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Special K v 24.11.5

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@Kaldaien Kaldaien released this 05 Nov 01:59
· 410 commits to main since this release
  • 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