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Releases: Kaldaien/SpecialK

debug_sessions

02 May 23:28
a90a237
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Don't permalink to anything here because it changes constantly and this is just a drop-box for troubleshooting various issues.

Always refer to GitLab for source code, I only upload binaries to GitHub ever since pirates decided to play dirty.

Special K v 0.8.50+ Releases

01 Nov 09:19
21ba76a
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Pre-release

Project source code is on GitLab

This repo exists merely due to storage limitations on GitLab and the design of my auto-update system, please use the issue tracker on GitLab or contact me on the Steam forums if you are having problems.

Tales of Vesperia "Fix" - v 0.4.6

11 Jan 21:43
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Versions 0.4.6.1+ are now in a separate TVF repository

v 0.4.6 (1/24/19)

  • Fixed Missing Modifiable Textures (i.e. Gamepad, Font, etc.)

v 0.4.5 (1/24/19)

  • Added Option to Sharpen Shadows
  • Improved Depth of Field in Dahngrest
  • Fixed Worker Thread Priority Inversion
  • Added Engine-Supplied Texture Names to Render Mod Tools

Dumped textures are still identified by data hash

v 0.4.1 (1/22/19)

  • Finished Mipmap Generation (Separate Alpha Channel)
  • Fixed Windows 7 Critical Section DebugInfo Bug (I hate that OS)

v 0.4.0 (1/21/19)

  • Add support for D311 Render Mod Tools
  • Add support for HUDless Screenshots
  • Add support for Pre-HUD ReShade

v 0.3.0 (1/16/19)

  • Fixed microstutter for good

Current solution increases CPU load slightly, I'll work to reduce that in later releases.


1/15/19: Add Mipmap Generation
1/15/19: Fix Mute / Input issues with Background Render Option
1/14/19: Added Blur, Bloom and Depth of Field Options


I encourage the following Framerate Limiter and Swapchain Settings for best Framepacing (0.3.0.2+):

20190121023132_1

ReShade Test Dump

09 Aug 11:51
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Same story as the other tag... source code is on GitLab, but these files are much too large to host there.


Almost all games require the ReShade plug-in to be loaded with Plug-In load-order in order to use this. It is also not currently possible to use this version of ReShade with the local injector version of Special K.

At application start, this will load/create a ReShade preset from Documents\My Mods\SpecialK\Profiles\<Game Profile Name>\<executable.ini> instead of the last preset used (normal behavior for official ReShade releases).

It is not possible to make changes to the Texture or Effects search path using the ReShade config UI.

  • Make those changes manually if you want a shared search path.

If Documents\My Mods\SpecialK\Profiles\<Game Profile Name>\ReShade\Textures or Documents\My Mods\SpecialK\Profiles\<Game Profile Name>\ReShade\Shaders exists, ReShade will search there (and only there) for those types of resources.

This significantly speeds up load times if you want a small set of shaders for a specific game.

Special K - v 0.9.0

21 Jan 10:30
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Release notes and source code are on GitLab as always...

Release Dumping Ground

19 Jun 23:25
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Release Notes are on GitLab

File size restrictions and legacy software design require me to host executables for auto-update on GitHub.

v 0.10.2+ Releases

18 Jun 17:13
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0.10.3 (Test):

 + Added Percentile Analysis to Framepacing Graph
 + Fixed issues with Unity games not correctly exiting due to C# CSteamworks SteamAPI nonsense.

0.10.3 has been re-uploaded without the dgVoodoo2 plug-in because that was causing anti-virus false positives.

The plug-in was never intended to be distributed together with Special K anyway... it's 100% optional and the user is expected to grab the latest version from official sources.

0.10.2.1:

 + Fixed shell32.dll hook issue in Steam client that prevented games from restarting
0.10.2:

 + Ansel is automatically disabled in games that are whitelisted (many of them should not be).

     Although I cannot reproduce any compatibility issues whatsoever with Ansel, this was the
       most economical approach to solving rampant reports of Ansel crashing games.

    -- If, like me, Ansel doesn't cause any compatibility problems on your system, you may
         re-enable it from the Help menu.

 + Memory performance data acquisition no longer uses WMI

 + Added a Compact Working Set button to the thread widget, to reduce memory overhead;

     >> The ideal use-case would be prior to switching applications to Chrome or other memory
          intensive applications.
      > I may add an option to automatically do this on alt-tab in future versions

 + Added in-game link to PCGamingWiki for any Steam game (see Help menu)
 + Added resolution scaling preferences in terms of screen % to custom ReShade
 + Added an optional background framerate limit that applies when running in the background

 + Changed name of [SK] Primary Render Thread to [GAME] ... to clear up misconceptions that it
     is a thread created, owned or managed by Special K.

 + Fixed incorrect HDR detection in some Unreal Engine 4 games
 + Fixed buffer overrun when fetching > 384 friend achievements
 + Fixed mouse cursor auto-hide feature not actually auto-hiding in most games
 + Fixed achievements not unlocking in A Plague Tale: Innocence and possibly other games
 + Fixed issue preventing EULA from showing on screen if an assertion popup was triggered first
 + Fixed unresponsive text input in Special K's console when (to-game) input blocking is enabled
 + Fixed incorrect API auto-detect in many games if run for the first time with no config file in v 0.10.1

 + Refactored a ton of code to modern C++17, from what had been mostly C++ Duct Tape compliant code.

   >> This is an ongoing process, but the codebase needs all the new language features that
        I have been neglecting or it is going to collapse under its own unmanageable weight
          at some point.

Special K v 0.10.1

03 May 00:56
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I don't remember how this stuff works. Eventually this will point to valid release info 😄.

Test memory management fixes for better UI performance

01 Sep 20:18
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I haven't had much time to test this and can't guarantee it won't crash 😞

Miscellaneous Binary Dumps

05 Sep 19:40
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Pre-release

All source code is on GitLab

Ys_Test

Initial universal D3D9 texture dumping/injection


Ys_Test2

Adds option to auto-dump on texture first load, refer to the Misc. settings tab in the mod tools window.


YSFix

Full-blown fix for always-online DRM implemented by XSeed

YS_Test4

Replaces 16-bit color rendering with 32-bit and enhances depth buffer precision (16-bit -> 24-bit)

image


YS_Test5

Expands the 32-bit color depth to all render targets and adds texture caching to speed up texture injection

A known issue exists where injected textures revert to their original version after saving a game or Alt+Tabbing, you will have to change screens in Ys 7 if this happens to you, and then the injected version will show up.


YS_Test6

Fixes all known problems with texture streaming

I have optimized multi-threaded throughput for extensive texture mods such as 99_8x_Upscale.7z, loading is significantly quicker and the texture mod tools "Reload" button works as intended.