Skip to content

Releases: SpecialKO/SpecialK

Special K v 24.12.3

02 Dec 20:44
Compare
Choose a tag to compare
  • Implemented support for GameInput in SK's UI
  • Added PlayStation controller support to games using GameInput (Steam Input does not support this)
  • Added Xbox Impulse Triggers -> DualSense Adaptive Triggers for Windows.Gaming.Input and GameInput games

Full Changelog: SK_24_11_24_2...SK_24_12_3

Special K v 24.11.24.2

24 Nov 09:57
Compare
Choose a tag to compare
  • Fixed D3D11 screenshots occasionally causing display mode changes to fail if
    resolution changes after taking a screenshot.
  • Cleaned-up Mouse Cursor section of Input Control Panel and removed the old,
    "Low-Level Mouse Settings" section.
  • Update ReShade Add-on API headers to include new events in the next release.
  • Enable Fake Fullscreen mode by default in STALKER 2, because it uses that
    crap (in D3D12) for HDR...
  • Disable SteamAPI file hash checks on Fallout 4.
  • Fixed problems with SK not re-initializing D3D11 when the active SwapChain
    is destroyed and re-created.

Full Changelog: SK_24_11_5...SK_24_11_24_2

Special K v 24.11.5

05 Nov 01:59
Compare
Choose a tag to compare
  • Fixed SKIF not being able to disable GFE notifications due to disabled code

  • Increase delay between first drawing an achievement unlock popup and taking
    screenshot, so that statistics such as unlock time reliably appear.

  • Optimize SK_D3D11_SetShader_Impl (...)/SK_D3D11_EnsureMatchingDevices (...)
    to use D3D11 Private Data lookups.

  • Add Alt+F4 handler override to workaround Ys X's buggy Alt+F4 code that
    tends to close the game window, but leave the game running.

  • Add new fallback for WMAITX support testing on CPUs with CPUIDs that
    claim the instruction is unsupported... just run the instruction and
    see if it generates and Illegal Instruction exception or not, lol.

  • Handle window position changes that occur without showing up a game's
    window message queue.

  • Cleanup various RawInput handling code.

  • Improved/made obsolete mouse anti-warp for games that move their cursor
    to the center of the screen to implement mouselook (stupid devs...).

  • Remove old compatibility hack for ReShade that was changing Flip Model
    SwapChains to Flip Sequential. ReShade works with Flip Discard now.

  • Added option block screensaver activation on controller input (default)

  • Added option to have Special K disable all game handling of screensavers,
    and fully manage it based on its own configurable rules.

    Without this option, SK adds additional blocking rules, but respects
    the game's own attempts to block screensaver activation.

    • Many games unconditionally block screensaver, and you may not want
      that behavior if you have alt-tab to work a different application
      and then go AFK while the game continues running.
  • Changed screensaver activation prevention to use the Windows-defined timeout
    interval and factor in gamepad input, since Windows only uses KB&M.

  • Added a message when the system screensaver activates explaining how to
    configure screensaver prevention.

  • Always use the fully qualified path when looking up NVIDIA driver profiles
    for the current game in order to avoid creating duplicates.

  • Fix bug in Ys X where it may attempt to create 0x0 textures when its window
    is minimized and then crash.

  • Add explicit overrides for many of the most important SDL input settings

    ( -1 = No Override, 0 = Off, 1 = On )

    • Refer to SDL_hints.h for details on each,

      "FullPlayStationBluetoothSupport" is a combination of
      SDL_JOYSTICK_HIDAPI_PS4_RUMBLE and SDL_JOYSTICK_HIDAPI_PS5_RUMBLE...

      This setting is controversial, it will allow rumble and haptics over
      Bluetooth, but will cause your gamepad to become incompatible with
      games that use DirectInput until powered off and back on...

      ^ If that sounds familiar, it is the entire reason ValvePlug was created.

    *** Unlike the Steam Client, SDL never enables those things without consent,
    and that means rumble may be missing from many games that use SDL.

  • Allow SDL to use DirectInput gamepads at sanity level 1

  • Improve Vulkan/DXGI Layer detection for NVIDIA drivers to handle cases
    where vulkan-1.dll is calling DXGI directly instead of nvoglv{32|64}.

  • Turn Multitasking-on-Top off by default again, because at levels aggressive
    enough to work, some windows will not be raised above the game.

  • Make sure SK always calls the real ShowWindow (...) instead of its hook.

  • Handle undocumented special cases SWP_NOCLIENTMOVE and SWP_NOCLIENTSIZE,
    to fix problems with Sonic Generations

  • Added support for minimizing/restoring borderless games by pressing the
    normal Windows keybinds to do so (Win+Down / Win+Up).

  • Avoid unnecessary window position and border style API calls when no actual
    change is required.

  • Allow WS_ICONIC window style to be set if borderless override is not on.

  • Add WS_EX_WINDOWEDGE to list of extended window styles that have borders.

  • Fixed ReShade Plug-In selection UI not correctly turning Compatibility Mode
    off (necessary for some ReShade Add-Ons to work).

  • HDR Remastered tooltip now ONLY counts memory for remastered RenderTargets
    and Unordered Access Views that are -still- in memory, and values decrease
    as a game unloads remastered resources.

  • Added INI setting to disable DirectStorage hooks.

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

  • Disable DirectStorage integration in Monster Hunter Wilds

  • Win+Up/Down can minimize/restore a game, as can Xbox/PlayStation + Lt/Rt.

Full Changelog: SK_24_10_24...SK_24_11_5

Special K v 24.10.24

23 Oct 17:00
Compare
Choose a tag to compare
  • Fix NVIDIA's Vulkan interop not being detected on SDR systems in newest driver
    releases.
  • Add support for 8-bpc Render/Compute HDR remastering in Shadow Generations.
  • Add D3D11/DXGI Debug Layer minimum severity level to message logging UI.
  • Add anti-cheat workaround for Genshin Impact.

Full Changelog: SK_24_10_22...SK_24_10_24

Special K v 24.10.22 (HOTFIX)

21 Oct 23:56
d783bb3
Compare
Choose a tag to compare

Downgrade compiler version used, because games shipping with outdated copies of msvcp140.dll in their directory will crash otherwise (yay!)

  • Added control panel option to enable/disable Metaphor thread scheduling fixes.
  • SDR Gamma Boost no longer affects color saturation and Color Boost has been set to 33.3% by default.
  • Fixed double keyboard input processing in Ys X.
  • Added Texture Filtering settings (Anisotropy and LOD Bias) for D3D11.
  • Fixed black HDR screenshots in D3D12 games.
  • Workaround memory leaks on Proton caused by broken implementation of WASAPI session enumerator.

Full Changelog: SK_24_10_5...SK_24_10_21_2
Full Changelog: SK_24_10_21_2...SK_24_10_22

Special K v 24.10.21.2

21 Oct 18:53
Compare
Choose a tag to compare
  • Added control panel option to enable/disable Metaphor thread scheduling fixes.
  • SDR Gamma Boost no longer affects color saturation and Color Boost has been set to 33.3% by default.
  • Fixed double keyboard input processing in Ys X.
  • Added Texture Filtering settings (Anisotropy and LOD Bias) for D3D11.
  • Fixed black HDR screenshots in D3D12 games.
  • Workaround memory leaks on Proton caused by broken implementation of WASAPI session enumerator.

Full Changelog: SK_24_10_5...SK_24_10_21_2

Special K v 24.10.5

05 Oct 15:32
7906b51
Compare
Choose a tag to compare
 + Various window management fixes
 + Disabled Flip Model in FFXV for non-HDR users.
 + Added INI option to run games on Intel Performance cores only
 + Fixed issues with HUDless screenshot capture.

Full Changelog: SK_24_9_26...SK_24_10_5

Special K v 24.9.26

25 Sep 23:59
1050e66
Compare
Choose a tag to compare
  • Various NVIDIA Streamline and AMD FSR3 compatibility fixes
  • Fixes for OpenGL and Vulkan interop on AMD drivers, allowing OpenGL-IK to work in scenarios where AMD's interop cannot be disabled.
  • Added INI settings to control Anisotropic Filtering and LOD Bias in D3D12 games
  • Added a texture filtering control panel to adjust D3D12 texture filtering (game restart required).
  • Improved reliability of Blt Model -> Flip Model D3D11 game upgrades when using cached injection memory addresses

Full Changelog: SK_24_9_19_5...SK_24_9_26

Special K v. 24.9.19.5 (DLSS HOTFIX)

19 Sep 20:28
f9b049e
Compare
Choose a tag to compare
  • Fixed DLSS control panel not appearing in D3D11 games

Full Changelog: SK_24_9_18_4...SK_24_9_19_5

Special K v. 24.9.18.4 (Steam HOTFIX)

18 Sep 08:31
ec4d160
Compare
Choose a tag to compare
  • Fixed potential "Steam is Offline" errors in Final Fantasy XVI for some users

  • Fixed edge-case where DLSS3 Frame Generation is active on a VRR display, but
    SK was not disabling tearing while the game has VSYNC turned off.

  • Baldur's Gate 3 has native DualSense support now, but lacks DualSense Edge
    support, so SK is configured to identify DualSense Edge controllers as
    DualSense to make them work natively in Baldur's Gate 3.

  • Adjusted SEH Exception logging code for compatibility with GOG Galaxy API

  • Use Flip Sequential by default if a game is already Flip Model and uses
    Sequential, or if upgrading a Blt Sequential game to Flip Model, or
    if ReShade is loaded.

    This helps screenshot compatibility in games when using ReShade.

  • Enable "Fake Fullscreen" by default in FFXVI to make HDR less of a nuisance

  • Patched out graphics debugger check from Final Fantasy XVI Retail

Full Changelog: SK_24_9_17_5...SK_24_9_18_4