github SpecialKO/SpecialK SK_22_8_18
Special K (22.8.18)

latest releases: SK_25_12_2_5, SK_25_12_1, SK_25_11_17...
3 years ago

22.8.18-D3D9-IK

  • Fixed memory leak in achievement icon loader
  • Added Global / Friend unlock % to achievement popups
  • Centered description and established consistent aspect ratio for achievements

22.8.17.2-D3D9-IK

  • Partial re-implementation of achievement unlock popups

    Duration is the only setting currently implemented, and achievement icons
    are only loaded in D3D9/D3D11/GL at the moment.

  • Optimized D3D11 texture cache for games with many small textures

22.8.17.1-D3D9-IK

  • Switched debug symbol loader back to deferred to speed up init
  • Empty crash/steam/debug out/eos logs are deleted at exit
  • steam_api.log is renamed platform.log in non-Steam games
  • Added extra checks to avoid loading SteamAPI DLL in non-Steam games

22.8.17-D3D9-IK

  • Changed SK's Plug-In based SteamAPI DLLs to use steam_api_sk{64}.dll instead
    of the traditional steam_api{64}.dll to avoid collisions with software that
    loads SteamAPI DLLs using incomplete paths.
  • Fixed API auto-detect prioritization issues introduced in 22.8.7

22.8.16.4-D3D9-IK

  • Fixed various issues with local installs of ReShade
  • Clear DXGI/D3D11 hook cache when installing plug-ins from control panel
  • Disabled crash sound when games crash -after- SK's DLL has cleanly unloaded

22.8.16.3-D3D9-IK

  • Improved ReShade Plug-In support, Unreal and most other engines work reliably
    w/ Lazy load order when using Global Injection.

    Unity almost never works loading ReShade this way... big surprise.

  • Clicking "Disable All But the Active API" in Compatibility | Render Backends
    will no longer disable OpenGL when a game is using OpenGL-IK (D3D11).

  • Blacklisted CrashReportClient.exe so SK will no longer render an overlay on
    top of fancy Unreal Engine crash dialogs :)

22.8.16.2-D3D9-IK

  • Cleaned up Input Management control panel section
  • Fixed incorrect gamma on SDR thumbnails and HDR->SDR tonemapped screenshots

22.8.16.1-D3D9-IK

  • Fixed SDR screenshot (lossy / Steam Import) brightness in D3D11/D3D12
  • Large Address Aware patch only applies once now and then turns itself off

22.8.16-D3D9-IK

  • Fixed potential deadlocks during debug symbol load
  • Fixed incorrect texture cache eviction rules for uncompressed textures (Unity fix)
  • Added support for SPECIALK_PATH environment variable to define the install path
    (i.e. profile directories) for Global Injection

    Takes precedent over the registry key (HKCU\Software\Kaldaien\SpecialK\Path).

22.8.15.3-D3D9-IK

  • Added checks to make sure (D3D11) resource views are created using the same device
    as their resource.
  • Eliminated mipmap-related assertion failure when starting Genshin Impact

22.8.15.2-D3D9-IK

  • Added conditional device input blocking:

    ( Enabled / Disabled (Always) / Disabled (in Background) )

    Keyboard input defaults to Disabled (in Background) for new INI files generated;
    for existing INI files, preference will be assigned Enabled or Disabled (Always).

  • Added mipmap support to SK_D3D11_BltCopySurface (format conversion (HDR<-->SDR))

    • This properly fixes character portraits in Pillars of Eternity 2

22.8.15.1-D3D9-IK

  • Fixed rare crash in ImGui when opening control panel at the same time as game
    polls cursor position
  • Improved handling of cursor clipping and window activation when game window is
    in the background
  • Removed texture caching auto-disable in Unity engine games

22.8.15-D3D9-IK

  • Worked-around bug in Martha is Dead that causes crashing at startup
  • Re-enabled texture injection in games using D3D11 UpdateSubresource (...)
    (i.e. NieR: Replicant)

22.8.14-D3D9-IK

  • Added configurable debug layer settings (i.e. mute/break-on error) for D3D11 games
  • Fixed compatibility with Spider-Man Remastered when Special K HDR is enabled

22.8.13.2-D3D9-IK

  • Fixed D3D9 window hooks not being installed correctly

22.8.13.1-D3D9-IK

  • Fixed potential deadlock in Unity engine games when window focus changes

22.8.13-D3D9-IK

  • Fixed mouse input not being blocked when render in background is enabled
  • Fixed character portraits not displaying in Pillars of Eternity 2

22.8.11-D3D9-IK

  • HDR toggle in OpenGL is real-time now in all games and does not require Alt+Enter
  • Additional mouse input tweaks for emulators to prevent cursor auto-hide when cursor
    is not even in the game window.

22.8.10.2-D3D9-IK

  • Alt menus no longer blocked while SK's control panel is open
  • No longer display Alt+F4 confirmation dialog in SK's control panel when closing
    child dialog boxes in emulators :)
  • Improved support for switching between detached and single-window mode in Yuzu
  • Removed assertion message when an application's root window changes

22.8.10.1-D3D9-IK

  • Added luminance tilemap output from adaptive tonemapper to HDR widget
  • Fixed shadowmap issues in certain games introduced in 22.8.9.1
  • Fixed shader profiler timer query reference leak in D3D11 render mod tools

22.8.10-D3D9-IK

  • Added new initialization option for Global Injection to hook D3D synchronously,
    this allows Global Injection to work ~the same as Local in some games that
    otherwise wouldn't be compatible with ReShade and SK simultaneously.

    [Compatibility.General]
    AsyncInit=false

This also affects D3D9, and may allow D3D9Ex + FlipEx in some games using Global.

  • More ReShade compatibility work; early load-order should no longer crash
  • Fixed HDR in Crash Bandicoot so that it does not require 8-bit remastering

22.8.9.1-D3D9-IK

  • Merge pull request #21 from Braasileiro/megamixplus-1.02,

    • Updated framerate unlock and Windows version check bypass for Project Diva 1.02
  • Improved compatibility with recent ReShade releases

  • Added logging/fix if games try to create typeless Shader Resource Views for
    Depth/Stencil surfaces that Special K is not managing

  • Fixed black screens and missing visual effects in Final Fantasy XIV and YS IX

22.8.8-D3D9-IK

  • Fixed MSAA while HDR remastering is enabled in many Unity engine games
  • Fixed resolution mismatches in Disgaea 5 leading to black screens at startup

22.8.7-D3D9-IK

  • sRGB Passthrough (for SDR users) is automated now, Passthrough/Strip is the correct
    setting in 99.9% of cases. The warning has been removed and the option is pending
    removal.

    For HDR, this cannot be automated and the sRGB Bypass option in the calibration
    widget will remain, even after SDR Passthrough/Strip/Apply options are removed.

  • Added experimental D3D11 Debug Layer integration in the D3D11 | Advanced (Debug) tab

    • Unreal Engine games are not compatible with this, and you must force the layer on
      using dxcpl if you want to use it in SK.

    @ This is a developer-centric feature, if you don't know what the Debug Layer is,
    then turning it on is probably going to utterly destroy performance for you :)

22.8.6-D3D9-IK

  • Still more sRGB and MSAA optimization for D3D11 games :)

    sRGB Passthrough / Strip / Apply work as designed and usually apply immediately

  • Fixed gamma regression in SDR mode in The Witness

22.8.5.2-D3D9-IK

  • Fixed issue in EOS integration w/ repeating screenshots triggered when callbacks
    for achievements that are already unlocked are sent by Epic
  • Improved sRGB compatibility in Flip Model, removed some forms of MSAA support
  • Removed assertion when games try to set HDR metadata in windowed mode and are not
    natively DXGI Flip Model.

22.8.5-D3D9-IK

  • Added option to disable DxDiagn.dll from loading into games.
    $ DxDiag probes all available versions of DirectX and leads to problems
    (especially in 32-bit software)

  • Added option to disable Large Address Aware auto-patching on affected 32-bit games

    [Compatibility.General]
    AllowDxDiagn=false
    AutoLargeAddressPatch=true

  • Corrected 'SoundFile' option in Global\platform.ini and local INI files not loading
    because it was blank and the INI parser was accidentally set to remove blank keys

22.8.4.3-D3D9-IK

  • Added support for mouse cursor auto-hide when using 'Block Mouse Input to Game'
  • Fixed incorrect mouse activation behavior when background render is enabled and
    the game window is activated by clicking on SK's UI
  • Remove spurious calls to glClampColor (...) to clamp vertex/fragment colors,
    that feature is deprecated in GL3 core profiles

22.8.4.2-D3D9-IK

  • Cleaned up D3D11 texture mod UI slightly and include additional sources
    (i.e. SRV + Resource) for deducing texture and RenderTarget debug names

  • Fixed potential crash dumping D3D11 textures w/ engine-assigned debug names

  • Optimized MSAA and copies between surfaces with incompatible direct copy
    formats (e.g. for HDR MSAA Resolve from FP16 to R8G8B8A8).

    VRAM usage may increase slightly, but framerate increases significantly :)

    *) This only affects HDR users, and only D3D11 performance
    (and primarily games with MSAA support).

22.8.4.1-D3D9-IK

  • HDR can now be turned on/off without restarting D3D11 games()!
    (
    ): ...usually
  • Added 'Lazy' load order as an option to Plug-Ins in the control panel, this is
    not a new feature but the config UI has never shown it before...

22.8.4-D3D9-IK

  • For games that use SteamAPI Manual Callback Dispatch (i.e. new Unity games),
    Special K will load its own SteamAPI DLL that ships in the Plug-Ins directory
    and isolate itself to prevent Steamworks features from failing to work.

22.8.3.1-D3D9-IK

  • Improved Steam Overlay compatibility with D3D9Ex overrides
  • Fixed D3DX9_43 texture hooks calling into SK's texture manager uninitialized
  • Removed sRGB warning from Genshin Impact (auto-applies Passthrough)

22.8.3-D3D9-IK

  • Fixed The Witness for SDR users with MSAA enabled

  • Fixed MSAA in many Unity engine games when flip model is enabled

  • Re-introduced sRGB warning because Genshin Impact is broken and does not handle
    input/output colorspace correctly

    Other Unity engine games will start banding in sRGB mode as a result of this,
    so set them to 'Strip' and leave Genshin Impact on 'Passthrough'

22.8.2.1-D3D9-IK

  • Fixed D3D11On12 overlay compatibility (e.g. Steam/EGS/RTSS)

22.8.2-D3D9-IK

  • Added automatic Large Address Aware .exe patch when 32-bit non-LAA games crash
  • Fixed rare issue with control panel sliding to the left when scaling is active

22.8.1.1-D3D9-IK

  • Fixed jittery text on latency analysis widget
  • Fixed framepacing widget debug view crashing in non-DXGI graphics APIs
  • Added automatic global injection delay for .NET software
  • SteamAPI integration is auto-disabled in games that use Manual Callback Dispatch
    in order to prevent deadlock (fixes Tererria / Lords of Xulima)

22.8.1-NOCEGUI

  • Split D3D9Ex override INI cfg into ForceD3D9Ex and EnableFlipEx (D3D9 Flip Model)
  • Fixed SteamAPI process abort in Control during achievement user statistics fetch
  • Added texture name to dumped texture metadata file for D3D11 engines that include
    debug names in retail games (i.e. Unity)

22.7.31-NOCEGUI

  • Added D3D9 texture injection support for engines that use LockRect/UnlockRect
  • Added D3D9 Managed Pool -> D3D9Ex Default Pool memory mgmt. to support D3D9Ex
  • Fixed D3D9 texture dumping for certain DXT1-5 texture allocations

22.7.29-NOCEGUI

  • Added 10 second global injection delay to executables with "Launcher" in name
    (Fixes Final Fantasy 8)
  • Fixed screenshots in D3D12 software with third-party resolution overrides
  • Fixed local injection as "dxgi.dll" if VBLANK Virtualization bypass is enabled

22.7.25-NOCEGUI

  • Added DXGI 1.6 Dynamic Refresh Rate (VBLANK Virtualization) Bypass

    This bypass is applied by default on Windows 11 systems

    • Think of DRR as DPI Scaling for Refresh Rate

    Software has to declare itself Dynamic Refresh Aware effectively, or Windows
    is going to hide VSYNC timing information from the software and give it a
    fake, floaty VSYNC instead

    The bypass can be turned off in SK's INI using the following new setting:

    [Render.DXGI]
    DisableVirtualizedBlanking=false

  • Improved HDR -> SDR tonemap quality in Screenshots

22.7.19-NOCEGUI

  • Fixed HDR screenshots for D3D12 resolutions not aligned to 32-pixel bounds

22.7.18-NOCEGUI

  • Fixed potential unaligned memory load/store in D3D9/12 screenshot capture
  • Fixed MSAA sample count override in D3D11 BitBlt SwapChains

22.6.30.1-NOCEGUI

  • Removed Unordered Access View flag from D3D12 SwapChains when using HDR

22.6.30-NOCEGUI

  • Completely fixed HDR problems in Tales of Arise
  • Eliminated potential graphics memory leaks in sRGB and HDR games

22.6.29.1-NOCEGUI

  • Fixed HDR compatibility in Days Gone
  • Fixed an issue that prevented some Unreal Engine games (i.e. The Quarry)
    from starting
  • Blacklisted Days Gone's launcher and error reporter utility

22.6.28.1-NOCEGUI

  • Fixed D3D11 games lacking support for Unordered Access Views on their
    SwapChain from crashing in HDR

22.6.28-NOCEGUI

  • Fixed / reduced HDR issues in Tales of Arise (turn off 11-bit Remastering)
  • Semi-broken Adaptive Tonemap mode...
  • Added color gamut visualizer to HDR widget (D3D11 only)
  • Fixed issues with HDR in D3D12, crashing and missing widget options

22.6.26-NOCEGUI

  • Added new experimental 128-bit color remastering option, cause why not?
  • Optimized luminance analysis compute shaders, feel free to keep
    adaptive tonemapping enabled
  • ACES tonemap is currently broken, don't use it :)

22.6.25-NOCEGUI

  • Added optional 'Adaptive Tonemap' mode to handle scenes too bright for HGIG

    This adds a Compute Shader stage that may use 1-2% extra GPU, so leave it
    off if performance is already tight in a game.

  • ACES tonemap is currently broken, don't use it :)

22.6.24-NOCEGUI

  • Fixed HDR gamut clamp on scRGB Passthrough Mode
  • ACES tonemap is currently broken, don't use it :)

22.6.22-NOCEGUI

  • Added new tooltips to the HDR Widget and Display Profiler to explain calibration
  • Fixed incorrect number of 32-bit values in D3D12 Root Signature for HDR processing
  • Re-implemented HDR color saturation slider in ACEScg colorspace
  • Fixed D3D11 render state leaks (depth buffer / tessellation) in HDR image processing

22.6.20.2-NOCEGUI

  • Added "Export" button to the HDR widget to export the currently selected preset for
    use in other games.

    Load exported presets using the "Reset" button.

22.6.20.1-NOCEGUI

  • Added HDR peak white clipping configuration for displays that do not have valid EDID

    See the "Profile Display Capabilities" button in the HDR widget for more info,
    the goal is to find the smallest value that turns the test patterns pure white

    Once saved, the new maximum luminance will be used for HDR range visualizations
    (i.e. HDR vs. Max Local Luminance) to indicate when an image is too bright.

22.6.20-NOCEGUI

  • Fixed Windows Version check in Project Diva's first patch
  • Fixed >60 FPS mod for Project Diva

22.6.18.1-NOCEGUI

  • Fixed accidental pre-multiplied alpha blending on HDR image process in D3D12

22.6.18-NOCEGUI

  • Fixed black-point compensation causing HDR full white to clip in HGIG
  • Fixed Steam Overlay HDR luminance control if D3D11 State Tracking is disabled

22.6.17.1-NOCEGUI

  • Hid the HDR Perceptual Boost sliders in an "Experimental" tab

  • Added Tonemap Curve / Grayscale Visualization mode to HDR widget

    The goal when tuning things using this new visualization is to
    get the end-point as near as possible to the top-right.

    ( SK comes pre-tuned (preset 0) for LG OLEDS - 800 nits (HGIG) clipping )

    • LG OLEDs do not have valid EDID values for max/avg. luminance, so
      it is not possible to correctly tune the tonemap curve yet.

    A tool to find your display's -actual- HDR clipping points will be
    added in a later build; this is more for TVs than monitors.

22.6.17-NOCEGUI

  • Merge pull request #8 from WallSoGB:
    "R and B color switch fix for D3D9 ImGUI when alpha is disabled"
  • Improved WinRing0 Driver Management

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