Comments (1)
I'm sure this community will be happy to work with developers interested in porting those games...and I'm sure they will prove very useful test cases for MoltenVK. I'm looking forward to it.
I've added a Help Wanted label to this issue...in case anyone wants to take on the initiative of porting any of those games..and submitting specific issues back here.
BTW...Valve is already aggressively porting Dota2. And it has proved to be similarly very useful in vetting and improving MoltenVK. Look for it soon.
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Related Issues (20)
- Regression since MoltenVK 1.2.7 specific to Apple silicon HOT 4
- Memory leak in vkQueueWaitIdle (macos) HOT 2
- Issues with the swap chain in 1.3.275.0 and later versions HOT 2
- maxPerStageDescriptorUpdateAfterBindSamplers = 16 on an M1 MAX HOT 3
- ISO C++11 warnings for constexpr modifier on mvkGetReportingLevelString() HOT 3
- MoltenVK : VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3): HOT 7
- Enforce depth write to post fragment execution when attachment is used as input and output
- Enforce fragment shader execution when operations with side effects are present before discard
- Vertex input binding allocation needs to take into account unused bindings HOT 2
- MoltenVK timestamp doesn't report timing precisely
- provoking vertex - is it supported? HOT 1
- Adding constexpr modifiers to functions returning C++ string literal HOT 2
- Runtime dyld error on iOS 12 with MoltenVK xcframework HOT 7
- Question: Does MVK support VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT? HOT 5
- MVK Access to Indirect Command Buffers HOT 1
- Shader objects, strange error with vertex input bindings HOT 2
- Add support for GL_EXT_debug_printf shader logging
- Implementing external semaphores HOT 1
- MSAA with resolveMode=SAMPLE_ZERO uses a compute kernel, even on Apple silicon devices HOT 2
- Add support for more VkResolveModeFlagBits
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