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Releases: Thijs2004/CyPort

CyPort v1.2

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@Thijs2004 Thijs2004 released this 16 Oct 12:24

CyPort v1.2

Run your own copy of Cyberpunk 2077 for Mac natively on iPhone and iPad – no emulation, no streaming.

Not affiliated with CD PROJEKT RED.

This release is about heat and frame times. On an iPhone the limit isn't raw speed, it's heat: the phone used to throttle within a minute or two of open-world play, and then the frame rate jumped around.

New

❄️ Cool mode (always on)

  • The engine's 5 job worker threads ask for the highest thread priority, which kept them all on the A18 Pro's 2 performance cores next to the game and render threads – that is what made the phone hot so fast.
  • CyPort now runs 3 of them on the 4 efficiency cores, which do the same work for far less power. 2 stay on the performance cores, so the game thread doesn't wait on slow cores every frame (all 5 on the efficiency cores felt stuttery).
  • Tunable in macshim.plist: CoolFastWorkers (default 2), CoolMode = NO turns it off.

🏙️ Steadier frame rate in the open world

  • The engine streams the city in on the game thread, by default up to 12 ms and 300 objects per frame – desktop values. At 30 FPS a frame only has 33 ms, so on a phone that showed up as frame drops while driving.
  • CyPort now writes engine/config/platform/mac/user.ini at every start with 6 ms / 200 objects per frame: the work is spread over more frames. Things may appear a moment later.
  • StreamingTweaks = NO restores the engine defaults; StreamingMsPerFrame / StreamingNodesPerFrame set your own values. If you edit user.ini yourself, remove its first line and CyPort leaves it alone.

🧹 Fewer hitches from CyPort itself

  • The worker-thread profiler from v1.1 paused all job workers for 2 s every minute – a regular hitch. Now off by default (WorkerSampler = YES to turn on).
  • The log no longer forces a disk flush after every line (that blocked game threads). Crash reports are still written in full.
  • Periodic statistics lines are only logged with Diagnostics = YES.
  • With the performance overlay set to Off, its window is now removed completely, so iOS no longer has to composite it over the game.

🛠️ Other

  • The start screen marks the resolutions that make the phone hot quickly.
  • The log now shows how busy the GPU is (1 s sample every 30 s), to tell GPU heat from CPU heat. GPUSampler = NO turns it off.
  • Optional frame pacing for testing: FrameRate = 30 / 40 / 60 in macshim.plist. By default the frame rate is the game's own setting (Settings → Graphics → VSync / Maximum FPS).
  • CPUCount now also reports a matching number of performance cores.

Performance tips

  • Resolution 1434 × 660 on the start screen – at 1912 × 880 an iPhone 16 Pro Max still throttles within about 1.5 minutes of driving.
  • Maximum FPS 30 in the game's graphics settings: a steady 30 looks smoother than a rate that jumps between 25 and 50, and the phone stays cool much longer.
  • Leave frame generation off.
  • A clip-on phone cooler helps more than any setting.

Upgrading

Rebuild the IPA with this version (./build.sh, see the README), then reinstall. Your game data, saves and settings stay in place.

Known issues

  • The phone still throttles in long open-world sessions; expect ~20–30 FPS while driving once it's hot.
  • The streaming change and the 2-fast/3-efficient worker split are new and have only had short tests – please report pop-in or stutter.
  • The free Apple ID route (SideStore + GetMoreRam, compact memory layout) is still untested on a device.

CyPort v1.1.1

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@Thijs2004 Thijs2004 released this 15 Oct 18:25

CyPort v1.1.1

Run your own copy of Cyberpunk 2077 for Mac natively on iPhone and iPad – no emulation, no streaming.

Not affiliated with CD PROJEKT RED.

New

🆓 Free Apple ID support

  • SideStore + GetMoreRam: the unsigned IPA now asks for Increased Memory Limit itself, so when GetMoreRam has switched it on for CyPort's App ID, SideStore keeps it when signing. Before, it was silently dropped and the game ran out of memory.
  • No Extended Virtual Address Space needed (experimental): free accounts can't get it. CyPort now detects that and packs the engine's memory pools into the normal address space instead.
  • Step-by-step guide in the README: Free Apple ID.

📦 LiveContainer (maybe – untested)

  • Fixed the launch crash Symbol not found: _AUGraphAddNode … Expected in: CoreHaptics. LiveContainer loads the game differently, and duplicate library entries in the converted binaries made it look up symbols in the wrong library. They are now removed when building.
  • LiveContainer itself needs Increased Memory Limit on its own App ID (via GetMoreRam). Not tested on a device yet – reports welcome.

Upgrading

Rebuild the IPA with this version (./build.sh without SIGN_ID for SideStore / LiveContainer), then reinstall. Your game data and saves stay in place.

Known issues

  • The free Apple ID route (SideStore, compact memory layout) is new and not tested on a device yet.
  • The increased memory limit is still required – the game uses ~5 GB, so 8 GB devices only.

CyPort v1.1

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@Thijs2004 Thijs2004 released this 15 Oct 12:07

CyPort v1.1

Run your own copy of Cyberpunk 2077 for Mac natively on iPhone and iPad – no emulation, no streaming.

Not affiliated with CD PROJEKT RED.

New

☁️ Cloud saves – carry on where you left off

  • New Cloud saves row on the start screen: pick the store you play on – GOG, Steam or Epic – and sign in once.
  • Every time CyPort opens, the phone and that store's cloud are brought in step, save slot by save slot: the side that changed since the last sync wins (if both changed, the newer one).
  • Saves you make on the phone are sent up while you play and when you leave the app, so the game on your PC or Mac continues from them.
  • Safe by design: a phone save that gets replaced is moved to saves-backup-<date> first, and before the first upload to a store the whole cloud is copied to the phone.
  • Optional – without signing in, everything stays on the phone as before.
  • With GOG, the game's own CD PROJEKT RED cloud sign-in is prepared as well.

⬇️ Download the game data in the app

  • Download from Steam, GOG or Epic… on the first-run screen: sign in with the account that owns Cyberpunk 2077 and CyPort downloads the game data straight to the phone (resumable). No more copying ~65 GB by hand.

📺 AirPlay & TV out

  • Play on your TV with AirPlay screen mirroring or a USB-C → HDMI cable: the game moves to the big screen, scaled to fill it.
  • Connect the TV before you press PLAY and the game renders in the TV's shape (16:9 instead of the phone's ultra-wide); connect it later and the picture keeps the phone's shape, letterboxed.
  • The phone becomes your controller: the on-screen gamepad stays on the phone, and the rest of its screen is a touch surface for the cursor in menus.
  • Unplug or stop mirroring and the game comes back to the phone. TVOut = NO in macshim.plist turns it off.

🎚️ Start screen

  • Look sensitivity slider (0.25× – 4×) for swipe-to-look.
  • The right column scrolls when it doesn't fit.

⚡ Performance

  • MetalFX really is MetalFX now. In the Mac build the upscaler's stored names don't match its menu labels, so what earlier CyPort builds wrote as "MetalFX" was actually FSR 3.1 – the heaviest upscaler. CyPort corrects this once on start, and new installs begin on real MetalFX (Performance).
  • MetalFX is reported as supported on Apple GPUs, and every MetalFX check the game makes is logged.
  • Lighter defaults for new installs.
  • Engine threads no longer use the Mac's real-time scheduling, which on a 6-core iPhone could fill every core; they run as normal high-priority threads, so the system stays responsive above 30 FPS.
  • A worker-thread profiler in macshim.log shows where the CPU time goes.

Known issues

  • Cloud saves: GOG download is tested; sending to GOG and Steam/Epic sync are new and untested. Steam and Epic can only receive phone saves once that store's cloud already has a Cyberpunk save.
  • In-app download is untested with signed-in accounts.
  • AirPlay adds the usual wireless delay; a cable to the TV is much more responsive.
  • The phone heats up and throttles in long sessions; a steady 30–40 FPS cap in the game's settings gives the smoothest result.

Upgrading

Pull the source and rebuild with ./build.sh as before – your saves and settings stay.

CyPort v1.0

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@Thijs2004 Thijs2004 released this 14 Oct 12:23

CyPort v1.0

Run your own copy of Cyberpunk 2077 for Mac natively on iPhone and iPad – no emulation, no streaming.

version 2.3.1.
Not affiliated with CD PROJEKT RED.

What works

  • Boot, main menu, settings and full gameplay (tested on iPhone 16 Pro Max, iOS 27.0.1)
  • On-screen Xbox-style gamepad, swipe-to-look, touch-as-mouse in menus
  • Xbox / DualSense / DualShock 4 / MFi controllers, keyboard, mouse and trackpad
  • Resolution picker from 717 × 330 up to native
  • SwiftUI start screen (resolution + performance overlay), restart prompt for settings that need it, in-game settings are kept
  • Game Mode, background freeze (no sound or CPU use on the Home Screen)

Requirements

  • iOS / iPadOS 18.0 or later
  • 8 GB RAM and an A17 Pro / A18 / A18 Pro or newer chip, or an M1 or newer iPad
    (e.g. iPhone 15 Pro / Pro Max, iPhone 16 series, iPhone 17 series, iPad Pro/Air M1+, iPad mini A17 Pro – only iPhone 16 Pro Max is tested; iPad untested)
  • ~66 GB free storage
  • A Mac with Xcode 16+, and a paid Apple Developer account (the app needs the Extended Virtual Address Space and Increased Memory Limit capabilities)
  • Cyberpunk 2077 for Mac from GOG, version 2.3.1 (Steam / Epic / App Store copies are untested)

Install

  1. Create an App ID with Extended Virtual Address Space + Increased Memory Limit and a development profile for your device.
  2. Download the source below (or git clone https://github.com/Thijs2004/CyPort) and run on your Mac:
    REBUILD_SHIM=1 GAME_APP="/path/to/Cyberpunk 2077/Cyberpunk2077.app" BUNDLE_ID=com.yourname.cyport \
    PROFILE=~/Downloads/CyPort.mobileprovision SIGN_ID="Apple Development: Your Name (TEAMID)" \
    DEVICE=<udid> ./build.sh
  3. On the device: CyPort → Import game… → pick your Cyberpunk 2077 folder (USB-C SSD or Files) – ~65 GB is copied once.
  4. Pick a resolution and press PLAY.

Full details, controls, options and how it works: see the README.

Known issues

  • Performance is ~30–60 FPS at 1434 × 660 with low settings and is limited by the CPU; in long sessions the phone heats up and throttles. A 40 FPS cap in-game gives smoother frame pacing.
  • Online features (GOG Galaxy, CDPR account) are offline-only.
  • After updating from a pre-release build the game may report corrupt settings once; set them again and they're kept.