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The polish release, and the first one on the STEX and sc4pac. scvk now looks over your setup when the game starts and writes what it finds to scvk.log, and serious problems also show in a dialog when the region view opens. Scrolling is lighter, and scvk stays out of the way when another driver is drawing.
Requires SimCity 4 Deluxe version 641, Windows 10 or 11 or Linux through Wine or Proton, and a graphics card with Vulkan support. With SC4RenderServices, version 0.8.3 or newer is needed.
To update from 0.4.0, replace scvk.dll in your Plugins folder. scvk.ini only gained DoctorDialog, so an existing one keeps working. With sc4pac, install aspct:scvk.
Added
- Setup checks at startup, which write to
scvk.log: another driver drawing, any plugin loaded twice, SC4RenderServices older than 0.8.3, plugins built for SC4RenderServices before 0.8, plugins missing the Visual C++ runtime, no 4GB patch, compatibility mode, launch switch andscvk.initypos, an unquoted-UserDirand unreadable lines inSC4GraphicsOptions.ini - Serious setup problems also show in the game's own dialog when the region view opens.
DoctorDialog=falseinscvk.inior-DoctorDialog:offkeeps them in the log scvk.lognames each graphics card's driver version and video memory, every DLL loaded with its version, and free address space, RAM and commit at startup and when an allocation fails-GPU:<n>picks a graphics card by its number inscvk.log, and scvk warns when a much faster card sits idle-DepthBuffer:32and-DepthBuffer:16launch options, ahead ofUse32BitDepthinscvk.ini-LiveShadows:onand-LiveShadows:off, the name scd3d11 uses now, the same as-NativeShadowMasks:replaceandoff-d:Vulkanpicks scvk for a launch, whatever scd3d11 orDriver=inSC4GraphicsOptions.iniwould choose- The setup checks tell a plugin that is a debug build from one missing the Visual C++ runtime, since only Visual Studio has what a debug build needs
scvk.lognotes a depth offset other than 0, the first time each one is asked for
Changed
- Scrolling is lighter: draws wholly outside the strip the game is redrawing are left out before their vertices are copied.
-ViewportCull:offsends them all, as before - Less work around each draw when the game repeats a matrix or texture setting it already made
- scvk stays out of the way when it isn't the renderer. With scd3d11 or the Software driver drawing, it doesn't start Vulkan, patch the game, install its fault log, change the video mode or show its setup dialog
- One Vulkan instance less at startup, since the slot the game does not use no longer makes one
Fixed
- After a lost graphics device the game is asked to upload its textures again, as its DirectX driver does
- A stalled graphics card no longer hangs the game while it saves, takes a photo or uploads textures. That read or upload is skipped instead
- A comment after a value in
scvk.ini, such asUse32BitDepth=true ; note, no longer stops the value being read - Live shadows redraw when a camera plugin changes the yaw or pitch
- Live shadows no longer force a full redraw on every scroll frame along the city's edge
- Live shadows no longer shade the backdrop beyond the city
Known issues
- Cannot be installed alongside SCGL, since both register as the OpenGL renderer
License: LGPL-2.1-or-later. See LICENSE.txt and Third Party Notices.txt in the download.
Source: https://github.com/aspctt/scvk