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nxnative Guide: Requirements, Build Steps & What 62 Games Mean

Quick Answer

What it is
The upstream engine behind the current wave of native Switch ports: the code rewriter, the host layer that replaces Horizon, the NVN-to-Metal graphics translation, per-game profiles and an iOS shell. MIT licensed, by seedds.
What it needs
iPhone 15 Pro or newer on iOS 26+; an M1 iPad or later; an Apple-silicon Mac with Xcode to build. Your own game files and your own prod.keys.
The honest caveat
62 games are listed as tested — each on one specific update version. A profile is not the same thing as a verification.

What nxnative actually is

It is not an emulator, and the distinction is the whole point. An emulator fakes a Switch and runs the game inside the fake. nxnative does not fake the chip. Apple silicon and the Switch's Tegra are both ARM64, so the game's own compiled code can execute directly on your phone.

What has to be rebuilt is everything around it: the operating-system services the game expects (the Horizon host layer), the graphics calls (NVN translated to Metal), and the handful of instruction classes that do not map one-to-one. Shaders are translated offline during the build, not at runtime — which is why the frame rate is stable instead of stuttering every time a new effect appears.

That is also why this is per-game engineering rather than a universal launcher. Each game calls the system in its own way, so each one needs a profile — and a profile is someone having done that work for that title.

The requirements, in full

You needRequirementWhy
PhoneiPhone 15 Pro or newer (A17 Pro), iOS 26+Switch textures use BC compression; only A17 Pro and later have a hardware path for it
TabletiPad with M1 or later, iPadOS 26+Same texture reason
Build machineApple-silicon Mac with Xcode and HomebrewThe toolchain is macOS-only
Disk on that MacAbout twice the game's size plus 10 GBIt unpacks, rewrites, then repacks
Time30–60 minutes first build, around 10 afterShader translation happens at build time
Your own filesBase game, update, DLC, plus prod.keys from your consoleNothing from any game is in the repository
Sideloading toolAltStore, Sideloadly or LiveContainerIt is not an App Store app

Where the 62-game list stops being true

The list is genuinely useful and we use it on this site. But three things get lost in the headline number:

Where it sits in the family

Three projects share this technique, and the lineage is worth knowing:

ProjectRoleScopeNeeds a terminal?
d2r-mobileThe original native-execution approach that nxnative grew out ofOne game (Diablo II: Resurrected), with Android support since v2.0Partially — it also ships a no-Mac packaging route
nxnativeThe generalized engine: rewriter, host layer, Metal translation, profiles62 tested gamesYes
NX2AppleA fork that adds a GUI and archive packing58 profiles, 3 verified end to endNo — one-click app

That d2r-mobile comes first is not our claim — it is in NX2Apple's own credits, which describe it as "the original native-execution approach that nxnative grew out of".

Should you use it

Yes, if you own an iPhone 15 Pro or newer and have a Mac — it is the best result available on a phone today. Prefer NX2Apple if you would rather not touch a terminal; prefer this one if you want to follow upstream directly or contribute profiles.

If you are on an older iPhone, no. The limit is a texture format in silicon, not a setting.

Requirements, game count, build times and the BC-texture reason from the nxnative README as relayed by its unofficial guide (checked 2026-10-25) and from the NX2Apple README's credits and limitations (checked 2026-10-26). The "profile is not verification" reading, the ordering table and the verdict are our editorial judgement.

By M. the CartographerLast updated 2026-10-26Checked 2026-10-26Not affiliated with Blizzard or the d2r-mobile project