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/v1.4.3.Smart App Control (Windows 11) blocks unsigned apps outright, with no Run anyway.
New
- SCSKiller can keep Windows' automatic disk cleanup from clearing compiled shaders, with one click on the game page or
in Settings, and lets it clear them again from Settings.
Improved
- The Library's summary is two slim tiles, and the shader cache line says what is on disk, the driver cache against
its limit and the Windows shader cache, the same way as the Cache page. - Starting a game while its compile is still going into the game's cache shows a notification.
- A game's "Use shared shader hashes" follows the Settings switch until you change it on the game's page, and a
"Follow Settings" link puts it back. - The game page says under the ring when its coverage rests on an engine rule no recording has confirmed, says why a
recording that doesn't match that rule covers fewer combinations, and shows a DirectX 11 game's own shader count. - The cache size estimate follows the game's measured cache after its first compile, and Wuthering Waves' first
estimate is about half what it was. - The Windows app uses the Segoe UI font again, as in 1.3.
- Problem reports include how well SCSKiller rebuilds the game's root signatures from a recording.
Fixed
- Turning Record while I play on takes over a recorder another SCSKiller copy or an older version put in the game's
folder, instead of switching back off, and the game's page says when another copy placed its recorder, also where
recording isn't available. - A compile stopped or quit while it goes into the game's cache no longer says it's compiled. The rest goes in at the
next start or when the game closes, with its progress on the Queue page, in the Library and in the tray. - Start SCSKiller when Windows starts no longer switches itself back off after a click, and in the portable version it
shows whether SCSKiller really starts at sign-in. - Star Wars Outlaws no longer crashes at start with the traversal stutter fix on.
- Crimson Desert's shader cache is found again after the Enhanced update.
- On NVIDIA, a Vulkan game's compiled shader cache no longer shows as gone while its files are there, and a compile
after a cache that really is gone compiles everything again instead of nothing. - Unreal games that load ReShade from their Binaries folder, like Phantom Blade Zero, compile through RenoDX, and a
recording made with RenoDX no longer lowers their coverage. - The Library's Game folders button shows its menu again instead of an empty box, and folders with an underscore in
their name show it. - Compiles no longer crawl through shaders the NVIDIA driver takes over a minute to build, as in Phantom Blade Zero.
- On Linux, a DirectX game under Proton with only Steam's shader cache no longer fails to compile at Planning.
- On Linux, compiles no longer pause for low disk space when the data folder is on a different drive from a full or
read-only system drive.
SHA-256:
16e51508797f41239c4ed327998c8b97e933f2025f0c90d87ecabe9fbea57c7d SCSKiller-1.4.3-Portable.zip
06785ac6cf12b43010b5b568edf9af35b8143ca263aadb8724786cd3089c9ac5 SCSKiller-Setup.exe
4d10a21fda0f2994cc7a71f2501813e1785f506e72fcad92fbdd6d6094400253 SCSKiller-x86_64.AppImage