Releases: SpecialKO/SpecialK
Release list
Special K v 26.6.13.7
- Improved support for mods that ship as XInput1_3.dll (i.e. FFVIIHook).
- Improved VRR status detection in D3D12 games.
- Fixed potential deadlock during startup in Gothic 1 Remake.
- Removed "Show VRR Status" option from SK's Display menu; it still exists,
but if you absolutely need to turn this off, do it from SK's INI. - Added warning if Steam Input is enabled in games using Windows.Gaming.Input,
because SK implements more advanced parts of the API than Steam does, and
Steam Input will gimp SK's ability to use Adaptive Triggers, etc.
Full Changelog: SK_26_6_13...SK_26_6_13_7
Special K v 26.6.13
What's Changed
- Added automatic 'Remember this is a Game' so that users never have to open
game bar and do this manually. - Default Forza games to 'Continue Rendering' to prevent crashes in Steam version.
- Default Mina The Hollower to 120 fps cap, since it stutters at anything higher.
- Fixed support for Metal Gear Solid V.
Other Changes
- Delay Xbox Game Bar callback registration during startup by @darklinkpower in #362
- Use correct CPU count in CPU widget to prevent a crash in 32-bit by @HarukaMa in #361
- Arknights Endfield: Use NvLL_VK_Sleep detour from reflex.cpp inside slDLSSGSetOptions hook by @kisenaa in #352
- Use discord.special-k.info instead of discord.gg by @Aemony in #366
- Update Discourse link by @Aemony in #367
- Make MGSV work again. by @MapleHinata in #368
- Change CI runner to windows-2022 by @MapleHinata in #369
New Contributors
- @darklinkpower made their first contribution in #362
Full Changelog: SK_26_5_15...SK_26_6_13
Special K v 26.5.15
- Improved VRR range detection and reporting.
- Overhauled Unity Engine "Pace Game Thread" feature.
- Added support for DLSS-D (Ray Reconstruction) functionality.
- Added support for NVIDIA Smooth Motion.
- Added Smooth Motion options to the control panel's VRR right-click menu.
- Added support for Forza Horizon 6
Special K v 26.4.3.1
-
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
Special K v 26.3.18
- Improved ReShade (6.6.0+) compatibility with FarCry Primal and other games.
Full Changelog: SK_26_3_17_4...SK_26_3_18
Special K v 26.3.17.4
What's Changed
- Fix vulkan crash on NVIDIA drivers >= 595 in Arknights: Endfield by removing API hook overrides by @kisenaa in #344
- Warn when MPOs are disabled through the registry by @Aemony in #345
- Massively improved compatibility with RenoDX and ReShade 6.7.x
- Removed most warnings about RenoDX incompatibility
- Added DWM restart option and MPO enable/disable toggle to SKIF
- Fixed compatibility issues with mods that ship as XInput1_3 or XInput9_1_0
Full Changelog: SK_26_3_15...SK_26_3_17_4
Special K v 26.3.15
- Fixed several compatibility issues introduced by ReShade 6.6.0+.
- Improved detection of DLSS overrides, version, and multi-graphics API usage.
- Disable D3D11 texture caching in EverQuest now that it is no longer D3D9.
- Added updated Assassin's Creed: Shadows 1.1.7 exception memory addresses.
- Added support for fixedDeltaTime management in Unity games that use il2cpp.
- Added more customization to Latent Sync (#306, #311, #315 from Nustat).
- Added plug-in for Arknights: Endfield (#335 from kisenaa:arknight-endfield).
- Fixed compat w/ newer Yakuza (#342 from nta:fix/yakuza-2026).
- Added DLSS 4.5 presets (#330 from murmursh:dlss4.5_presets).
- Update Tales of Vesperia (#316 from Braasileiro:tvfix-latest-game-version).
New Contributors
- @nta made their first contribution in #342
- @murmursh made their first contribution in #330
- @HarukaMa made their first contribution in #322
- @VladWinner made their first contribution in #312
- @kisenaa made their first contribution in #335
Full Changelog: SK_25_12_2_5...SK_26_3_15
Special K v 25.12.2.5
HOTFIX release
- Disable il2cpp hook support in 32-bit Unity to prevent crashes in Sektori.
- Fixed missing keyboard scancodes in WM_KEYUP and WM_SYSKEYUP in Unity games.
- Update audio widget in real-time if audio device changes, and allow device
selection using a gamepad. - Fixed crash when scanning previously dumped textures using DumpOnFirstLoad.
- Block gamepad input when running two overlapping games both configured to
allow background input (the top-most of the windows is allowed access).
Full Changelog: SK_25_12_1...SK_25_12_2_5
Special K v 25.12.1
- Fixed issues in many games with Alt+Tab and stuck keys when using
'Continue Rendering' window management mode. - Automatically upgrade all low-resolution Windows timers created by
games to high-resolution on Windows 10 and newer systems. - Updated option to prevent SDL from using Alt+F4 to support SDL3.
- Added achievement management support for 32-bit GOG games.
- Added achievement reset button for Steam and GOG games.
- Improved support for idTech2 OpenGL games.
- Removed various unused INI options.
Full Changelog: SK_25_11_17...SK_25_12_1
Special K v 25.11.17
What's Changed
- Added support for Assassin's Creed: Shadows 1.1.3.
- Fixed handling of malformed PNG chunks in SKIV and Special K's HDR PNG encoder.
- Added Adaptive Tearing options and enabled Latent Sync 2x.. modes
- Added GOG Galaxy integration for achievements (64-bit only right now)
- Fixed "Block HID" option in gamepad settings applying to SK itself
- Fixed Steam-only crash in Silent Hill f
- Added achievement tracker for Steam/Epic/GOG
- Added Unity Engine tuning knobs and input overrides.
- Fixed missing rumble in many Unity engine games on PlayStation controllers.
- Allow arbitrary button selection in some Unity games using InControl.
- Added DualSense emulated motor strength customization.
- Increased injection whitelist limit from 128 to 512 games.
- Denuvo.cpp handling update by @AnubyteCode in #291
- Identify the API for Vulkan / OpenGL -> DXGI interop by @Nustat0 in #294
- d9vk double processing fix by @Kethen in #179
- Watch_Dogs: New plugin by @mochaaP in #288
- Added Adaptive Tearing options and enabled Latent Sync 2x.. modes by @Nustat0 in #152
New Contributors
- @AnubyteCode made their first contribution in #291
- @Kethen made their first contribution in #179
- @mochaaP made their first contribution in #288
Full Changelog: SK_25_9_19...SK_25_11_17