Releases: SpecialKO/SpecialK
Release list
Special K v 25.3.25
- Added multi-frame generation options back to Assassin's Creed Shadows
- Apply Special K's framerate limiter to FMVs in AC Shadows to fix judder
- Enabled cutscene frame generation by default in AC Shadows
Full Changelog: SK_25_3_23...SK_25_3_25
Special K v 25.3.23
- Improved ReShade compatibility in Assassin's Creed Shadows.
Full Changelog: SK_25_3_22_4...SK_25_3_23
Special K v 25.3.22.4
-
Fix missing DLSS options for RTX 4xxx and newer GPUs in Assassin's Creed Shadows
- RTX 2/3xxx users may manually set [NVIDIA.DLSS] SpoofFeatureSupport=true to
accomplish the same; beware the Frame Generation Nasal Demon.
- RTX 2/3xxx users may manually set [NVIDIA.DLSS] SpoofFeatureSupport=true to
-
Various other DLSS-related improvements in Assassin's Creed Shadows.
Full Changelog: SK_25_3_22...SK_25_3_22_4
Special K v 25.3.22
- Various DLSS, Frame Generation and Framerate Unlock improvements for Assassin's Creed Shadows.
Full Changelog: SK_25_3_20_6...SK_25_3_22
Special K v 25.3.20.6
- Added cutscene framerate unlock for Assassin's Creed Shadows
Full Changelog: SK_25_3_20_4...SK_25_3_20_6
Special K v 25.3.20.4 (HOTFIX3)
- Flag Assassin's Creed Shadows as Reflex-native even though it does
not begin generating markers for 5+ seconds, well after the time
that SK would mark the game as NOT using Reflex. - Hack to allow Native Pacing mode for DLSS Frame Generation in AC Shadows.
- Reset config to let SK's Native Pacing mode work in AC Shadows.
Full Changelog: SK_25_3_20_3...SK_25_3_20_4
Special K v 25.3.20.3 (HOTFIX2)
- Various fixes for compatibility with Assassin's Creed Shadows.
- Disabled AC Shadows' broken Reflex implementation by default.
Full Changelog: SK_25_3_20...SK_25_3_20_3
Special K v 25.3.20 (HOTFIX)
- Fixed potential infinite framerate limiter wait when VRR limiter mode is active and there is no established SwapChain yet.
Full Changelog: SK_25_3_11_2...SK_25_3_20
Special K v 25.3.11.2
-
Disable Low-Level Keyboard Hook if AutoHotkey is running before a game
is launched to avoid bugs in AHK's hook management in some games. -
Change NvAPI call failures from message boxes to log entries instead
- NOTE: NVIDIA driver 572.70 is bugged and cannot save driver settings!
-
Added support for extracting 7Zip files using RunDLL on Special K's DLL
rundll32 "SpecialK64.dll", RunDLL_Extract7Zip NameOf7ZipFile.7z
-
Always show DLSS Auto Exposure options, even if the game does not use it.
-
Uninstall low-level keyboard hooks when a debugger attaches to prevent flaky
keyboard input while debugging. -
Added support for games that have multiple instances of DLSS/DLSS-G/DLSS-D
in existence at the same time (often for menu screens / cutscenes).
Full Changelog: SK_25_3_9...SK_25_3_11_2
Special K v 25.3.9
-
Auto-load REFramework.dll in Monster Hunter Wilds so that it does not have
to be loaded as dinput8.dll and will work more stable. -
Prevent REFramework from breaking various DirectInput code that causes input
problems in Monster Hunter Wilds, provided you load it as REFramework.dll
instead of dinput8.dll. -
Disable Reflex Sleep permanently in Monster Hunter Wilds, after profiling
their Reflex implementation is so bad that it's only increasing latency.- Make sure you are using nightly build from 25/3/4 or newer of REFramework;
the only purpose for Reflex Sleep was to improve framegen pacing when
the game's anti-tamper runs every frame and REFramework removes the
frame pacing obstacle at its source.
- Make sure you are using nightly build from 25/3/4 or newer of REFramework;
-
Improved driver-forced Over The Air DLSS/DLSS-G update detection.
-
Added warning to control panel when driver-forced overrides are active.
-
Stop disabling DLSS DLL override when user supplies an invalid local DLL.
-
Ignore NVNGX when it loads an older version of DLSS than is already loaded.
Full Changelog: SK_25_3_1_1...SK_25_3_9