RELEASE NOTES · NOVEMBER 5, 2026 · BUILD 119
MacRunner 1.1.0
Wine memory and exception fixes, faster D3D11 → Metal, and a Retina toggle on the game's page.
Download MacRunner 1.1.0 from GitHub →
What changed
- Reserved address regions and fewer redundant protection and mapping-cleanup operations in Wine.
- Asynchronous exception handling in verified PE modules, including IsBad*, lstrcpyn and LocalLock.
- Faster QueryPerformanceCounter and less redundant render-pass, depth-clear and shader work in D3D11.
- A per-game Retina toggle.
A separate Hollow Knight GPU comparison at 1280×720 with a 60 FPS cap measured 2.27 ms versus native Mac's 2.39 ms in one scene. This measures GPU time, not full frame latency or FPS.
Owner recordings, November 4
| Game | MacRunner mean FPS | Reference |
|---|---|---|
| Elden Ring, 1920×1200 High | 44.81 | 24.84 — CrossOver Preview 20261015, Rosetta + D3DMetal |
| Hollow Knight 1.5.12620 | 118.66 at 3024×1964 | 119.71 — native Mac at 3024×1898 |
Individual c32r candidate recordings with different routes and pause durations; HK renders 3.48% more pixels in MacRunner. These are not controlled comparisons of the final signed package. True per-frame 1% lows were not measured.
First launch
When you first launch a game after installation, MacRunner prepares its bottle for several minutes. Shader compilation during the first few minutes of play can cause stuttering. On the second launch, preparation is complete and cached shaders allow smoother play; new scenes may still require compilation.
For the best frame rates, close demanding background apps and disconnect your second monitor. Both remained active in the owner's recordings.
Automatic Retina, fullscreen EmulateModeset, shader-cache migration between engine versions and faster bottle updates are planned for 1.1.1 and are not included in 1.1.0. Updating the engine may repeat preparation and shader compilation.
DirectX 12 without Rosetta
Elden Ring (DirectX 12) runs on Apple Silicon without Rosetta — our own x86 translator (HyperBridge) and our own DX12 → Metal layer. As far as we know, this is a first: CrossOver Preview (FEX, no Rosetta) does not start Elden Ring. This was checked by the owner; its FEX bottles include only D3D10/11.
HEADER_BY_PC, RET_NOPOLL, CMP_ZC, RIP_LITERAL and QPC_INLINE are disabled by default. The xbench result “on par with Rosetta” refers to experimental configuration M. Translator measurements →
This build was assembled locally under a one-time exception approved by the owner. Clean GitHub builds and convergence continue separately. No live games were launched during final release packaging. Automatic app updates are not available yet; download releases from GitHub.