github BlueHeisenberg/SCSKiller v1.2.0
SCSKiller 1.2.0

latest releases: v1.2.2, v1.2.1
one day ago

This build isn't code-signed yet, so Windows SmartScreen will probably show "Windows protected your PC" the
first time you run it. Click More info, then Run anyway. You see it once per install: updates are downloaded
by SCSKiller itself and never trigger it.

Why: code signing through the SignPath Foundation is in progress, for stable releases (alpha and beta builds stay
unsigned). To check that the download arrived whole, compare its SHA-256 with the one at the end of these notes
(PowerShell: Get-FileHash <file>); these notes aren't signed, so that doesn't prove who built it. The source: https://github.com/BlueHeisenberg/SCSKiller/tree/v1.2.0.

Smart App Control (Windows 11) blocks unsigned apps outright, with no Run anyway. If it's on, wait for a signed release.

Added

  • On an Intel GPU (or another that isn't NVIDIA or AMD), the Library says SCSKiller can't compile there yet and why,
    instead of only marking every game "Not supported on this GPU yet". Close it and it stays closed for that GPU.
  • Add a game no store lists, such as one from another launcher or in a folder of its own: "Add a game…" in the Library
    asks for its .exe. A launcher picked by mistake is followed to the game it starts, and an exe of a game already listed
    opens that game. Before adding, SCSKiller shows the program the recorder goes next to and the game folder it
    suggests; change the folder if it isn't the game's own ("Game folder…" on the game page changes it later). SCSKiller
    checks that whole folder for anti-cheat before it records, as for any game, and refuses a drive or a folder that
    holds other games. Added games get their own Library section, compile, record and show up on their game page like
    any other, and Play starts the exe. Their recordings aren't shared with the community database. "Remove from
    library" on the game page takes the recorder out of the game folder and forgets the game; its files stay.
  • Record an offline session without EasyAntiCheat, at your own risk, in ELDEN RING and ARMORED CORE VI: games that run
    offline without it when their exe is started directly. Allow it in "Record while I play" on the game's page, then
    "Record offline session" asks you to confirm every time. SCSKiller puts the recorder in, starts the game itself
    offline, and only that process is recorded: the game started any other way, through Steam with EasyAntiCheat too,
    isn't. Steam must be running (offline mode is fine). The moment the game exits, the files come out, the recording and
    the session's frame times are kept, and the game folder is checked to be as it was, also when SCSKiller was closed
    meanwhile; after a crash or power loss, at the next logon or start. The recording is shared like any other while
    sharing is on. Never offered for other anti-cheats or other games.

Changed

  • Games whose ReShade HDR mod adds to every root signature they create (most RenoDX mods) aren't compiled or recorded:
    every pipeline changes, so a compile wouldn't match. The Library and the game page say so, the recorder comes out of
    the game folder, and its recordings aren't shared. Mods that only replace some shaders (some RenoDX mods, Luma) are
    noted on the game page and still compile. Plain ReShade and add-ons that leave the game's shaders alone
    (renodx-dlss5) change nothing. Removing the mod lifts the block at the next scan.
  • The recorder records only in games SCSKiller has fully checked for anti-cheat. Any change in the game folder switches
    it off until the next clean check, and a game updated while SCSKiller was closed isn't recorded until SCSKiller has
    checked it again.
  • Anti-cheat detection knows more anti-cheats: NCGuard (AION 2), Tencent's Anti-Cheat Expert, HoYoverse's, NetEase's,
    Nexon's BlackCipher, AhnLab HackShield, PunkBuster, EQU8, Denuvo Anti-Cheat and more of XIGNCODE3 and nProtect
    GameGuard. Their games are never recorded, including a game added by hand.
  • For a game added by hand, the anti-cheat check also looks at what lies directly in the folders above the game's
    folder, up to the drive or a folder of many games. A game whose confirmed folder is a subfolder, such as War Thunder's
    win64, is no longer recorded when BattlEye sits in the folder above. BattlEye's client DLL beside the exe is
    recognised too.
  • In the frame-time graph, a ray-tracing state object counts as a shader stutter when it takes 25 ms or more to create,
    not 60 ms.
  • On NVIDIA, Unreal Engine 5.0 to 5.4 games compile their ray-tracing shaders without a recording, as 5.1 games already
    did, when their shaders are laid out like 5.1's (Darwin's Paradox). Games laid out differently, such as Unreal 5.5 and
    5.6's bindless ray tracing, still need a recording.

Fixed

  • Elden Ring and Elden Ring Nightreign: a compile without a recording now uses the root signatures the game itself
    creates. Before, every pipeline it compiled used a slightly different form, which the driver treats as another
    pipeline, so the compile didn't save the game any work.
  • A compile could pause, or close when SCSKiller exited, an unrelated program: Windows reuses process IDs, and a program
    whose parent had already exited could be taken for part of the compile.
  • The game page's button compiles right away, as "Compile queue" does: "Compile" (it said "Add to queue"), "Compile
    carefully" and "Compile without ray tracing (partial)" only added the game to the queue, so nothing compiled until the
    queue was started. The Library's "Add to queue" still only adds.
  • Unreal games that choose DirectX 12 from Steam's launch menu, such as Deep Rock Galactic, were detected as DirectX 11,
    so the recorder wasn't offered. Detection reads the game's Steam launch menu and its last log.
  • Unreal Engine 4 games that start on DirectX 11 but ship ray tracing, such as Ghostrunner, were detected as DirectX 11
    only. Ray tracing needs DirectX 12, so they now count as DirectX 11 or 12: SCSKiller compiles for both and offers the
    recorder. Adding an encrypted game's AES key also re-runs the detection at the next scan.
  • The Witcher 3's compile no longer tries the ray-tracing materials and the one pipeline NVIDIA's driver rejects (92
    failures per compile); the game page counts them as not covered.
  • A game with ray tracing that SCSKiller can't compile from its files (Unreal 5 games such as SILENT HILL: Townfall)
    kept asking for a 5-minute recording after one was made. The recording's ray tracing was only looked at on the next
    compile, so the status never changed. A recorded session is checked as soon as the game closes (while the PC is
    idle): hardware Lumen's ray tracing is then covered by the recording, and a session of 5 minutes or more with no ray
    tracing (software Lumen, or ray tracing off) makes the game ready to compile in full, with a note that playing with
    ray tracing on covers it too. Once the recorder has seen 5 minutes of play, the status says what is missing instead
    of asking for 5 minutes again.
  • Unreal 5 games whose shaders trace rays inline (hardware Lumen) no longer need a recording for their ray tracing:
    it compiles from the game files. A game whose Windows device profile turns ray tracing pipelines off
    (r.RayTracing.AllowPipeline=0, as SILENT HILL: Townfall does) never uses its ray tracing libraries, and the game page
    says so. Otherwise the page notes that ray tracing using separate pipelines (such as path tracing) is compiled only
    from a recording, and still counts those libraries as not compiled.
  • Xbox app games installed in a folder other than <drive>:\XboxGames, such as D:\Games\XboxGames, weren't found.

SHA-256:

e6d8bfc4b372d06dcc8da7d8fdec56cd8765603c71ddbf0e937a6b9b7ccbf8d8  SCSKiller-1.2.0-Portable.zip
eba8da82b9551613a2d163ae917bcb8f50ab630c1af15bc6881e4faa2be744d3  SCSKiller-Setup.exe

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