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Mac Gaming Uncle 0.6.1 · Universal Frame Interpolation Preview
Pre-releaseMac 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.1spatial-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
- Save and exit games, then quit Mac Gaming Uncle. Install
Mac-Gaming-Uncle-0.6.1-macOS-arm64.dmgby dragging the app into Applications. Retain the application data directory to keep games, bottles and saves. - On macOS 26+, open Game Settings → Universal Frame Interpolation → Open panel and opt in to automatic following.
- 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.
- 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。