VCSNative macOS v1.0.2 Beta (Apple Silicon)
Changelog
Rendering
- Vehicle/pedestrian model-detail (low-poly → high-poly) switch distance is now a separate setting from the Vehicles/Pedestrians spawn-range multipliers, with its own launcher slider ("Model detail switch")
- World draw-distance scaling now also applies to clump-type objects, previously excluded
- Bloom's sampling kernel changed from a 13-tap uniform average to a 25-tap weighted Gaussian
- FXAA anti-aliasing now searches along detected edges to determine blend strength, instead of using a fixed 3×3 neighborhood
Native macOS ARM (Apple Silicon) build of GTA: Vice City Stories via a
Vulkan/MoltenVK GE backend, ported from jessicanataliagta's original
Windows/DirectX12 PSPRecomp VCS profile.
What's in this release
VCSNative.app— the game itselfVCSLauncher.app— a native settings GUI forVCSNative.ini
(display/resolution, rendering, addons), with per-setting explanations
Requirements
- macOS 13+ on Apple Silicon (M1 or newer)
- Your own legally obtained copy of GTA: Vice City Stories PSP game data
(not included — see the main README for how VCSNative finds it)
Use
- Download and unzip.
- Place your own decrypted
PSP_DATAfolder inside VCSNative.app>MacOS. - Open
VCSLauncher.appto configure settings, then hit Play — or launch
VCSNative.appdirectly to use whateverVCSNative.inialready has.
WARNING: DO NOT use GPU hardware transform, as it is not yet functional and will lead to rendering issues (now off by default).
If macOS says the app cannot be opened run this command in terminal "xattr -cr (drag app here)" and press Enter for both VCSNative.app and VCSLauncher.app