github SpecialKO/SpecialK SK_25_7_8_4
Special K v 25.7.8.4

latest releases: SK_25_12_2_5, SK_25_12_1, SK_25_11_17...
pre-release6 months ago
  • Extended support for VRR status monitoring and AutoVRR framerate limiter
    optimization to cover AMD and Intel GPU owners.

  • VRR status text now identifies the active display tech between NVIDIA G-SYNC,
    AMD FreeSync, VESA AdaptiveSync and HDMI Forum VRR.

  • Added VRR Range and LFC status to the VRR section of the Control Panel.

  • Hide Special K's overlay and block gamepad input to games when the Xbox
    GameBar is open and "redirecting input."

  • Clamp HDR retrofit alpha in scRGB to [0,1], as it would never have values
    outside this range in SDR.

  • Added SKIV to the set of applications that SKIF will disable the
    GeForce Experience overlay for.

  • Fixed missing lighting in Star Wars: Jedi Survivor due to incorrect resource
    dimensions in call to ID3D12GraphicsCommandList::CopyResource (...).

  • Improved window layering (Always-on-Top) overrides when "Continue Rendering"
    is used in NVIDIA Vk/DXGI Interop-based games.

  • Workaround various SDL3 bugs.

  • Merge pull request #281 from miguelkmarques:ac-shadows-1-0-6-support

    • AC Shadows 1.0.6 Support (exception addresses updated).
  • Eliminate small hitch when opening SK's Control Panel.

  • Improved thread-safety on VRR VBlank counter thread during SwapChain resize.

  • Added additional debug logging, thread-safety and 32-bit OS fixes to SKIF.

  • Added warning if user tries to set a non-native Fullscreen Exclusive res.
    while Special K's "Fake Fullscreen" mode is active, since it will fail!

  • Added INI option to force DirectStorage games to use the GPU if they initialize
    DStorage queues without a D3D12 device.

    • This brings back HW accelerated texture streaming to Monster Hunter: Wilds

    [Render.DStorage]
    UseDummyD3D12DeviceIfNeeded={true|false} Default: true

    • In many games, DStorage is initialized before graphics / windows are init.
      so it may be necessary to use local injection for this feature.
  • Added tooltip to PlayStation controller latency measurement when Bluetooth
    controllers are in read-only (DirectInput compatibility mode) explaining
    why latency measurement is not possible.

    • Controller will be removed from read-only mode if a game uses rumble, if
      "Always Enable Full Capabilities" is selected, or if other software
      (e.g. Steam Input) disabled it after powering-on the controller.
  • Favor system registry cached EDIDs over extracting them from HW using NvAPI.

    • NOTE: Current versions of CRU cause corruption on edited EDIDs for
      displays with more than 256-bytes of EDID (i.e. AW3423DW).

      Problem has been reported and should be fixed soon.

What's Changed

New Contributors

Full Changelog: SK_25_6_20_1...SK_25_7_8_4

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