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NX Native

nxnative vs emulators: how it differs and what it cannot do

nxnative describes itself as not an emulator. That has practical consequences: you build one app per game, only games with a profile are supported, and some things an emulator might attempt are out of reach. This page explains the difference using what the project writes in its own README and docs.

Updated 1 November 2026. 5 min read.

nxnative vs emulators: how it differs

How a game runs

An emulator, in general, imitates a console's hardware so that many games can run. nxnative works differently, according to its README: the game's own code runs directly on the Apple chip, and the Switch's graphics are rebuilt on Metal. The Switch's processor is ARM, like Apple's, so the code does not need to be translated while the game runs.

The project's development page describes the parts: a rewriter that processes the game's modules, a host that stands in for the Switch's kernel and system services (threads, memory, files, controllers, audio, movies), and a graphics layer that turns the Switch's graphics calls (NVN) into Metal, with the shaders translated offline. Read how nxnative works for the details.

What that means for you

nxnative
SetupYou run a build script on a Mac once per game. It rewrites the code, translates the shaders and packs an IPA. The first build takes about 30 to 60 minutes.
ResultOne app per game. On an iPhone or iPad you sideload an unsigned IPA; on a Mac you can make a Mac app.
Which gamesGames the project has brought up and tested, each with its own profile. Other games are not supported yet.
DevicesiPhone 15 Pro or newer, or an iPad with an M1 chip or later, on iOS or iPadOS 26 or later. Building needs an Apple silicon Mac.

See the requirements and the build guide.

Supported games only

Because each game needs a profile, you cannot expect an untested game to start. The README says other games are not supported yet: for them the script writes a survey and still tries to pack an IPA, guessing the game's settings, but such an IPA may not start. Check your game on the games page first, and read how to check.

Hard limits

  • 32-bit games. Apple silicon cannot run 32-bit ARM code, and the native approach has no translator for it. The project's notes name Pikmin 3 Deluxe and New Super Mario Bros. U Deluxe as 32-bit programs that stop at the survey.
  • Known gaps listed by the project include geometry shaders that do not translate, and no amiibo support.
  • Builds on others' work. The project credits d2r-mobile, which developed the native-execution approach, and Ryujinx, whose shader translator it uses.

The gap list changes as the project moves. Read the development docs for the current one.

Facts on this page were checked against the official nxnative commit bfc70881 (31 Oct 2026). The project changes often, so the official repository always wins.

This is an unofficial guide based on the project's public documentation. Use only games you own. For the latest details, check the official repository.