Which graphics layer runs my game?
Windows games draw with DirectX; your Mac's GPU speaks Metal. A translation layer converts one into the other while the game runs. Superposer brings several, and each game can use a different one:
| Layer | Covers | Notes |
|---|---|---|
| D3DMetal (Apple) | DirectX 11 and 12, 64-bit games | The usual choice for newer games; DirectX 12 games need it. Apple's own, imported from Apple's Game Porting Toolkit, or included in free beta builds |
| DXMT (open source) | DirectX 10 and 11, also 32-bit | Included in every copy; the fallback when D3DMetal isn't there |
| DXVK (open source, with MoltenVK) | Direct3D 9 to 11 through Vulkan | Experimental choice |
| WineD3D (part of Wine) | Older DirectX, including DirectX 9 | A slow fallback |
By default the setting is Automatic: D3DMetal for 64-bit games, otherwise DXMT, unless the game's profile says otherwise. A game that misbehaves can be switched in its Settings tab (see Per-game settings); if that fixes a game, the Compatibility list records which layer worked. Beta copies can also keep a game on a particular runtime and D3DMetal version.
The Windows runtime itself (Wine) has its own versions: newer ones arrive with updates, and old ones are tidied away unless a game is set to use them. See The Windows runtime and graphics translator for installing either part by hand.