github BlueHeisenberg/SCSKiller v1.4.2
SCSKiller v1.4.2

2 hours ago

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.

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/v1.4.2.

Smart App Control (Windows 11) blocks unsigned apps outright, with no Run anyway.

This is a very big update, the first stable release of 1.4, with everything from the 1.4.0 alphas and betas.

New in 1.4.2

New

  • SCSKiller on Windows uses the same app as on Linux. Your settings, games and shortcuts stay as they are.
  • About lists the problem reports you sent from this version on, with their Report IDs.
  • The mouse's back and forward buttons move between pages.
  • In DirectX 12 Ubisoft Connect games on Windows, the Before and after countdown shows in the game too, not only in
    SCSKiller.
  • The Before and after countdown shows in the game with frame generation on, with DLSS Frame Generation and FSR 3, with
    HDR, and beside the Steam, Ubisoft Connect and RivaTuner overlays.
  • On Linux, DirectX 11 games under Proton compile on NVIDIA.
  • On Linux with NVIDIA, DirectX games of the Flatpak Steam compile, inside that Steam's sandbox.
  • Warhammer 40,000: Space Marine 2 is supported. It compiles from a recording. The game contains anti-cheat, so
    enabling the recorder there is at your own risk, and SCSKiller isn't responsible for bans.
  • Godot 4 games on DirectX 12 are detected and compile from their recording, and Godot 4 games on Vulkan compile as
    other Vulkan games do. Godot 3 and Godot 4's Compatibility renderer run on OpenGL, which waits for OpenGL support in
    SCSKiller.
  • The compile shows when it started and says when it's on its last pipelines, the game page says when the cache is
    complete, and a notification tells you when a compile you started finishes.
  • A store game's page lets you choose its exe when SCSKiller picks the wrong one, and Auto goes back to SCSKiller's
    pick.
  • A wrong exe pick for a game can be fixed from SCSKiller's side, without an app update.
  • Unreal Engine 4 games that write their own pipeline cache compile without a recording on AMD, anti-cheat games
    included.
  • SCSKiller detects Starfield Luma and asks for a new compile after it's installed, changed or removed.
  • Luma add-ons that change a DirectX 11 game's shaders ask for a new compile, and that compile runs through Luma.
  • The game page says when Windows' automatic disk cleanup is set to clear the DirectX shader cache, if a compiled game's
    shader cache shrank or is gone.
  • About shows the update channel it actually checks, and why, when your Patreon membership doesn't include the build's
    channel.

Improved

  • Fortnite and other Unreal Engine 5 games that keep shader libraries without file names compile far more of their
    shaders (Fortnite: about 7 times the pipelines).
  • Fortnite's DirectX 11 and Performance modes compile far more of their shaders (about 23 times the DirectX 11
    pipelines).
  • Handing a compile to the game's shader cache is several times faster on big games.
  • The "Handing the compile to the game's cache" bar shows "Finishing: writing into the game's cache" while a big merge
    runs past its estimate, instead of sitting at 100%.
  • Handing a compile to the game's shader cache stops when you pause, remove or quit, waits for enough free disk space
    instead of filling the drive, and Clear cache works again after a hand-over was cut short.
  • A compile whose process keeps growing restarts that process sooner and goes on where it was, also in DirectX 11 games
    and right away when the PC is nearly out of memory, so it doesn't slow to a crawl after hours.
  • Reading the shaders inside an Unreal game's packages takes far less memory and time.
  • Unreal games with patch paks or a Saved\Paks download plan only the shaders the game loads, not every older copy too
    (Marvel Rivals, Echoes of Aincrad).
  • The compile keeps to its thread limit and finishes every pipeline when the game uses a ReShade build that creates
    pipelines asynchronously.
  • DirectX 12 games whose files hold only a few raw shaders compile from their recording.
  • Pipelines from another GPU's recording that blend on a format this GPU can't blend count as skipped (this GPU doesn't
    support what they need) instead of failed.
  • A game whose plan a newer SCSKiller rebuilt mostly anew says "The plan changed, compile again" instead of offering
    that many more pipelines, and the last compile's failures count against the pipelines it tried.
  • The Library's cache total includes the Windows shader cache, matching the Cache page.
  • A game's cache clear shows in app.log, so problem reports show it.
  • DirectX 11 compiles under Linux no longer fill up memory on games with many shaders.
  • The traversal stutter fix also works with upscaler and frame-generation mods such as OptiScaler and HelixSR.
  • Problem reports include the traversal stutter fix's status, its worst hitches and what it placed.
  • The Windows app takes about 18 MB less disk space, as it no longer includes Windows App SDK files it never loads.
  • DXVK games launched through Steam compile fewer shaders while playing, on NVIDIA and AMD GPUs.
  • Marvel Rivals compiles its full plan on PCs with 16 GB.
  • What's new shows the release notes with their sections and headings.
  • What's new opens larger, with space between the sections.

Fixed

  • FINAL FANTASY XIV and other DirectX 11 games with a DirectX 12 mod beside the exe are no longer read as DirectX 11 or
    12.
  • Stopping a huge compile no longer throws away what it created when the plan changes before the next compile (a
    community recording refresh), even if handing its pipelines to the game's cache was cut short.
  • Fortnite and other Unreal games with readable shader libraries no longer ask for the AES key when the encrypted files
    hold no shaders.
  • An Unreal game whose encrypted files hold no package or shader library (Sea of Thieves) accepts its correct AES key,
    and a game whose global shader cache can't be read shows as unsupported instead of Ready.
  • Unreal games that keep tools in their Binaries folder, such as Phantom Blade Zero, are listed with the game's own exe
    instead of a tool like 8za_v2.exe.
  • Steam games whose exe sits four folders down, such as Dying Light: The Beast, are found without adding them by hand. A
    DLSS game's recorder says which file blocks it instead of "can't load", and tries again after a moment's antivirus
    lock without a restart.
  • DLSS games on NVIDIA whose winmm.dll and version.dll belong to a mod loader, such as Cyberpunk 2077 with RED4ext, are
    recorded.
  • On some AMD drivers, the Cache page lists a DirectX 11 game's driver cache under the game instead of "Files without an
    app key", and SCSKiller warns when AMD's shader cache is set to Always on.
  • DirectX 11 games on AMD such as Counter-Strike 2: a shader that resets the GPU driver during a compile no longer fails
    the 15 shaders compiled with it. It's skipped, and later compiles on the same driver skip it at once.
  • On AMD, compiles use the same cache as the game, also with OptiScaler beside it, so games like STAR WARS Galactic
    Racer and S.T.A.L.K.E.R. 2 are no longer marked Not compatible.
  • On AMD, some Unreal Engine games compile once more after the update, this time into the cache the game reads.
  • Games like PRAGMATA no longer log a crash event at startup with the recorder installed.
  • On Linux, a Steam game first seen before Steam's app info could be read is checked again once it can, instead of
    staying at Needs a recording.
  • SCSKiller checks for updates once when it starts, instead of twice 30 seconds apart.
  • The About page on Linux shows the right .NET version and only the parts Linux uses, and screen readers read the
    licence list and sliders by name.
  • Building plan finishes faster for games with a large community recording on Intel GPUs.
  • Building plan shows its progress in percent, like Compiling.
  • A second SCSKiller copy (portable or test) no longer takes over, updates, re-signs or removes another copy's recorder
    in a game folder, nor moves its session files.
  • A game you added by hand whose graphics API SCSKiller can't tell shows the API menu, so you can pick Vulkan and record
    it.
  • A game that can't be read is left out of the Library on its own, with a line in the log, instead of hiding every game
    of its store.
  • Steam games show in the Library again when one of them has an exe over 2 GB.
  • A launch that isn't recorded because of a broken Steam manifest names that file and says to move it out of its folder.
  • Unreal games whose shader files sit in two places keep one build id between reads and find the community recordings
    shared under either of their old ids.
  • Always record no longer keeps the compile from reaching the game's cache or blocks Clear cache.
  • SCSKiller no longer compiles or records a game that loads its own copy of the Intel graphics driver.
  • Before and after runs in Star Wars Outlaws and other Ubisoft Connect games no longer stop with a frame generation note
    when frame generation is off.
  • A careful compile of a DirectX 11 game with a recording no longer fails at once with "scskiller_pass.bin has N items,
    the dbs M".
  • On AMD, ReShade or OptiScaler installed as d3d12.dll loads again in games like Cyberpunk 2077 with the recorder on.
    The recorder stays out of those games, and their page says to rename the mod to dxgi.dll to record.

From 1.4.0-alpha.1

New

  • SCSKiller on Linux, as an AppImage. It installs for your user only, without root, adds itself
    to the application menu and updates itself.
  • Vulkan games from Steam are recorded while you play, and compiled on NVIDIA and AMD on Windows. The recorder adds only one
    small settings file to the game's folder, plus one registry value per game on Windows or one file per game in your
    Vulkan layer folder on Linux. Turning the recorder off removes them.
  • On Windows with NVIDIA, Vulkan games from Steam such as No Man's Sky compile from Steam's shader cache without a recording.
  • On Windows with AMD, a Vulkan game from Steam compiles after you start it once with the recorder on and Steam's Shader
    Pre-Caching on.
  • Clear cache on a Vulkan game from Steam with NVIDIA or AMD also deletes Steam's shader cache
    of the game, so it frees the size it shows.
  • Crimson Desert compiles from a recording, or without one once you paste the game's key on its page, as published.
  • Crimson Desert also compiles its shadow shaders and the shaders its render passes share.
  • The game page and the queue warn when this PC's DirectX 12 can't compile a game's shaders, for example Shader Model
    6.6 shaders on Windows 10 without the game's own DirectX 12 runtime.
  • On Linux, Steam games under Proton, non-Steam games added to Steam included, read SCSKiller's compiled cache with no
    launch options to set.
  • On Linux, Vulkan games from Steam read SCSKiller's compiled cache with no launch options to set, on NVIDIA, AMD and Intel.
  • Before and after recording works for Vulkan games from Steam.
  • On Linux, Before and after works on NVIDIA, AMD and Intel. The game's Steam shader cache is set aside for the before
    run and put back after it.
  • On Linux, Settings has Remove recorders, to use before you delete the AppImage.
  • On Linux, Start when you sign in works, and the driver-update choice When idle works too, including in Game Mode.

Faster and steadier

  • An update download that was cut off continues where it stopped instead of starting over.
  • The window stays responsive while SCSKiller reads a large game's shaders in the background after an update.
  • A game's page stays responsive while a scan or a compile runs (thanks @misutesu-desu).
  • A stopped compile no longer starts over at 0% when SCSKiller checks its plan again after a restart and nothing
    in it changed.
  • A game set to DirectX 11 no longer compiles the DirectX 12 pipelines of its community recording, which DirectX 11
    never uses.

Games

  • Star Wars Outlaws is supported. It compiles without a recording.
  • Unsupported games no longer show a Community data line on their page, which made them look supported.

Recorder and anti-cheat

  • Ubisoft Connect games no longer close at start with the recorder on, such as Assassin's Creed Valhalla. In these
    games and in DLSS games the recorder records shaders but doesn't time frames, so Before and after isn't offered.
  • Forza Horizon 5 contains anti-cheat. It counts as an anti-cheat game from Steam, the Xbox app or added by hand,
    so the recorder stays out unless you enable it at your own risk. SCSKiller isn't responsible for bans.

Fixed

  • Crimson Desert on AMD: no more failed shaders in a compile, and every render pass gets its full shader set.
  • Crimson Desert gets the same community recording on every PC with the same game version.
  • Unity games started with -force-d3d11, -force-d3d12 or -force-vulkan in their Steam launch options are compiled for
    that API.
  • The log no longer says a recorder another SCSKiller copy placed records nothing. It may still record, as its game page
    says.
  • On NVIDIA, the first Before and after run of a game you played before SCSKiller now counts instead of being played
    again.
  • On Intel under Windows, a Vulkan game's page says it runs on Vulkan, which isn't supported on this GPU yet.
  • On AMD and Intel, a game's page no longer says its DLSS compiles, the DLSS tag's tip says DLSS runs only on NVIDIA,
    and a game that can't compile no longer says its upscalers compile.
  • The recorder files of a game you uninstall while SCSKiller runs are removed without restarting SCSKiller.
  • A Steam Vulkan game that was uninstalled, or reinstalled with anti-cheat, no longer keeps the Vulkan recorder
    registered for it.
  • A game is no longer compiled without its middleware shaders when their DLL couldn't be read. The compile fails and
    the next one compiles it in full.
  • SCSKiller no longer writes through a link someone placed in a game's folder.
  • On Linux, a compile started from the terminal now holds back an update of the app until it ends.
  • On Linux with NVIDIA, a big game reads all of its compiled cache, so its shaders no longer compile again while you
    play.
  • Uninstalling SCSKiller also removes its notification registration from Windows.
  • The recorder's log names the pipelines a game failed to create, with the error, so a report shows them.
  • Reading the shaders of a big Unreal Engine game like Days Gone uses less memory. Maximum memory for compiling, set
    above half your RAM, now also raises the memory limit for reading shaders and building the plan.
  • Wuthering Waves and other Unreal games no longer show as not supported when their files are busy while you play.
  • A game with new pipelines says when compiling again redoes the whole game, or all its DirectX 11 shaders.
  • Send report no longer fails with AMD graphics drivers.
  • On AMD, when Clear cache can't delete a driver cache file that no app holds, it says that Reset Shader Cache in AMD
    Software removes it.

From 1.4.0-alpha.3

New

  • News from SCSKiller also shows as a desktop notification, one per new item with its title and first line, at most
    three at a time. Clicking it opens the bell.
  • The PC stays awake while a compile runs, the screen can still turn off.
  • Games whose shaders can't be read, like 007 First Light, compile from your own recording of them. Turn on Record on
    the game's page and play, "Record in all compatible games" leaves them out.
  • Recordings of Vulkan games from Steam, and of games without a store version such as Ubisoft, Battle.net or games you
    added, are shared with the community database when sharing is on, and downloaded from it like other games. A Vulkan
    recording is shared without its shader code.
  • The Cache page on Linux shows each game's shader cache and the driver's own cache, and on Windows it also shows and clears
    the files of Vulkan games in Steam's shader cache, as the game pages do.
  • Report a problem lists the game's first launch after the last compile, as cache hits and compiles. The log notes
    when a compile's shader cache was merged into the game's own folder, with the keys added.
  • Compile new games automatically in Settings, off by default: games you never compiled compile while the PC is
    idle, the same games Add all ready takes.
  • On Linux, Windows games from Heroic (Epic, GOG and Amazon) and Lutris are listed and compiled in their own Wine or
    Proton prefix, and Steam installed as a Flatpak or Snap is found.
  • Vulkan games from every store are recorded while you play and compiled on Windows, as Steam ones are: Epic, GOG,
    EA, Ubisoft, games added by hand, and the Xbox app. The recorder turns on for the game's own exe only, through
    one Vulkan loader settings file in SCSKiller's data folder and one registry value.
  • For these games, Clear cache, the cache size shown and Before and after cover the driver's own Vulkan cache of the
    game, once SCSKiller has seen the game or its compile use it.
  • A Vulkan game's page also says when the game ran as administrator outside a recording session, which stops the
    recorder from loading.
  • A game's page has a Compile size limit for DirectX 12 games: a compile adds about that much at most to the game's
    shader cache. Recorded pipelines and ray tracing don't count toward it, and the game still adds its own shaders as
    you play.
  • HDD mode per drive: Settings can turn HDD mode on only for the games on chosen drives, so games on an SSD
    are still read by the scan.
  • Arknights: Endfield installed with GRYPHLINK, its own launcher, is found in the launcher's games folder. A copy
    installed elsewhere is still added with Add game.
  • Leave out a folder or a whole drive from the Library's Folders menu: games installed there are not listed or
    read, and their recorders are taken out first. Picking the folder again in the menu lists its games again.
  • DCS World compiles the shaders it built the last time you played. Before the first play its page says to play it once.
  • Before and after can compile the after run with Max compile, where Max compile is offered. The report says so.
  • Star Wars Outlaws uses your max anisotropy setting when it compiles without a recording.

Added

  • The app log (app.log) records each start with its process id and each exit with its reason, and the next start says
    when the previous run ended without one.
  • On Linux, games with anti-cheat that run on Vulkan can be recorded in a session you start from their page, as on
    Windows, once you allow it in Settings. Enabling the recorder there is at your own risk.
  • On Linux, games with anti-cheat that Steam runs on DirectX 12 with Proton can be recorded in a session you start from
    their page too. Enabling the recorder there is at your own risk.
  • On Linux, Vulkan games you added to Steam as non-Steam games can be recorded and compiled, like Steam's own Vulkan
    games.
  • On Linux, DirectX 12 and DirectX 11 games that Steam runs with Proton also compile Steam's shader download for the game.
    After one start from Steam they compile without a recording. The game's page shows how many pipelines come from it.

Fixed

  • Star Wars Outlaws with its DLC installed reads its shaders instead of failing.
  • On Linux, games run with Proton-CachyOS compile instead of asking you to start them from Steam.
  • Screen readers name the compile, refresh and page buttons.
  • The command line shows VAC for games whose only anti-cheat is VAC, in the list and in status.
  • A game whose folder was moved or deleted says it couldn't read the game files, not that its engine isn't supported
    yet.
  • Compiles on AMD no longer pick up pipelines known to crash the driver from the shared packs.
  • The library check no longer stops at one game whose files never finish reading. After a few minutes that game shows
    that it couldn't be read in time and is retried at the next scan, and the other games are checked.
  • When a game's packages are too big to read in the memory SCSKiller has, the message now says it ran out of its read
    budget while reading the packages, not that the game holds more shaders than a compile can read.
  • Infinity Nikki reads the patch files in its Saved folder too.
  • A game with anti-cheat that has a RenoDX add-on next to it shows the RenoDX tag, found by the add-on
    file's name only, without reading any of the game's files.
  • A DirectX 12 game's page and the queue warn when the GPU doesn't support DirectX 12, instead of compiling shaders
    it can't build.
  • SCSKiller itself uses far less memory while a large game compiles: the memory it used to read and plan the
    game goes back to Windows when the compile starts, not only after the queue ends.
  • On Linux, games of the Flatpak Steam say why they can't be compiled or recorded yet, also in the Flatpak version of
    SCSKiller, instead of asking for a recording.
  • On Linux, the recorder works in Windows Vulkan games under Proton, also in non-Steam games added to Steam. A Vulkan
    game with anti-cheat is detected as Vulkan and can be recorded in a session at your own risk, and the session leaves no
    Vulkan layer entry behind. A compile stopped while it runs Steam's pipelines shows the whole plan's count, and pipelines
    skipped for failing Vulkan validation stay in the final count. A game folder holding a Wine prefix is no longer searched
    through the prefix's drive links, and Wine's own DLLs in it no longer make a Vulkan game read as DirectX 12. A game in a
    Steam game's Proton prefix, or whose steam_appid.txt names a Steam game, counts as VAC when that Steam game has VAC.
    With NVIDIA's NVK driver, the note that games of a Flatpak Heroic or Lutris can't be compiled yet names Mesa's drivers,
    not AMD and Intel.
  • A game whose steam_appid.txt names a VAC game counts as VAC, so the recorder stays out.
  • On Windows, games whose Steam files can't be read aren't recorded, so a VAC game is never recorded by mistake.
  • DOOM Eternal from the Xbox app is found by its game exe, not the larger mod sandbox beside it.
  • Borderlands 3 is compiled for DirectX 12, its default, also before the game saved its settings.
  • On Linux with NVIDIA, a Steam game with Shader Pre-caching turned off reads the compile too. SCSKiller puts it in the
    game's own cache file once it has seen the game play, or says to turn Shader Pre-caching on when it doesn't fit.
  • On Linux with NVIDIA and Shader Pre-caching off, the compile reaches games under Proton such as Monster Hunter Wilds.
    SCSKiller found the game's own cache file under only some of the names the driver gives it, and couldn't write the
    file format the driver uses outside Steam's folder.
  • With an Intel GPU, Clear cache, the Cache page and before and after recordings include the Intel driver's shader
    cache, and the Library and Settings show its 512 MB limit per game instead of an unknown limit.
  • Numbers like "3 109 of 131 120" no longer show a wide gap between digit groups in locales such as Polish.
  • On Windows, a Vulkan compile runs on all its threads instead of one. A compile during which the graphics driver
    is updated or reset stops and asks you to compile again, instead of counting the rest as rejected by the driver.
    Its progress also moves past pipelines the driver rejects.
  • A recording session for Wuthering Waves added by hand waits for you to start the game from its launcher, instead
    of starting the game's exe, which asked for admin rights or closed without its launcher.
  • Recording stays off in FINAL FANTASY VII REBIRTH while Shader Injector is installed, because both hook the same
    functions. Compiling works as before.
  • HELLDIVERS 2 uses helldivers2.exe when the HD2Arsenal mod manager is in its folder.
  • A scan no longer fails when a recording is being written at the same moment, for example by a second SCSKiller.
  • The before and after panel shows in Vulkan games that run in HDR or with 10-bit colour, as it does in DirectX
    games.
  • Call of Duty: Modern Warfare (2019) on Steam is recognised as a game with anti-cheat, and the recorder is taken out
    of it.
  • Wuthering Waves from WeGame opens with its AES key, like the launcher's copy.
  • Split Fiction on AMD compiles for the driver's profile of the game from the first compile.
  • On AMD, a game the driver gives a cache of its own, such as S.T.A.L.K.E.R. 2, shows Not compatible after its first
    compile misses it, instead of asking for a second compile of several GB that misses too. A driver update lets it
    compile again.
  • Before and after works in DLSS games and Ubisoft Connect games, such as Star Wars Outlaws. The recorder times
    their frames again. In DirectX 12 Ubisoft Connect games on Windows the countdown shows in SCSKiller, not in the game.
  • Assassin's Creed Valhalla can be recorded again.
  • A session at your own risk in a DLSS game with anti-cheat on NVIDIA says before it starts that DLSS loads DirectX 12
    before the recorder can, instead of starting a session that records nothing.
  • The game page shows Max compile only where it compiles more, not for Vulkan or DirectX 11 games or on GPUs that
    cache whole pipelines.
  • Unreal games whose launcher downloads game files into the game's Saved folder, such as Infinity Nikki, compile the
    shaders in those files too. When the launcher downloads new ones, the game asks to compile again.
  • An Unreal game where only some game files are encrypted shows Set AES key on its page when SCSKiller can't find
    the key. The rest of its shaders compile until you add it.
  • The recorder no longer stops recording with "the scskiller.ini in its folder isn't SCSKiller's" after a game update,
    and a game where that already happened records again.
  • On Linux, a compile run by another SCSKiller (another data folder) no longer counts as its game running.
  • On Linux, a compile whose own process is closing no longer takes it for the game starting, which showed the compile
    stopped for the game and then compiled again.
  • On Linux with NVIDIA, a compiled game whose cache gets more room shows Needs rebuilding with how many more pipelines
    fit, instead of Warmed until the next compile.
  • On Linux with NVIDIA, games whose DLSS loads DirectX 12 before the game can be recorded as on Windows, instead of
    showing that DLSS blocks the recorder.
  • A Vulkan game from Steam that hasn't run from Steam on this PC yet asks you to start it once from Steam, instead of
    asking for a 5-minute recording.
  • A Vulkan game's page says how many pipelines come from Steam's shader download and how many from your play, and why
    some are skipped, instead of showing DirectX rows.
  • Vulkan recording sessions say when the game ran on DirectX or as administrator, which stops the recorder from
    loading. Picking Vulkan for a game that last ran on DirectX shows a warning before the session starts.
  • Vulkan recording sessions in games with anti-cheat place the recorder in the game's folder for the session, which
    some games require. It is removed when the session ends.
  • Games that load Vulkan at runtime, such as Enshrouded, are detected as Vulkan, and upscaler and middleware shaders no
    longer decide a game's graphics API.
  • On Linux with NVIDIA, a large game's compile that fills its shader cache counts as compiled and is placed for the
    game, instead of failing. Steam games get a 17 GB cache instead of 10 GB, and the plan fits what the cache holds.
    With Mesa, the Library and Settings no longer show a 10 GB limit, because Mesa's cache for a Steam game has none.
  • On Linux, When idle compiles wait until you've been away from the PC for two minutes on GNOME, KDE on X11 and
    desktops that report idle time to the system, instead of starting at once.
  • On Linux, Ask me first shows the driver-update notification after you sign in, also when SCSKiller isn't running.
  • On Linux with AMD and Intel, Clear cache deletes the game's shader cache, Steam's Shader Pre-Caching files for it
    included, which Steam processes again.
  • On Linux, Clear cache also deletes the game's vkd3d-proton cache that the compile writes, which Settings already
    counted in the cache's size.
  • On Linux with NVIDIA, when a game's shaders don't fit, the queue and the game's page name SCSKiller's compile folder,
    17 GB for a game whose cache goes in Steam's 4 GB files, instead of a cache the driver keeps.
  • On Linux, Settings shows the free space where the shader cache is, named by its mount point, instead of the root
    file system's.
  • On Linux with Mesa, compiles no longer pass a 10 GB shader cache size, which Mesa's cache for a Steam game never used.
  • A community recording that downloads while its game compiles is put in place after the compile, so the compile's
    result is shown for the recordings it compiled.
  • On NVIDIA, game pages and the Cache page show how much of the driver cache is in use next to its size on disk,
    and the cache-limit warning uses the space in use.
  • Marvel Rivals asks you to start it once from Steam after an install or update before it compiles, because its
    launcher clears the shader cache at the first start of a new install or season.
  • On AMD, Cyberpunk 2077 and other games that create their device through AMD AGS keep recording after a game update
    changes AGS. An AGS the recorder can't work with is named in the app log.
  • A compile with nothing to compile, such as a game whose shaders SCSKiller can't read yet, ends as Failed and says
    so, instead of showing Warmed.
  • app.log no longer repeats "could not import ...scskiller.db" while a recorded game runs. The recording is imported
    when the game exits, as before.
  • A before and after recording is no longer lost when the anti-cheat check of a large game runs out of time during
    its compile.
  • On Linux, a Linux program that stays open after the game closes, such as an overlay, no longer keeps SCSKiller
    waiting for the game to close. A Windows program that does is named in the log.
  • With NVIDIA, the large-compile warning says when the driver would keep more of the cache in memory in game than this
    PC's RAM leaves free.
  • Compiling a game again when only pipelines the driver refused are left says so, and that the ones compiled earlier
    are kept, instead of showing all of them as failed.
  • Zenless Zone Zero no longer offers a recording session, because the game closes itself with the recorder in its
    folder. Compiling still works.
  • The Witcher 3's page says when MFG Unlocker is next to the game, because its Path Traced Hair turns off while the
    recorder is in the game folder.
  • On Linux, a plan bigger than the compile's cache keeps the pipelines whose shaders recordings saw, instead of the
    first ones found in the game files. Shader files that pair nearly every vertex shader with every pixel shader get each
    shader planned once, instead of every pair.
  • On Windows with NVIDIA, shader files that pair nearly every vertex shader with every pixel shader get each shader planned once,
    instead of every pair, so planning such a game no longer runs out of memory.
  • On Linux, pipelines whose shaders fail Vulkan validation, or that need a feature the GPU lacks, are shown as such,
    instead of as the GPU driver crashing on them.
  • On AMD, Clear cache deletes driver cache files it isn't allowed to read, instead of saying they are in use.
  • On Linux, Intel GPUs on Mesa's ANV driver and NVIDIA GPUs on Mesa's NVK driver compile through the same Mesa path as
    AMD, without the experimental switch.

From 1.4.0-beta.1

New

  • The Cache page shows each installed game's icon on its row, the other rows have a plain icon.
  • A game with an AES key has "Change AES key" and "Remove AES key" on its page.
  • The game page has an "Open folder" button that opens the detected exe's folder with the exe selected.
  • At 100% coverage the game page says why "Found in the game files" counts more than "Shaders in the game".
  • The Before and after image shows the SCSKiller version and the GPU driver version in its corner.
  • The compile queue has a "Move to bottom" button next to "Move to top".
  • Games that load ReShade and RenoDX through Special K compile through that ReShade and its add-ons, as games with
    ReShade as dxgi.dll do. When it can't be sure which ReShade Special K loads, the game's page says what to change.
  • The Cache page summary shows the driver cache with its limit, and on NVIDIA 621.01 and later the Windows shader cache and the total.
  • On NVIDIA, DirectX 11 games can run the recorder for the frame-time graph alone during regular play, not only during
    a Before and after recording. "Record in all compatible games" turns it on for them, as for DirectX 12 games.
  • Automatic compiles can start right away instead of waiting for the PC to be idle: after a driver update with
    "Automatically, right away", and when a game exits with new shaders with "Compile new shaders right away".
  • A game's page can turn off "Use shared shader hashes" for that game alone. Its compiles then leave out what the
    community shared, and nothing more is downloaded for it.

Fixed

  • A game added by hand from a Steam game's folder counts as a game with anti-cheat when that Steam game does, such
    as Call of Duty: Modern Warfare (2019), and the recorder is taken out of it.
  • 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 (Maximum mode: three), and the game page counts those
    pipelines too.
  • With Download shared shader hashes on, a game whose shared recording SCSKiller only partly matches compiles the
    shaders nobody recorded yet, as it does without the download.
  • Compiling again after a compile stopped on GPU driver crashes no longer stops after a few pipelines when it runs on
    one thread.
  • The library's Cache column says it counts each game's driver and Windows shader cache, so a game can be bigger than
    the Driver shader cache total, which counts the driver's folder only.
  • A compile on a GPU driver that crashes on a large share of the pipelines stops with that reason after about a thousand
    of them instead of restarting for days. Compiling again continues past them.
  • A DirectX 11 game's last session no longer says it had no stutters from shader compiles. It counts its stutters
    and says SCSKiller can't tell shader compilation stutters from other ones on DirectX 11.
  • On NVIDIA, the pipeline pairings a game ships or a recording holds compile first, before the ones SCSKiller pairs
    up itself, and a compile size limit keeps them first. A size-limited compile of Gears of War: E-Day no longer leaves
    them out.
  • A game that switches between DirectX 11 and 12 keeps both compiles. Switching back no longer shows 0% and asks to
    compile everything again.
  • A game whose files hold no shaders SCSKiller can compile shows why on its page after its first compile, instead of Ready
    to compile, and Add all ready leaves it out.
  • On NVIDIA, the Compile size limit on a game's page is no longer ignored. The compile leaves out the pipelines least
    likely to be used to stay under it.
  • A compile that waits shows why instead of a plain Compiling: paused until the PC is idle, or waiting for an earlier
    compile to go into its game's shader cache.
  • Compiles are refused while the NVIDIA shader cache is turned off, and the game page says how to turn it back on.
    The Library's cache card says when it is off.
  • Marvel Rivals' first compile estimates its cache from what it measured on other PCs, about twice the old
    figure, and the game page calls the size an estimate.
  • A Vulkan recording session in a game with anti-cheat no longer says the game ran as administrator when SCSKiller
    couldn't tell.
  • DirectX 9 games such as Half-Life 2 show that DirectX 9 games aren't supported yet, instead of asking for a
    recording.
  • Open folder on the Cache page opens the game's own cache folder, or lets you pick when its cache is in two
    folders, and every row has it.
  • A Vulkan game whose launcher starts its renderer from a subfolder is detected as Vulkan. Where the graphics card has
    a Vulkan compile, the API picker always offers Vulkan.
  • The Vulkan recorder reaches a game's renderer when its launcher starts it from a subfolder, from the launch after
    SCSKiller first sees it run.
  • A recording near its size limit keeps the pipelines with shaders it hasn't seen yet, instead of stopping at the
    first ones a game creates, so the rest of the session's new shaders are still recorded.
  • On NVIDIA, a game's Disk space counts only the driver cache the game and its last compile use, not what an earlier
    compile left. The Cache page lists those under Earlier SCSKiller compiles.
  • The game page and status line for games with Advanced Shader Delivery say Windows already delivered part of the
    game's compiled shaders and SCSKiller compiles the rest.
  • Record in all compatible games also installs the recorder in games that need a recording, and games on OpenGL say
    they aren't supported yet.

From 1.4.0-beta.2

New

  • DirectX 9 games say that compiling them waits for DirectX 9 support (on AMD, for SCSKiller's DirectX 9 compile), and
    DirectX 10 games show as DirectX 11 (runs on DirectX 10), instead of both showing as DirectX 11 or 12.
  • A game whose steam_appid.txt names an app Steam doesn't know offers a recording session at your own risk.

Improved

  • Crimson Desert compiles most shader combinations before the game's key is added (about 98% of the combinations found
    instead of 87%).
  • Plans on NVIDIA no longer add a pipeline per shader where one pipeline covers two (ELDEN RING 39,814 to 31,773
    pipelines, same coverage).

Fixed

  • Vulkan games compiled into Steam's shader cache on NVIDIA compile again after Steam clears that cache, instead of
    looking covered.
  • Vulkan games on AMD compiled into Steam's shader cache compile again after Steam clears that cache, instead of looking
    covered, and a compile no longer replays every pipeline while that cache is intact.
  • BeamNG.drive is no longer marked as a 32-bit game.
  • Games that can run on DirectX or Vulkan, such as BeamNG.drive, are recorded on whichever one they run.
  • The game page shows the latest session of a game played on both DirectX and Vulkan.
  • The log no longer says games with AMD AGS 6 aren't recorded on AMD.
  • The recorder no longer refuses games that ship an unusual steam_appid.txt file.
  • The "Use shared shader hashes" switch stays on the game page after you turn it off.
  • Games whose exe is a small launcher next to the DirectX 9 one (e.g. Fahrenheit: Indigo Prophecy Remastered) show as
    DirectX 9 instead of DirectX 11 or 12.

From 1.4.1-alpha.1

New

  • An experimental traversal stutter fix for DirectX 12 games on Windows, recommended for GPUs with more than 8 GB of
    VRAM. It stays off until you turn it on, from a one-time question, in Settings, or on each game's page.

SHA-256:

97d6a7a8e4cc323381b72df6d5da0c1e97ec4d91abda4362176d71e47b30219a  SCSKiller-1.4.2-Portable.zip
170bc9bbeb852a7fb9a6b3876c2d453160e4a75b23d3565bfc703d666d4e1a0a  SCSKiller-Setup.exe
233fa68444185ecb2eb32bfb5c38f1906c1634759722fc760b65eac504cfa05d  SCSKiller-x86_64.AppImage

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