-
Improved compatibility with ReShade 6.7 and RenoDX mods in D3D11/12.
-
Added DPI scaling option back to the Display menu in the control panel.
-
Added Ultra Low-Latency option to DLSS Frame Generation Pacing, and
enabled Flip Metering by default. -
Changed optimal VRR framerate to 1% below Reflex limit instead of 0.5%,
to recover from latency spikes quicker without visible stutter. -
Improved handling of games that stop calling NVIDIA Reflex Sleep for
long periods of time. -
The SK_FPS_LIMIT environment variable now takes precedence over Sunshine/Apollo;
if set to 0.0 it will allow software streamed using Sunshine/Apollo to ignore
SUNSHINE_CLIENT_FPS and use an INI-defined framerate limit as usual. -
Added INI option to ignore framerate environment variables
[Render.Framerate]
IgnoreEnvironmentVars={true|false} Default: false -
Ensure SK's framerate limiter only attempts to flush D3D11 immediate context
if it is running on the same thread as the SwapChain, because it would
deadlock Reflex-native games using Low-Latency limiter mode otherwise.
Other Changes
- Decoupled BackgroundFPS from TargetFPS and renamed BackBufferCount to BufferCount by @Nustat0 in #346
Full Changelog: SK_26_3_18...SK_26_4_3_1