github SpecialKO/SpecialK SK_25_6_20_1
Special K v 25.6.20.1

latest releases: SK_25_12_2_5, SK_25_12_1, SK_25_11_17...
6 months ago
  • Uncap internal controller polling rate limit (500 Hz) in libScePad games
    (that use libScePad.dll, as opposed to static linking) in order to correctly
    support DualSense Edge's full capabilities (1 kHz native) on PC.
  • When a game turns Reflex Low Latency + Boost mode on and enables Boost using
    Latency Markers, SK will now use that as the default override setting.
  • Added proper handling of Ray Reconstruction in Vulkan games.
  • Prevent altering window layering (always-on-top) in DOOM: The Dark Ages to
    workaround window management bugs merged from Indiana Jones' idTech code.
  • Added detection and automatic removal of 500 Hz polling rate limit in games that
    statically link to libScePad (i.e. DOOM: The Dark Ages).
  • Fixed various issues with SK's Drag-n-Drop handler initialization failing
  • Added support for loading D3D11 texture mods by dragging a file from one
    location on disk (or straight from 7-zip) to the game winodw, rather than
    the only previously supported method (download-by-dragging-URL).
  • Added INI option to disable SK's "Drop Handler," in case a game or
    more likey, an emulator, actually relies on this functionality.
    [Window.System]
    AllowDragNDrop={true|false}  Default: true; prevents game's normal handling
  • Disable explicit wait on Vulkan Reflex semaphore in DOOM: The Dark Ages; the
    engine is now waiting on the semaphore on its own like it is supposed to.
  • Auto-detect Vulkan native games (on first call to vkCreateInstance (...)) and
    offer to enable Vulkan Bridge if the user is running an NVIDIA GPU.
  • Workaround new issues in DOOM: The Dark Ages window management and Reflex
    related to creating / resizing windows.

Full Changelog: SK_25_6_5...SK_25_6_20_1

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