’s perspective, it behaves like a program using Metal.
This process is not a simple command substitution. DirectX and Metal differ in resource management, shader handling, synchronization models, and rendering pipeline representation, so DXMT must continuously reconcile the differences between the two APIs.
Difference from DXVK
Section titled “Difference from DXVK”DXVK is a well-known project that translates DirectX 9/10/11 calls into Vulkan. On Linux, Vulkan can be used directly, which makes DXVK a very strong option.
The situation is different on macOS. macOS does not provide Vulkan as a native API, so another layer is needed to translate Vulkan into Metal. In that case, the graphics call path becomes longer and it can be harder to trace where problems occur.
DXMT aims for a more direct path from DirectX 11 to Metal. This is why Bob-Ddong-Iri-Hoyo is configured around DXMT.
Limitations
Section titled “Limitations”Having DXMT does not mean every DirectX game will automatically run. Whether a game runs can depend on the DirectX features, shaders, anti-cheat system, or launcher structure it uses. Also, if a game update changes graphics options or rendering paths, settings that previously worked may no longer fit.
This project prioritizes running Eternal Return and HoYoverse games. Even if DXMT works with another game, that does not mean the game is officially supported by this project.