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.
| Renderer | Verdict | Evidence |
|---|---|---|
| DXVKDirect3D 9-11 over Vulkan | Untested | no report yet — send one |
| DXMTDirect3D 11 over Metal | Untested | no report yet — send one |
| D3DMetalApple's Game Porting Toolkit | Reported | 1 report |
No dated Highball run yet. When one lands it records the renderer, the engine build and the macOS version it was seen on — which is what stops a verdict quietly rotting. Send one.
Notes
Capcom's RE Engine, DirectX 12, so it needs D3DMetal. Reported playable on an M1 Max with HB_TSSHIM_ATOMIC64=1, as for the demo and the benchmark, most likely with the reporter's own patch to Highball's DirectX 12 layer (highball#624), which Highball doesn't ship. On the stock layer Metal refuses one of the game's pipelines and no game window appears.
Known issues
Unsupported graphics card error at start on M1 and M2 chips
What helps Wine 11 engine r25 or later with HB_TSSHIM_ATOMIC64=1, which has Highball's layer in front of D3DMetal answer yes (the check passes on an M1 Max, highball#624)
Why D3DMetal reports AtomicInt64OnDescriptorHeapResourceSupported as false there, and RE Engine requires it
After the graphics card check Metal refuses a pipeline ('output of type uint4 is not compatible with a MTLPixelFormatRGBA8Sint color attachment') and no game window appears (M1 Max, stock layer)
What helps none shipped. The reporter got past it by rewriting those formats in their own build of Highball's DirectX 12 layer
Why D3DMetal turns the game's 8-bit integer render target formats into Metal's RGBA8Sint while the shader writes uint4 (the reporter's analysis, highball#624)
Provenance
Reported by wz11wz (highball-db#932, 2026-11-03), Apple M1 Max, macOS 27.2, Highball 0.10.23, engine x64-crossover26.3-r29, D3DMetal, rated 4 of 5 after 609 minutes: Wine 11 engine r29 with HB_TSSHIM_ATOMIC64=1 and the DLL overrides mscoree=d, mshtml=d and vcruntime140=n. In highball#624 the same player found that Highball's stock DirectX 12 layer gets the game past its graphics card check and then hits a Metal pipeline error, and got further with a patch of their own to that layer, so this run most likely used it (not confirmed yet). Not verified by the maintainer.
Before installing anything, it is worth checking whether the game already ships a native Mac build.
Common questions
Does Onimusha: Way of the Sword work on Mac?
Onimusha: Way of the Sword has no native Mac build, but it is reported to run on Apple Silicon through Highball, a free open-source compatibility layer. This comes from community reports rather than a Highball test run, so treat it as a reasonable expectation rather than a guarantee.
Contribute a result
This page is generated from an open database. If you have run Onimusha: Way of the Sword 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.