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If you're going to add another API just for Macs, then I'd think just going straight to Metal support would surely be better. |
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HI Andrei - I wasn't expecting a response! So, thank you! I used the same id PAK file in both vkQuake and ironwail, the larger PAK0 rerelease. I did also try to match up the options as best I could, setting AA to 16x in both vs the 32x available in ironwail; brightness, contrast etc. Checked to make sure both ports were using my NVIDIA card, used the same monitor etc, etc...
I do have original id Quake PAKs, PAK0 & PAK1. I'll give those a try.
Thanks Again!
IT2138
On Oct 12, 2024, at 1:33 AM, Andrei Drexler ***@***.***> wrote:
Looking at the screenshots, the main difference is that vkQuake is using remastered models, while IW is using the original ones. The next IW version (coming soon) has support for remastered models as well - you can try a more recent dev build<https://github.com/andrei-drexler/ironwail/actions/workflows/windows_ci.yml?query=branch%3Amaster+event%3Apush>. Other than that, gamma and contrast settings are slightly different - if you match those, the rest of the scene should look identical.
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Awesome - I'll give it a shot!
On Oct 13, 2024, at 5:24 AM, drHyperion451 ***@***.***> wrote:
There is already the remaster models option inside ironwail. You just need to download or compile a dev build. I believe it will be out in 0.8.0.
imagen.png (view on web)<https://github.com/user-attachments/assets/3d90b236-196b-4551-8e8f-bf5a858f4b5c>
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I'm just wondering if the developers had any thoughts on having a bounty for adding Vulkan support to Ironwail.
I completely understand why it wouldn't be a priority since OpenGL is working on Windows and Linux, but macOS has no method or translation layer to use this engine. If Vulkan support was added then MoltenVK (Vulkan-to-Metal) could be used to allow this to work.
Let me know your thoughts :)
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