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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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Greetings! I was anxiously awaiting the release of IronWail .8 and I am loving the addition of the remastered models! Below is side by side comparison. vkQuake on the left and IronWail on the right (I also attached the original png files). I am a proponent of Vulkan but it is in my nature to go with non-standard/less popular things, of course there's always exceptions ;) I am certainly not a programmer at this level so it is with my sincerest gratitude to the IronWail team for their hard work! |
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Greetings Again - I know, I know, the comparison to vkQuake is getting old. BUT just one more time. Here is a side by side, vkQuake on the left and IronWail on the right. I adjusted the brightness and contrast ever so slightly, going 2 points up on brightness and 1 point up on contrast so they are 3 and 3 for the settings in IronWail. And they're just about identical except for difference in light in the background from the clouds. Anyway - just fascinating and awesome to me! I promise no more (at least until the next release ;) |
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Forgot to mention the game is Retro Jam 7, map: Confirmation of the Underworld. |
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Greetings - I guess I lied in my last post. I noticed a difference in the start map of Arcane Dimensions that I thought interesting. vkQuake is on the left and IronWail is on the right. Both using the same version of Arcane Dimensions BUT if you notice in the back at the portals there are light flakes and a bunch of smoke that is pouring out in the vkQuake version. IronWail goes through a smaller cycle of light flakes but no smoke that I have seen. |
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Here's another example. |
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Thanks for the feedback! Unfortunate that development for vkQuake has been stopped. I look forward to the continued development of Ironwail! I really like the improvements in the UI, particularly the mod download feature. That is a really nice touch! |
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With regard to vkQuake's development - YES, I AM COMPLETELY DISAPPOINTED! OMG vkQuake and vkQuake-RT are my absolute go to engines and have been for a long time. I use the RT version as much as I can particularly with the original Quake games! The first thing I do is try a new game with the RT version! I just love them! Certainly no offense to the IronWail team, but something about the visuals in vkQuake that just takes the lead for me. Something about the vulkan API??? I don't know - I don't have that level of technical expertise to be able to articulate it intelligently. I just see what I like - it brings a smile to my face! |
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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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