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Releases: SpecialKO/SpecialK

Special K v 25.12.2.5

03 Dec 02:27

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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

01 Dec 19:44

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  • 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

17 Nov 21:19

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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.

New Contributors

Full Changelog: SK_25_9_19...SK_25_11_17

Special K v 25.9.19

20 Sep 01:44

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  • Added support for Assassin's Creed: Shadows 1.1.2.

Full Changelog: SK_25_9_17...SK_25_9_19

Special K v 25.9.17

17 Sep 22:31

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  • Switched controller power-off chord to activate on button release instead
    of press, in order to prevent powering-off DualSense controllers with
    updated firmwares when users attempt to press+hold PlayStation+Triangle
    for 3 seconds to pair the controller to a different device.

  • Added INI setting to control whether the Windows kernel's timer resolution
    is set to maximum supported for the game's process.

    • The is generally no reason to turn this off, other than testing if the
      improved timer resolution is the reason for a game's performance boost.

    [FrameRate.Engine]
    UseMaxTimerResolution={true|false} Default=true (for obvious reasons)

  • Ignore bug in NVIDIA Streamline in Borderlands 4 that causes it to
    try to set the wrong HDR colorspace (scRGB) for HDR10.

  • Apply XInput deadzone to XInputGetStateEx (...) function for engines
    using SDL or Unity, since they do not use the documented XInput API...

  • Disable OpenGL hooks in Unity engine games, since Unity loads the DLL,
    but does not actually use GL and the GOG overlay has compatibility
    issues in GL.

  • Fixed change made in 25.3.5.1 to address REFramework DirectInput8 input
    issues, that was affecting non-CRAPCOM games (i.e. Hollow Knight).

  • Apply the "NoDrawOverlay" option in [Steam.System] to all platform
    overlays (except Game Bar).

  • Removed mode option from DLSS Frame Generation "Native Pacing".

  • Add the GOG Galaxy overlay back to the internal blacklist in OpenGL.

  • Allow various DLSS Frame Generation settings to be configured when
    DLSS Frame Generation is active but not DLSS Super Resolution.

  • Slightly reduced render latency in VRR Optimized mode in D3D11 games,
    by ensuring all commands before SK draws its overlay are flushed in
    advance, and then again after SK draws its overlay before any
    third-party overlays draw theirs.

  • Ignore Keyboard/Mouse Hooks installed by the GOG overlay.

  • Enumerate HID device files that SK's CreateFile{A|W} hooks miss after
    15 drawn frames instead of during initialization.

  • Apply platform detection to Local Injection also...

  • Make the Ctrl+Shift+Backspace keybinding for toggling SK's Control Panel
    a standard configurable keybinding.

    • The binding can be edited under Input Management | Keyboard.

Full Changelog: SK_25_8_30_2...SK_25_9_17

Special K v 25.8.30.2

30 Aug 02:44

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  • Query the NVIDIA driver setting for ReBar before installing NvAPI hooks,
    to prevent rare race conditions in 32-bit application init.
  • Download achievement lock/unlock icons for non-Steam games.
  • Augment non-Steam games with achievement rarity info from Steam.
  • Add in-game Player Count to bottom of SK's control panel for Epic/GOG/Xbox.

Full Changelog: SK_25_8_28_2...SK_25_8_30_2

Special K v 25.8.28.2

29 Aug 02:19

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Special K v 25.8.28.2 Pre-release
Pre-release
  • Added tooltip to Composed Flip / VRR Inactive status to list possible
    applications that are to blame (because they cover the game window).
  • Automatically hide the new Discord overlay to prevent it from breaking VRR.
  • Fixed Bilinear -> Anisotropic texture filtering overrides in D3D11.
  • Fixed potential rounding errors in Latent Sync's scanline timing calculation.
  • Removed Latent Sync's anti-roll feature.
  • Improved "Multitasking-on-Top" mode on multi-monitor systems.
  • Handle new versions of DLSS that do not support Presets A,B,C,D,E.

Full Changelog: SK_25_7_8_4...SK_25_8_28_2

Special K v 25.7.8.4

10 Jul 20:49

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Special K v 25.7.8.4 Pre-release
Pre-release
  • Extended support for VRR status monitoring and AutoVRR framerate limiter
    optimization to cover AMD and Intel GPU owners.

  • VRR status text now identifies the active display tech between NVIDIA G-SYNC,
    AMD FreeSync, VESA AdaptiveSync and HDMI Forum VRR.

  • Added VRR Range and LFC status to the VRR section of the Control Panel.

  • Hide Special K's overlay and block gamepad input to games when the Xbox
    GameBar is open and "redirecting input."

  • Clamp HDR retrofit alpha in scRGB to [0,1], as it would never have values
    outside this range in SDR.

  • Added SKIV to the set of applications that SKIF will disable the
    GeForce Experience overlay for.

  • Fixed missing lighting in Star Wars: Jedi Survivor due to incorrect resource
    dimensions in call to ID3D12GraphicsCommandList::CopyResource (...).

  • Improved window layering (Always-on-Top) overrides when "Continue Rendering"
    is used in NVIDIA Vk/DXGI Interop-based games.

  • Workaround various SDL3 bugs.

  • Merge pull request #281 from miguelkmarques:ac-shadows-1-0-6-support

    • AC Shadows 1.0.6 Support (exception addresses updated).
  • Eliminate small hitch when opening SK's Control Panel.

  • Improved thread-safety on VRR VBlank counter thread during SwapChain resize.

  • Added additional debug logging, thread-safety and 32-bit OS fixes to SKIF.

  • Added warning if user tries to set a non-native Fullscreen Exclusive res.
    while Special K's "Fake Fullscreen" mode is active, since it will fail!

  • Added INI option to force DirectStorage games to use the GPU if they initialize
    DStorage queues without a D3D12 device.

    • This brings back HW accelerated texture streaming to Monster Hunter: Wilds

    [Render.DStorage]
    UseDummyD3D12DeviceIfNeeded={true|false} Default: true

    • In many games, DStorage is initialized before graphics / windows are init.
      so it may be necessary to use local injection for this feature.
  • Added tooltip to PlayStation controller latency measurement when Bluetooth
    controllers are in read-only (DirectInput compatibility mode) explaining
    why latency measurement is not possible.

    • Controller will be removed from read-only mode if a game uses rumble, if
      "Always Enable Full Capabilities" is selected, or if other software
      (e.g. Steam Input) disabled it after powering-on the controller.
  • Favor system registry cached EDIDs over extracting them from HW using NvAPI.

    • NOTE: Current versions of CRU cause corruption on edited EDIDs for
      displays with more than 256-bytes of EDID (i.e. AW3423DW).

      Problem has been reported and should be fixed soon.

What's Changed

New Contributors

Full Changelog: SK_25_6_20_1...SK_25_7_8_4

Special K v 25.6.20.1

20 Jun 06:13

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  • Uncap internal controller polling rate limit (500 Hz) in libScePad games
    (that use libScePad.dll, as opposed to static linking) in order to correctly
    support DualSense Edge's full capabilities (1 kHz native) on PC.
  • When a game turns Reflex Low Latency + Boost mode on and enables Boost using
    Latency Markers, SK will now use that as the default override setting.
  • Added proper handling of Ray Reconstruction in Vulkan games.
  • Prevent altering window layering (always-on-top) in DOOM: The Dark Ages to
    workaround window management bugs merged from Indiana Jones' idTech code.
  • Added detection and automatic removal of 500 Hz polling rate limit in games that
    statically link to libScePad (i.e. DOOM: The Dark Ages).
  • Fixed various issues with SK's Drag-n-Drop handler initialization failing
  • Added support for loading D3D11 texture mods by dragging a file from one
    location on disk (or straight from 7-zip) to the game winodw, rather than
    the only previously supported method (download-by-dragging-URL).
  • Added INI option to disable SK's "Drop Handler," in case a game or
    more likey, an emulator, actually relies on this functionality.
    [Window.System]
    AllowDragNDrop={true|false}  Default: true; prevents game's normal handling
  • Disable explicit wait on Vulkan Reflex semaphore in DOOM: The Dark Ages; the
    engine is now waiting on the semaphore on its own like it is supposed to.
  • Auto-detect Vulkan native games (on first call to vkCreateInstance (...)) and
    offer to enable Vulkan Bridge if the user is running an NVIDIA GPU.
  • Workaround new issues in DOOM: The Dark Ages window management and Reflex
    related to creating / resizing windows.

Full Changelog: SK_25_6_5...SK_25_6_20_1

Special K v 25.6.5

06 Jun 20:24

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  • Fixed DOOM The Dark Age's non-functional Reflex implementation
  • Added Reflex PC Latency markers for all Vulkan-native software
  • Fixed support for A Plague Tale Requiem; broken by 25.4.1
  • Added support for Vulkan Reflex in 32-bit games
  • Auto-enable Vulkan Bridge when DXVK is active on NVIDIA systems for HDR support
  • Updated Assassin's Creed: Shadows plug-in to support cutscene framegen in 1.0.5
    (Thank you @miguelkmarques)

What's Changed

New Contributors

Full Changelog: SK_25_5_15_1...SK_25_6_5