I don't think that's relevant to our side, though. It's still the Vulkan backend, GZDoom and Raze do not have a native Metal backend. It doesn't really matter to us that Vulkan is transformed into Metal on Mac. If people are using Mesa3D, do we rename OpenGL into software rendering?Rachael wrote:Yeah we should probably either just call it Metal, or just call it by the wrapper name MoltenVK. Since Vulkan does not actually exist on the MacOS platform.
Just my thoughts, though, I might be the crazy one. lol
GZDoom 4.9.0 for ARM64 Windows (experimental)
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The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
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Re: GZDoom 4.8.0 for ARM64 Windows (experimental)
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Re: GZDoom 4.8.0 for ARM64 Windows (experimental)
I think MoltenVK is better as it's not a "pure" Metal implementation if that makes sense.
Well the difference is that in that case it's the user who has opted to use that. In the case of MoltenVK the app is itself bundled with the wrapper.Gez wrote:If people are using Mesa3D, do we rename OpenGL into software rendering?
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Re: GZDoom 4.9.0 for ARM64 Windows (experimental)
https://github.com/ZDoom/gzdoom/release ... -arm64.zip
GZDoom 4.9.0 released for ARM64. Still experimental, but have fun!
GZDoom 4.9.0 released for ARM64. Still experimental, but have fun!