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Verified

Five Nights at Freddy's on Mac

Verified by Highball on Apple Silicon, using the DXVK renderer.

last confirmed 2026-10-05 · engine x64-sikarugir10.0_6-r21 · macOS 27.0 Steam 319510

Which renderer to use

Highball can run each game through three different Direct3D translation layers. This is what the database knows for this title — empty rows are open questions, not failures.

RendererVerdictEvidence
DXVKDirect3D 9-11 over VulkanRecommendedrun by Highball on Apple Silicon
DXMTDirect3D 11 over MetalUntestedno report yet — send one
D3DMetalApple's Game Porting ToolkitUntestedno report yet — send one

last confirmed 2026-10-05 · engine x64-sikarugir10.0_6-r21 · macOS 27.0. Dated runs record the engine build and, where the reporter gave it, the macOS version.

Notes

Plays, slower on macOS 27. On macOS 26.6.2 the menu and a night ran at a steady 60 fps on DXVK, GPU about 0.5 ms, on an Apple M1 Pro (engine x64-sikarugir10.0_6-r2). On macOS 27.0 the office, where the nights are spent, runs at about 18 to 27 fps whatever the graphics mode: 18 on DXVK (MoltenVK's own count, no screen capture running) and 25 on Wine's own Direct3D on an M4 with engine r15, 27 on DXVK with the Wine 11 engine, and about 16 on the M1 Pro. The menu stays fast. The game's own work is the slow part, with one to two CPU cores busy, so no graphics mode, engine or sync setting changes it; a change in Rosetta on macOS 27 is the likely cause, not confirmed. It is still playable. It is a Clickteam Fusion Direct3D 9 game, so DXVK (the automatic and DXVK modes both route Direct3D 9 through it) stays the mode. A save is written under the environment, so Continue works on the next launch. On a display that is not 16:10 apply the recipe: it sets EmulateModeset for the game so Wine emulates the 1280x800 mode the game asks for and the picture fills the screen instead of landing off centre (highball#72). That setting does not change the frame rate. Re-checked on 2026-10-05 on an M4 with engine r21 (DEP kept on): the main menu comes up on DXVK as before. A player's numbers put the start of the slowdown between macOS 26.6 and 26.7: 21 fps in the office on 26.7 and 20 on 27, against 60 before (highball#400, 2026-10-22).

Known issues

One-click setup

Highball ships a recipe for Five Nights at Freddy's: open the game in your Library and apply it. The recipe carries the tested renderer and any per-game fixes, so you don't have to reproduce them by hand. Read the recipe.

Provenance

played here start to finish (highball#67)

Before installing anything, it is worth checking whether the game already ships a native Mac build.

Common questions

Does Five Nights at Freddy's work on Mac?

Five Nights at Freddy's has no native Mac build, but it is reported to run on Apple Silicon through Highball, a free open-source compatibility layer. Highball has run it on Apple Silicon (last confirmed 2026-10-05 · engine x64-sikarugir10.0_6-r21 · macOS 27.0).

Which renderer should I use for Five Nights at Freddy's?

DXVK. Highball can translate Direct3D through DXVK, DXMT or Apple's D3DMetal, and the right choice varies by game. The database records DXVK for Five Nights at Freddy's, and applying the Five Nights at Freddy's recipe sets it for you.

Is there a one-click setup for Five Nights at Freddy's?

Yes. Highball ships a recipe for Five Nights at Freddy's that sets the tested renderer and any per-game fixes. Open the game in your Library and apply it.

Contribute a result

This page is generated from an open database. If you have run Five Nights at Freddy's on Apple Silicon, working or not, a report takes a minute and fills in the empty rows above. Send a report, or read how the data is put together.

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