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Mac Gaming Uncle 0.6.1 · Universal Frame Interpolation Preview

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@enginefuture enginefuture released this 11 Oct 02:13

Mac Gaming Uncle 0.6.1 — Universal Frame Interpolation Preview

Apple Silicon · macOS 15+ · English / 简体中文 · build 11

Changes

  • Improves experimental, default-off universal 2× interpolation for macOS 26 windowed/borderless SDR games. Capture is capped at 30 FPS and a 1280×720 processing budget, then MetalFX Spatial upscales to the original window's physical output size. Game resolution and Wine DPI are preserved.
  • Replaces timer-driven image presentation with CAMetalDisplayLink and a bounded GPU queue. The pacer reserves predicted display lead, avoids accumulating stale images and uses actual original/generated presentation counters.
  • Copies capture images into a bounded owned buffer pool, releases ScreenCaptureKit surfaces promptly and processes only the newest pending image. Duplicate/scene-cut analysis runs off the UI thread.
  • Recognizes the tested Wine game layer 26 and presents a nonactivating, mouse-through overlay above it. The same exact process/window identity remains required for automatic following.
  • Hides output immediately on target visibility loss, allowing at most one second for same-window recovery. Epoch checks reject in-flight work crossing that gap. Focus/process/geometry/display changes still stop the session, and returning rechecks the window.
  • Adds an independent actual-presentation watchdog: fresh submitted/generated images without drawable presentation no longer count as a working display. Stalls and sustained inference overruns restore the original game image. Final diagnostic counters and window observations survive teardown.
  • Clarifies processing versus output dimensions, capture limits and the distinction between submitted/presented images and game FPS in both UI languages.
  • Fixes Steam's Windows CRLF cloud-log parsing and rejects incomplete final upload acknowledgements. Upload remains Steam's responsibility; this does not establish a successful cross-device save round trip.
  • Retains the published Wine 11.0.9-services.1 spatial-audio runtime from 0.6.0. No Wine runtime or Apple graphics binaries are rebuilt or bundled in this app-only update.

Black Myth: Wukong test

Tested on 2026-10-11 with M3 Max / macOS 26.6.2, Wine 11.0.9-services.1, locally imported GPTK 4.0b2 / D3DMetal, DX12 + experimental MetalFX/DLSS mapping and game-internal frame generation off. The user confirmed the DLSS option was selectable in the earlier startup test. This is not NVIDIA RTX hardware support.

The five-minute fixed-scene probe reused the production capture/processing/presentation sources in a separate helper. Processing was 1104×720 and physical overlay output 3024×1964; game resolution/DPI were unchanged. After excluding five startup snapshots, 292.72 measured seconds averaged 52.30 distinct drawable presentation callbacks/s. Per-minute rates were 50.73 / 51.68 / 51.63 / 53.82 / 53.53, without a progressive decline. The user reported 40 FPS in the game HUD and a somewhat better experience.

At the last snapshot before 300 seconds, processing P95 was 14.53 ms, recent presentation interval P95 33.33 ms and P99 41.67 ms, with zero capture-copy failures and renderer backpressure. Intervals remain uneven. These counters do not establish engine FPS, physical monitor refreshes, stable 60 FPS or doubled game performance.

Output continued through 302.98 seconds; switching applications caused visibility protection to stop at 306.27 seconds. The probe exited 2, so this is sustained five-minute evidence followed by an interruption, not a clean full-run or packaged-app acceptance pass. An earlier 60-second attempt generated images but presented none; the independent watchdog handles that false-running state, but its intermittent display cause remains unresolved. Combat quality, HUD ghosting, input latency and multi-display operation remain unverified. Direct 1920×1080 interpolation failed locally; high output resolutions use capped processing and upscaling. No GPU clock/temperature was measured, and absence of system thermal warnings does not exclude throttling.

See implementation and complete test history and release validation.

Install and enable

  1. Save and exit games, then quit Mac Gaming Uncle. Install Mac-Gaming-Uncle-0.6.1-macOS-arm64.dmg by dragging the app into Applications. Retain the application data directory to keep games, bottles and saves.
  2. On macOS 26+, open Game Settings → Universal Frame Interpolation → Open panel and opt in to automatic following.
  3. Use Authorize screen capture / Refresh and allow Mac Gaming Uncle in System Settings → Privacy & Security → Screen & System Audio Recording. Follow any system request to reopen the app. The implementation captures only the selected game window, no audio, and saves no recording.
  4. Disable the game's built-in frame generation for comparison, then keep the game foreground. Manual Stop suppresses restarting during this game run; Rearm explicitly restores permission to start. Emergency stop: Control + Option + Command + F12.

Wine downloads separately from the existing published runtime; no reinstallation is needed when already using 11.0.9-services.1. Apple graphics components remain separately imported. The installer does not include games, account data, Steam or Apple binaries.

Signing: this is an ad-hoc signed, unnotarized research preview, matching the previous public releases. It is not a Developer ID release; macOS may require an explicit decision to open it. The DMG and .sha256 file are release assets.

中文说明

本版发布最新通用插帧实现与稳定性保护,仍为默认关闭的实验功能,要求 macOS 26、Apple Silicon 和录屏权限。捕获上限 30 FPS,处理预算 1280×720,再放大到原窗口物理尺寸;不会修改游戏分辨率或 Wine DPI,也不会提高游戏逻辑/渲染帧率。切出游戏、窗口变化或显示停滞时恢复原画面。

《黑神话:悟空》采用 DX12 + MetalFX/DLSS 映射,关闭游戏内帧生成。用户反馈游戏 HUD 为 40 FPS、比之前好一些;前五分钟插帧层平均 52.30 次独立画面呈现回调/秒,没有逐渐下降,但间隔仍不均匀。这不是游戏 FPS 或稳定 60 帧的证明。测试末尾切换应用,306.27 秒时触发保护退出,因此不算完整通过;五分钟数据来自独立探针,战斗拖影和操作延迟仍需验证。

同时修复 Steam 云同步日志的 Windows 换行解析。Wine 继续使用 11.0.9-services.1,本次只更新应用。安装包是 ad-hoc 签名、未经 Apple 公证的研究预览版。