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In other words, unless you have or know or can pay for a person with a very specific set of skills to do implement it, then bugtest it, OpenMW with OpenGL is as good as you're going to get.
Well, I run OpenMW it at my monitors refresh rate of 165, but I do assume OP filled his game with a metric ton of graphical mods and overhauls. I just run upscaled textures and enhanced render distance and it runs fine and stable.
Looks like a 2003 with shaper texture work, but that's pretty much all I would ask out of Morrowind.
But different strokes for different folks. I just wanted to stress that implementing graphical APIs is not as easy as copy pasting dlls into a folder. Hell, from what I gathered that is one of downfalls of Vulkan -- It's works and can run better than DX12... if the devs put the work into it.
Graphical apis are easily converted as long as it's dx9/10/11 you can use dxvk to translate it to Vulkan, sadly it doesn't work on outdated opengl. AMD was always especially bad when it comes to the opengl i guess it's still the same after all those years.
Its OpenGL but that does not mean much tbh and OpenGL means that vulkin parity will be on the cards because Vulkan comes from OpenGL they are pretty compatible so when they do make the switch much of the code should work out the gate ins some cases.
I mean if you have have good hardware and want to make the most of it with the game then use OpenMW because its designed to do that.
all sorts of render improvements and they just added proper post processing a while ago which means MGEXE is pretty much defunct now.
youd be hard pressed to get this sort of post processing on vanilla modded with this sort of performance.