github BlueHeisenberg/SCSKiller v1.4.6
SCSKiller v1.4.6

3 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/v1.4.6.

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

Improved

  • A compile writes far less to disk. A small top-up writes a few MB where it rewrote the whole plan, and the plan stays in
    RAM when there's room.
  • The question about deleting a game's old shader cache comes before a compile you start, not after it ends, and it no
    longer recommends deleting. Keep it is the default, and a compile nobody answers for goes on.
  • SCSKiller asks once whether you'd like to support it on Patreon, after 3 days of use and a compile that did its job,
    never during a compile, with a game open or when signed in with Patreon.

Improved on Windows

  • A game whose compile only waits for one run of the game shows as Warmed, with a line telling you to launch it once and
    close it.
  • A running game whose compile waits for its exit shows as Warmed with "Close the game first", and a damaged compile
    shows as Needs rebuilding.
  • The background shader read after a compile stays within the background memory limit.

Fixed

  • A compile no longer restarts forever around one spot when memory runs short.
  • A compile whose process is killed from outside goes on from where it stopped.
  • Stopping a compile ends it cleanly instead of showing it as failed.
  • A compile with plenty of free RAM no longer restarts to free memory, and a restart no longer repeats what it finished.
  • A small plan change after an update no longer marks a compiled game Needs rebuilding. Fewer new pipelines than 1% of its
    plan, at least 500, wait for its next compile.

Fixed on Windows

  • With NVIDIA, a first compile of Hogwarts Legacy without a recording reaches the game from its first launch.
  • With AMD, a compile with nothing to do no longer makes a working game show Needs rebuilding after its next launch.
  • With NVIDIA, a first launch after a first compile without a recording no longer reads Stale for pipelines the compile
    already made.
  • An AMD game no longer stays Not compatible after one launch. It offers a compile again, and Clear cache always does.
  • With NVIDIA driver 621 or later, a game whose compile is working no longer shows as Not compatible.
  • With NVIDIA driver 621 or later, a lost compile shows as gone on Windows 10 and Windows 11 23H2 instead of staying
    compiled.
  • A shader cache restored from a backup or copied across drives no longer shows as partly gone.
  • On Hades II, the recorder goes beside the exe Steam starts.
  • The game page's "in use" figure no longer counts a shader cache file another process holds as full.
  • A game whose store entry names a launcher or Epic's bootstrapper is detected by its real exe.
  • The Cache page no longer names an old entry on a game's rows when the game now lists under another store, and deleting
    that row keeps the old entry's own data.
  • Remove recorders no longer warns about Vulkan registrations on a PC that never used the Vulkan recorder.

Fixed on Linux

  • Clear cache removes what a compile placed in Steam's files and every set in the game's folder, and a game launched after
    its compile keeps its own cache working.
  • A compile goes on after pipelines hang the NVIDIA driver, where it ended with its cache half used, and the game page says
    how many pipelines weren't compiled when a compile ends early.
  • A compile too large for Steam's files no longer writes its whole placement twice.
  • A Faugus game on Proton-CachyOS compiles without Steam's copy of the Steam Linux Runtime.
  • The game page says Steam reads a game's cache only after a launch confirms it. With Steam's Shader Pre-caching off, the
    note to turn it on shows during the launch.
  • Turning off Steam's Shader Pre-caching no longer makes the next compile replay everything.
  • A compile that runs out of room during Steam's pipelines counts only the ones it reached, so its coverage is no longer
    overstated.

SHA-256:

394ee677bd6f0b167d4079db8603c2b593b71f04c23880254b892a893376e142  SCSKiller-1.4.6-Portable.zip
b847e516174c1ae34cf781d5478c521128575daf6d641c9a32b5e7d02c0e1ef6  SCSKiller-Setup.exe
605c26ceccb0745304d46cadb9afd75734a771a97c388344e627fdd827056c9c  SCSKiller-x86_64.AppImage

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