This build isn't code-signed yet, so the first run will probably show SmartScreen's "Windows protected your PC".
Click More info, then Run anyway. Updates never show it.Signing through the SignPath Foundation is in progress for stable releases. Alpha and beta builds stay unsigned. To
check 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/v1.3.2.Smart App Control (Windows 11) blocks unsigned apps outright. If it's on, wait for a signed release.
Fixed
- On NVIDIA from driver 621.01, DirectX 12 compiles no longer wait for Windows' shader cache to flush each write to disk:
about 1.7 times as fast. The time estimate uses the rate measured on the current driver only. - A compile shows Done only once its shaders are in the game's Windows shader cache, and never writes that cache while
the game runs. A game started right after a compile no longer plays that session without them. - Compiled shaders that couldn't go into the game's Windows shader cache yet, also after a compile was cut short, go in
when the game exits or SCSKiller starts. Until then the game shows Not reached yet. A compile whose shader cache was
damaged shows Not reached yet and compiles again. - On NVIDIA 621.01 and later, compiled shaders also reach the game's Windows shader cache when a folder in its path has
".exe" in its name, or when moving them there was cut short. SCSKiller never writes that cache while another program
has it open, and the time estimate stays right on PCs where the faster compile can't be used. - On NVIDIA 621.01 and later, games that get shaders through Advanced Shader Delivery in the Xbox app keep the compiled
pipelines at their next start instead of compiling again. The game page shows the size of the delivered shaders. - On NVIDIA, a DirectX 12 game that creates again a pipeline it made and let go of this session gets it back at once
while the recorder is on, instead of stalling on Windows' shader cache. - On older NVIDIA drivers that keep their shader cache in AppData\LocalLow\NVIDIA\PerDriverVersion\DXCache, the game
pages, the Cache page and Clear cache find the compiled cache there instead of showing none. - On NVIDIA 621.01 and later, a compile that ran while files of an earlier one were still in use puts its compiled
pipelines into the game's Windows shader cache instead of leaving them out. When they have to wait, the log says why. - On NVIDIA 621.01 and later, a DirectX 12 game's compiled pipelines count as present while Windows' shader cache still
holds them, and as gone when that cache is emptied. Ray tracing, and DirectX 11 shaders of a game not known to run
DirectX 12, still count by NVIDIA's own cache files. A compile no longer redoes a game's DirectX 12 pipelines when only
NVIDIA files they don't use went. - A compile no longer makes the PC unresponsive: all of its work, the graphics driver's too, runs below other programs,
and reading a game's files follows the Threads setting. - With Scan at start off, a game compiled before a restart no longer shows Ready and never warmed until the next
scan. - On NVIDIA 621.01 and later, a game's Disk space also counts the part of its compiled shaders Windows keeps in its
D3DSCache folder, so it no longer looks much smaller than on earlier drivers. - After a driver update, SCSKiller retries the pipelines that crashed the old driver one at a time before the rest,
and keeps them all skipped once one still crashes, so a compile no longer resets the driver once per such pipeline. - Unreal games whose store starts another exe beside the Shipping exe, such as STAR WARS Jedi: Fallen Order, are
compiled and recorded for that exe after its next launch, instead of showing Not compatible. - On NVIDIA 621.01 and later, the Cache page's Old driver group no longer lists cache files the new driver still uses,
so deleting it no longer makes compiled games need rebuilding. - On NVIDIA 621.01 and later, a game started through a junction, a subst drive or a mounted folder gets its compile,
and Clear cache also takes its Windows shader cache from there. - On NVIDIA 621.01 and later, a DirectX 12 game whose compiled shaders were removed from Windows' DirectX shader cache
(Disk Cleanup) asks to be compiled again. - On NVIDIA driver 621.01, DirectX 11 games compiled with 1.3.0 no longer compile again after updating.
- A game whose compile was stopped before it finished no longer shows Not compatible, and neither does a DirectX 11
game on AMD whose compile finished. - Roblox is recognised as a game with anti-cheat, also when added by hand or installed with Bloxstrap or Fishstrap,
and the recorder is taken out of it. - On NVIDIA, a compile starts NVIDIA Aftermath only when the game's recording or SCSKiller's rules for the game show
the game starting it, and no longer because of the game's config files, such as for Gears of War: E-Day. When the
recording doesn't show all its settings, such as for Borderlands 4, the next compile runs without Aftermath again if
the game's next launch shows it didn't help. - On NVIDIA 621.01 and later, a game whose Windows shader cache expects another identity than its Advanced Shader Delivery
registration says can be fixed from the server, without an app update. - Games that get compiled shaders from Windows through Advanced Shader Delivery show an Advanced Shader Delivery tag with its size.
When the delivered shaders fit your driver, the game page andstatussay a compile doesn't add much. - On NVIDIA with sharing on, the first launch after a compile reports how many pipelines Windows' shader cache still had
to add, also with the recorder off, so games the compile misses show up on the server. Only counts and the game
build's hash are sent.
SHA-256:
e95a778d4f17e80100224f02e62a927da790af97559f107ef48b0d4aa8276ab5 SCSKiller-1.3.2-Portable.zip
578e93efa3f15a820bdbea908b33778d1d22304d7d4119ad929b6b2b854a17f8 SCSKiller-Setup.exe