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/v1.3.3.Smart App Control (Windows 11) blocks unsigned apps outright. If it's on, wait for a signed release.
Fixed
- On NVIDIA, a rebuild after a launch that still compiled some new pipelines compiles only those, instead of every
pipeline again, such as in Borderlands 4. - After a compile, saving the driver's cache, finishing up and copying the cache to the game's folder show as their own
steps with their progress and time, instead of sitting at 100%. - Frame times are measured with OptiScaler or another mod installed as dxgi.dll in the game's folder.
- Frame times are measured with FSR mods that replace or rename the game's FSR file, such as HelixSR.
- The recorder works in Dragon's Dogma 2 Character Creator again, instead of turning itself off as "not signed by
SCSKiller". - Call of Duty: Modern Warfare (2019), Call of Duty HQ and Warzone on Steam count as games with anti-cheat, also when
added by hand, and the recorder is taken out of them. - The recorder steps aside from frame generation's swap chain (AMD FSR, DLSS through Streamline) and stops overlays
from looping through it. - With "Download shared shader hashes" on, NVIDIA pipelines this PC recorded compile with the game's own NVIDIA settings,
not another player's, so a rebuild after a download no longer compiles them all again. - A recorder from an older SCSKiller version found in a game with anti-cheat no longer turns that game's recorder on.
- When the recorder doesn't run in a game, for example because of anti-cheat or a changed game, nothing of it stays
active in that game. - Games with anti-cheat compile through their ReShade and RenoDX too, as other games do.
- Shared shader hashes pool across PCs: every install of the same game build adds to one shared set and downloads it,
instead of most PCs getting a set of their own. A recording shared before this version is shared again once, within
7 days. - A game recorded at several texture filtering settings no longer compiles every pipeline again for each of them: a
compile takes the one the game uses and the last other one, and the game page counts those pipelines too. - A damaged shared shader download no longer makes a game compile fewer pipelines than its own recording holds.
- Pipelines skipped after a spot where the GPU driver kept failing are no longer said to have crashed it, and a partly
compiled game's status counts the pipelines the driver crashed on apart from the ones it refused. - A compile no longer stays at "Compiling" forever when a process the GPU driver or a ReShade add-on left running holds
its output. It ends about 30 seconds after the compile process exits, with an error when the compile didn't finish.
A compile that stops making progress (a ReShade add-on or the GPU driver hanging) ends after 10 minutes with an error
instead of showing Compiling forever. - On NVIDIA, part of Gears of War: E-Day's compiled pipelines now match the ones the game uses: they are built with
NVIDIA's shader extension and NVIDIA Aftermath set up as the game sets them. - On NVIDIA, compiles with "Download shared shader hashes" on no longer stop on GPU driver crashes in the community's
ray tracing pipelines. Where SCSKiller builds a game's ray tracing collections from its files those pipelines are left
out, and the others compile last. - A compile of a very big plan, such as Marvel Rivals with all its shader combinations, no longer fails after about
3 minutes with nothing created. - On AMD, God of War Ragnarök's compile reaches the game's own driver cache instead of showing Not compatible.
- A compile stopped by a game starting or by GPU driver crashes and hangs keeps its progress. Compiling again goes on
past the spot where the driver kept failing, and what it skips there counts as skipped, not failed. - A game whose files hold no shaders SCSKiller can compile shows why on its page after its first compile, instead of
showing as compiled. - After a compile that was stopped and continued, the next compile on the same driver leaves out what its last part
compiled instead of compiling everything again. Putting a compile into the game's Windows shader cache shows as its own
step with its progress, and takes seconds when that cache already holds it all. - Clear cache on a game's page deletes its Windows shader cache on every driver and whatever its size, also for games
with anti-cheat, as the Cache page says. - SCSKiller no longer crashes at start on NVIDIA PCs whose driver lists its files without their folder.
- On NVIDIA, "The compile didn't help" clears once a later launch shows the compile in use. Until then the game
also missed driver-update recompiles and new-shader prompts. - On NVIDIA, putting a compile into a game's Windows shader cache no longer checks the whole cache again while the game
hasn't changed it. With a cache of about 100 GB that check took up to an hour at start, and compiles waited for it. - When SCSKiller can't read a cache size or another detail in the background, it carries on without it instead of
closing. - On AMD, compiling a DirectX 11 game no longer leaves an unused DirectX 12 shader cache file under the game's name.
- On AMD, the recorder installs in Cyberpunk 2077 again. The game's latest update added a file with the name the
recorder used. - When the recorder can't go into a game, for example because Windows Security removed one of its files, the game's page
says why instead of showing nothing. - Clicking a SCSKiller notification while SCSKiller is running no longer closes it.
- On NVIDIA from driver 621.01, a game moved to another folder or drive keeps its compiled shaders: they go into the
Windows shader cache of its new location when the game exits or SCSKiller starts. - On AMD, a game that registers its own app name with AMD's driver compiles for it again once a launch shows it
using that cache, instead of staying on a cache the game doesn't read. - Older Unreal Engine 4 games such as ABZÛ, Little Nightmares and Styx: Shards of Darkness no longer fail with
"outgrew its memory limit" while reading their shaders. - 32-bit games show that they aren't supported yet, instead of Ready to compile and a compile that doesn't reach them,
and the recorder no longer goes into their folder. - Reinstalling the same ReShade or RenoDX files no longer asks for a new compile of a game that compiles through them.
- A compile keeps going past pipelines that crash the GPU driver instead of stopping after a few hundred of them, as on
older AMD cards. The progress shows how many were skipped so far. - A folder you add no longer lists programs that aren't games (like Telegram Desktop), which could pause the compile while they ran.
- DLSS games on NVIDIA can be recorded, such as Resident Evil Requiem and Star Wars Outlaws. Next to the recorder,
SCSKiller adds a small winmm.dll, version.dll or dinput8.dll that loads it before DLSS does, never in place of a
mod's file. - Ubisoft Connect games no longer close at start with the recorder on, and Before and after times their frames.
- Before and after measures the game's rendered frames with frame generation on: DLSS frame generation (such as
Resident Evil Requiem), FSR frame generation and OptiScaler's own frame generation, also in Ubisoft Connect games. - RE Engine games such as Resident Evil Village leave out the pipelines the game lists whose two shaders don't fit
together, which AMD's driver refused (18 in Resident Evil Village). - After updating from 1.3.0, app.log says why the first compile runs every pipeline again.
- On NVIDIA, a compile from SCSKiller 1.3.1 whose result never reached the game's own shader cache, because SCSKiller
closed while copying it, is copied there when SCSKiller starts. Clear cache also removes a copy still waiting to go
in, and removing earlier compiles on the Cache page no longer says "Nothing needs to compile again". - A compile you start no longer waits while SCSKiller checks other games after an update, and the queue shows what it
waits for. - Frame times keep going after a game re-creates its swap chain under Streamline or OptiScaler, such as when frame
generation is turned on or off.
SHA-256:
ed95c9b26a20922e6a8a6aa7b7b9c017e27139356613fb4e3c529dc13d72f06e SCSKiller-1.3.3-Portable.zip
dfeea1e2cbf4cdc794b6ce83596525c5878fafa2efb476fca2ef794c5d903a08 SCSKiller-Setup.exe