This is in part because the code is total spaghetti for all those renderers. When I wrote the VulkanDrv I really just wanted a faithful rendering the way the game looked like in what I guess was Direct3D 8. But all those renderers do things slightly differently in such a way you can never be sure which one of them are actually doing it right, and which are just doing an approximation as allowed by that particular render API.leileilol wrote:Another confusing thing about UnrealEngine1 is that the brightness adjustment's never consistent between renderers.
I think I got fairly close to the correct thing, probably only missing the shiny surfaces. Still, it's very hard to even check as most of those API's require you to dig out some 25 year old computer to check.