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Releases: SpecialKO/SpecialK

Special K v 25.2.7.2

07 Feb 09:51
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  • Fixed NieR: Automata and potentially other games processing mouse input
    while "Continue Rendering" is turned on and the mouse cursor is failing
    hit tests (i.e. another window is between the game and the cursor).
  • Disable forced Anisotropic Filtering in Kingdom Come Deliverance 2.
  • FORCEFULLY write the default INI values for Kingdom Come Deliverance 2,
    because these issues were fixed a long time ago but users are not
    resetting their INI.

Full Changelog: SK_25_2_6_8...SK_25_2_7_2

Special K v 25.2.6.8

06 Feb 21:02
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  • Hide the controller reading debug menu under Input Management / Gamepad
    unless Xbox debug mode is enabled (right-click the Xbox Deadzone slider),
    if you have an Xbox controller this doesn't apply to you.

    • That debug menu loads up DirectInput 7 and causes issues with some
      overlays, so it's going back to hidden by default...
  • Added widescreen patch to Ender Lilies.

  • Fixed EOS frame counter in games that use both SteamAPI and EOS SDK.

Full Changelog: SK_25_2_6_6...SK_25_2_6_8

Special K v 25.2.6.6

06 Feb 16:07
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  • Xbox Guide + Start or PlayStation + Start now triggers HUDless screenshots,
    provided d3d11_shaders.ini defines any HUD shaders.
  • Fixed some EOS games not triggering EOS SDK hooks for overlay/achievement
    features when using Global Injection.
  • Fixed HUDless screenshots not working in some D3D11 games...
    (mostly ones that use fewer than 3 buffers in their SwapChain).
  • Fixed monochrome JPEG achievement icons showing up as misaligned Red-only
    textures in D3D12 achievement popups. (They are converted to RGBA now...).
  • Fixed Chrono Cross resolution uncap not working after December's D3D11 state
    tracking optimization.
  • Disable Hardware Cursor in Kingdom Come Deliverance 2.

Full Changelog: SK_25_2_6...SK_25_2_6_6

Special K v 25.2.6

05 Feb 22:46
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  • Workaround Steam overlay manipulation of DirectInput 8 that could deadlock

Full Changelog: SK_25_2_5_4...SK_25_2_6

Special K v 25.2.5.4

05 Feb 20:50
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  • Added support for DLSS 310.x+ preset J and K
  • Improve shadow rendering in Tales of Graces f
  • Workaround various problems with Kingdom Come Deliverance 2
  • Fixed console command D3D11.ShaderMods.ToggleConfig <shader_config.ini>
  • Disabled "Continue Rendering" in Hello Kitty Island Adventure to fix input

Full Changelog: SK_25_1_27_2...SK_25_2_5_4

Special K v 25.1.27.2

27 Jan 04:12
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  • Various improvements for ReShade and Tales of Graces f.
  • Fixed SKIF to support new Steam client art asset filesystem locations.
  • Added Discord-friendly HDR AVIF screenshot support to SKIV and Special K.

Full Changelog: SK_25_1_3_3...SK_25_1_27_2

Special K v 25.1.3.3 (HOTFIXES)

17 Jan 21:56
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Interim hotfix release, already published to the installer-based update system

  • Fixed INI file not saving at exit
  • Revert changes introduced in 25.1.1
  • Fixed potential crash at exit in D3D12 games.
  • Re-enable anti-cheat workarounds for various Asian gambling games.
  • Add hack to workaround dgVoodoo thread sync wonkiness in 32-bit D3D12.
  • Fixed local injection in D3D11 games not working.
  • HOTFIX to continue installing queued hooks even if one of them fails due to
    anti-cheat memory protection.

Full Changelog: SK_25_1_1_1...SK_25_1_3_3

Special K v 25.1.1.1

01 Jan 16:45
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HOTFIX to install DXGI/D3D11 hooks immediately rather than deferring them.

Special K v 25.1.1

01 Jan 05:32
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  • Various optimizations for UI, input and D3D11 render state tracking.
  • Added new ADHD Multi-Monitor Mode, refer to the overhauled Display menu...

Full Changelog: SK_24_12_27_2...SK_25_1_1

Special K v 24.27.2

27 Dec 05:52
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Below are the highlights between v 24.12.20.2 - v 24.12.27.2:

  • Fixed recent change that would cause the control panel to crash in Steam games
    if Steam cloud is disabled or SteamAPI integration is turned off.
  • Revert scheduler changes related to Sleep (0) behavior in 24.12.15 that cause
    Silent Hill 2 to crash.
  • Fixed CPU affinity mask potentially overflowing and not working in 32-bit.

[ReShade Stuff]

  • When ReShade is used as dxgi.dll in D3D12 games, SK no longer gives warnings
    about compatibility problems.
  • Avoid using explicitly constructed ReShade effect runtimes as much as
    possible when SK is not running in Hookless ReShade (compatibility) mode,
    to avoid confusing AddOns that think these are normal ReShade runtimes.
  • Added checks to detect ReShade's incorrectly reported D3D11 immediate device
    context reference counts that may cause deadlock during game exit or when
    temporary D3D11 devices are constructed and destroyed (ie. overlay init)
  • Avoid destroying the SwapChain that Special K creates during initialization
    to setup D3D11 hooks, because poorly written ReShade addons may crash.
  • Create an IDXGIFactory2 rather than IDXGIFactory when initializing hooks to
    avoid complications from ReShade calling QueryInterface to upgrade an
    interface that SK has not yet wrapped.
  • Fixed potential deadlock in RenoDX mods, the ones that do not check for
    nullptr before dereferencing ptrs will simply have to crash until fixed.

[QoL Stuff]

  • Automatically apply anti-cheat bypass to all Hoyo games according to their
    digital certificate, so I no longer have to manually do this when they
    release a new game.
  • The option to disable the Steam overlay's rendering now also blocks it from
    installing input hooks, making it finally inert.
  • Fixed absent custom resolutions caused by a typo in the Display menu a few
    years ago...
  • Restored missing audio devices in the list of pairable display/audio output
    mappings, lost about a month ago.

[Optimization]

  • Lowered CPU overhead in D3D11 games related to third-party overlay color
    correction shader replacement when an HDR display is attached.

    State tracking for them will only occur during Present (...) calls now.

  • Further reduce performance overhead in D3D11 across the board for CPU-bound
    scenarios in games that make a lot of draw calls.
  • Optimized Get/SetMute to avoid constructing a temporary ISimpleAudioVolume
    COM object every time it is called.
  • Reduced performance overhead of the Steam and battery management sections of
    the control panel (battery overhead applies to framepacing widget too...)
  • Ignore D3D11DeviceContext Set*Resource state tracking unless the render mod
    tools window is open.
  • Added internal settings to control D3D11 state tracking for map/unmap and
    set shader resources API calls, and disabled them for a few high overhead
    games.
  • Optimized D3D11 state tracker to ignore set shader calls, and draw calls unless
    specific combinations of render mods that actually need them are active.
  • Optimized shader tracker to avoid clearing active RTV cache at the end-of-frame
    unless render mod tools window is open.
  • Optimized timer queries used by SK's shader profiler and HDR widget to suspend
    while render mod toolkit / HDR widget are not active.
  • Optimized D3D11 Stateblock Restore code to bypass invoking SK's state tracking
    hooks.

Full Changelog: SK_24_12_3...SK_24_12_27_2