Zink delivers about 83% of radeonsi performance, which is huge: https://www.phoronix.com/scan.php?page= ... 2021&num=1
Also you don't need a Mac to test it with OpenMW, a Linux computer is more than enough. If it works well than you could go the extra lenght to test it with MoltenVK, otherwise filing a bug report would help to get things fixed.
0.47 lighting issue
Re: 0.47 lighting issue
Running M1 Macbook Air, OpenMW 0.47, here was my fix:
Go to in-game options > video > lights > change lighting method to legacy > restart the application
I also turned off all shadows in the OpenMW launcher options.
Hope this helps!
Go to in-game options > video > lights > change lighting method to legacy > restart the application
I also turned off all shadows in the OpenMW launcher options.
Hope this helps!
qwertyphant wrote: ↑13 Jun 2021, 13:49 Running M1 MacBook Air, OS X 11.3
I'm guessing this is a lighting issue, I've attached a screenshot of Balmora, showing a red tint on certain objects, also on the minimap too. No graphical mods were installed.
This issue does not appear when using 0.46.
- wazabear
- Posts: 96
- Joined: 13 May 2020, 19:31
- Gitlab profile: https://gitlab.com/glassmancody.info
Re: 0.47 lighting issue
Enabling per pixel lighting is an alternative workaround that works for all lighting modes.
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- Joined: 02 Jul 2022, 00:47
Re: 0.47 lighting issue
Confirming that adding per pixel lighting fixed the issue for me. Slight performance impact, but the legacy shaders seemed to be a bit too dark meh for me.
For those that aren't tech savvy, open your openmw settings file, and add:
force per pixel lighting = true
-under the shaders parameters. Blamo, no more red people, doors, water, or nothing.
For those that aren't tech savvy, open your openmw settings file, and add:
force per pixel lighting = true
-under the shaders parameters. Blamo, no more red people, doors, water, or nothing.
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- Posts: 2
- Joined: 08 Dec 2022, 18:32
Re: 0.47 lighting issue
This worked for me on 0.48 too.
Turning on legacy shaders wouldn't work though. Only the per pixel lighting flag did anything.
Turning on legacy shaders wouldn't work though. Only the per pixel lighting flag did anything.