github BlueHeisenberg/SCSKiller v1.2.3
SCSKiller 1.2.3

4 hours 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>), but these notes aren't signed, so that doesn't prove who built it. The source: https://github.com/BlueHeisenberg/SCSKiller/tree/v1.2.3.

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

New

  • "Closing the window quits SCSKiller" in Settings (off by default): the close button quits like Quit in the
    notification area. A running compile finishes saving first, and a downloaded update installs if set to.
  • "Scan games when SCSKiller starts" in Settings (on by default): turn it off and SCSKiller shows your last list at
    start, and reads a game again only when you refresh, when the game closes, or when Steam or the Xbox app installs or
    updates one.
  • Updates install by themselves ("Install updates automatically" in About, on by default): a downloaded update
    installs the next time SCSKiller starts or when you quit it, never during a compile, a game or Windows shutdown.
    "Restart to update" still installs it at once.
  • Ray tracing without a recording for Unreal Engine 4.25 games (Returnal) on NVIDIA. With a recording, Returnal also
    compiles the ray tracing shaders it hadn't recorded, which caused most of its stutters after a compile.

Faster and steadier

  • Much faster start: SCSKiller re-reads only the games that changed, at low disk priority. On a PC with 64 games it
    lists them in about a second instead of up to 20, and no longer keeps a hard disk busy for minutes. After an update
    the list shows at once.
  • Pausing a compile for more than a minute no longer makes it fail when you resume.
  • A compile no longer stops itself saying the game is running when it isn't.
  • Large Unreal games no longer run out of memory while their shaders are read (Codename CURE II).
  • One game with a broken file date no longer stops every game from being listed.
  • A game page opens without stutter, and Clear cache responds at once.
  • Skipped pipelines after a compile are shown as a short line instead of a warning, that's normal.

Games

  • Xbox app games are recorded now (before, the recorder never recorded in them), and their Unreal games are compiled
    for the game's own exe instead of a launcher. Compile Xbox app Unreal games again (Dead Island 2, for example).
  • Dead Island 2 compiles and matches the game: it's recognised as a DirectX 12 game on its own Unreal Engine 4.25
    build, and all its shaders are read. Compile it again.
  • Unreal games with a launcher or installer beside the exe (Returnal) are found as the real game. Compile them
    again
    : the earlier compile went to the wrong program.
  • Monster Hunter Wilds and other RE Engine games no longer sit at "Building plan" for hours and crash.
  • The Witcher 3 no longer crashes at start with frame generation on and the recorder installed, and it no longer
    asks for a rebuild after every play session (NVIDIA and AMD).
  • DRAGON BALL: Sparking! ZERO and other encrypted Unreal games whose key wasn't found now open without entering it.
  • FINAL FANTASY VII REMAKE INTERGRADE is recognised as a DirectX 12 game (DirectX 11 if you launch it with -dx11
    through Steam), so it compiles from a recording on AMD and NVIDIA.
  • Neverness to Everness is recognised as Unreal Engine 5.6.
  • Unreal games with ray tracing turned off no longer ask for a ray tracing recording, and a game compiled without
    its ray tracing shows as compiled, with "Ray tracing needs a 5-min recording" under it.
  • Unreal Engine 4.25 games also compile the pipeline list they ship with.

Mods

  • RenoDX with ReShade loaded by OptiScaler compiles through OptiScaler, ReShade and the HDR mod, and records.
  • Xbox app games with ReShade in their package folder (next to MicrosoftGame.config) compile through ReShade and
    RenoDX.
  • REFramework: RE Engine games record with it installed.
  • Files a mod or the game writes beside the exe (logs, crash dumps, shader caches) no longer turn the recorder off.
    If a launch still isn't recorded, the game page says to start the game again.
  • When a mod setup still can't be compiled, the game page says why and how to fix it, in one line.

Recorder and anti-cheat

  • More anti-cheat is recognised, so the recorder stays out: every Riot Games title (VALORANT, League of Legends,
    2XKO and others, also when added by hand), Anti-Cheat Expert games (Delta Force), every HoYoverse game, and EA Javelin
    games. A recorder already in one is removed at the next check.
  • Turning the recorder on no longer fails with "scskiller.ini is being used by another process".

PCs and Windows

  • Older CPUs without AVX2: SCSKiller no longer closes at "Reading shaders".
  • Windows 10: games that ship their own DirectX 12 runtime compile with it, instead of failing their newer pipelines.
  • Maximum mode's description now says it seems to help most on AMD, and what it costs.

Updates

  • A downloaded update installs at the next start even when the PC has no network yet at sign-in.
  • One update server asking to wait no longer holds back every update check.

All changes in 1.2.3

SHA-256:

9535f1c1fad90a30b82383a0bc8c14ee380c1549dbcff0ed24638df617fb3651  SCSKiller-1.2.3-Portable.zip
b0ef5f26e2d453825b2baa2ba8243d0ab8b1ca8dce5c593822025de424338d5f  SCSKiller-Setup.exe

Code signing policy

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