STEAM GROUP
Special K - "Kaldaien's Mod" Special☆K
STEAM GROUP
Special K - "Kaldaien's Mod" Special☆K
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 This topic has been pinned, so it's probably important
Kaldaien Apr 29, 2017 @ 3:50pm
Special K - v 0.8.65 [Legacy Release] - (1/15/18)
Release Note History (in lieu of documentation)
I am too busy experimenting to write proper long-term documentation... :pointless:
    You may find useful pseudo-documentation here[gitlab.com]

Releases
    Branch=Latest
      1/15/18
      v 0.8.65[github.com]Improved Startup Performance
      1/14/18
      v 0.8.64[github.com]Fix missing overlay in D3D11
      1/13/18
      v 0.8.62[github.com]DirectInput 7 Support + More OpenGL stuff
      1/9/18
      v 0.8.61[github.com]More OpenGL Improvements
      1/5/18
      v 0.8.60[github.com]Improved OpenGL and Global Injection Support
      1/2/18
      v 0.8.59[github.com]Steam Common Redistributable Disposal
      1/1/18
      v 0.8.58[github.com]Happy New Year
      12/21/17
      v 0.8.57[github.com]Improved Steam Controller Support
      12/19/17
      v 0.8.56[github.com]Fix Handle Leak in Applications Blacklisted from Injection
      12/18/17
      v 0.8.55[github.com]RivaTuner Statistics Server Compatibility
      12/15/17
      v 0.8.54[github.com]Improved OKAMI HD / 大神 絶景版 shader modding
      12/2/17
      v 0.8.52[github.com]32-bit Injection Compat Fix
      11/3/17
      v 0.8.50.4[github.com]Enhanced Framerate Limiter + D3D11 Texture Reload
      10/2/17
      v 0.8.46[github.com]Fix config for Steam games with non-Latin names
      9/29/17
      v 0.8.45[github.com]D3D9 Texture Injection Optimization
      9/23/17
      v 0.8.44[github.com]Denuvo Activation Management (Steamworks only)
      9/18/17
      v 0.8.43[github.com]Divinity: Original Sin 2 Optimizations
      9/5/17
      v 0.8.41[github.com]File | Exit
      9/3/17
      v 0.8.39[github.com]D3D9 Shader Mod Tools + Clothing Optional
      8/31/17
      v 0.8.37[github.com]Preliminary Native Steam Controller Support
      8/27/17
      v 0.8.36[github.com]First Anniversary Release
      8/7/17
      v 0.8.33[github.com]Multi-colored graph widgets
      7/23/17
      v 0.8.26[github.com]G-Sync Status in OSD
      7/20/17
      v 0.8.25[github.com]Many fixes for Mouse Effect: Agh! and ReShade.
      7/15/17
      v 0.8.24.3[github.com]Multi-threaded Rendering / TexCache Fixes
      7/11/17
      v 0.8.24[github.com]Final Fantasy 8 (Preliminary DirectInput 7 Support)
      7/9/17
      v 0.8.23.1[github.com]Streamlined SKIM64 Experience
      7/8/17
      v 0.8.22.8[github.com]Fairy Fencer AD Middleware License Fix
      7/2/17
      v 0.8.21.3[github.com]SKIM Replaces inject.bat / uninject.bat
      7/1/17
      v 0.8.20[github.com]Compatibility Updates
      6/21/17
      v 0.8.19[github.com]Compatibility Updates
      6/21/17
      v 0.8.18[github.com]Improved Version Management
      6/20/17
      v 0.8.17[github.com]Auto-Update
      6/19/17
      v 0.8.16[github.com]In-game fullscreen toggle added to D3D11
      6/18/17
      v 0.8.15[github.com]Compatibility Menu (HOLD Ctrl + Shift at game start)
      6/16/17
      v 0.8.14[github.com]DirectDraw Support + New Injection Menu
      6/11/17
      v 0.8.13[github.com] D3D11 Texture / Shader Modding
      5/16/17
      v 0.8.12[gitlab.com] { No Auto-Update Support Yet }


Test Releases
    Branch=Testing
      12/13/17
      v 0.8.53.6[github.com]Dbghelp.dll changes for League of Legends Compat
      11/29/17
      v 0.8.52.1[github.com]Global Keyboard Macros
      11/23/17
      v 0.8.51[github.com]World of Final Fantasy Compatibility
      10/28/17
      v 0.8.49.2[github.com]Custom ReShade supports wrapper DLLs + Global Injection Whitelist
      10/5/17
      v 0.8.47.5[github.com]D3D11 Shader State Profiles
      9/3/17
      v 0.8.40[github.com]XInput Slot Reassignment
      8/14/17
      v 0.8.35[github.com]Improved D3D11 Texture Mod Support
      8/10/17
      v 0.8.34[github.com]Custom ReShade Support

      8/6/17
      v 0.8.32[github.com]Steam Game Profiles No Longer use <appname.exe>
      8/5/17
      v 0.8.31[github.com]Added Gamepad Input Support to Widgets
      8/2/17
      v 0.8.30[github.com]Fixed DDRAW and D3D8 API Wrapping
      8/1/17
      v 0.8.29[github.com]Improved UI Widgets
      7/29/17
      v 0.8.28[github.com]Increased Log/Config/Startup Performance
      7/27/17
      v 0.8.27[github.com]OSD Widgets
Last edited by Kaldaien; Feb 10, 2018 @ 10:43am
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Showing 5,611-5,625 of 8,295 comments
Aemony Oct 31, 2017 @ 12:37pm 
Originally posted by Kaldaien:
Yeah, that's not good. A perfect engine would be at 98-100% :)

Said person has a CPU bottleneck, but probably doesn't realize it.

No, no. He's complaining that it's too high, and want the GPU usage lowered of all things...

>____________<

The guy actually seemed to view a high GPU usage as a sign of a badly optimized game...
Kaldaien Oct 31, 2017 @ 12:54pm 
Originally posted by Aemony:
Originally posted by Kaldaien:
Yeah, that's not good. A perfect engine would be at 98-100% :)

Said person has a CPU bottleneck, but probably doesn't realize it.

No, no. He's complaining that it's too high, and want the GPU usage lowered of all things...

>____________<

The guy actually seemed to view a high GPU usage as a sign of a badly optimized game...
I know, actually. That's what I thought was funny about the whole thing. In an ironic way, that number does represent a problem, but not the one the user was thinking.
Knurek Oct 31, 2017 @ 1:29pm 
I'd disagree constant 98%-100% utilization of a GPU is a good thing.
Origins is one thing, but I wouldn't want a 2D Unity game to behave like this.
Also, depending on the state of your cooling solution, you can easily fry your system with performance metrics like these.
(I like when games I play don't engage my GPU fan)
Ezodagrom Oct 31, 2017 @ 1:31pm 
Originally posted by Knurek:
I'd disagree constant 98%-100% utilization of a GPU is a good thing.
Origins is one thing, but I wouldn't want a 2D Unity game to behave like this.
Also, depending on the state of your cooling solution, you can easily fry your system with performance metrics like these.
(I like when games I play don't engage my GPU fan)
When the framerate is unlocked, constant 98%~100% GPU usage is a good thing.

Of course when the framerate is locked, let's say, to 60fps, GPU usage wouldn't be that high (depending on the game and GPU, of course).
Last edited by Ezodagrom; Oct 31, 2017 @ 1:32pm
Erebus Oct 31, 2017 @ 1:32pm 
Originally posted by Knurek:
I'd disagree constant 98%-100% utilization of a GPU is a good thing.
Origins is one thing, but I wouldn't want a 2D Unity game to behave like this.
Also, depending on the state of your cooling solution, you can easily fry your system with performance metrics like these.
(I like when games I play don't engage my GPU fan)
Most hardware thermal throttles and has various protections in place. You'd have to do something insanely stupid to fry out non-defective hardware within it's useful lifetime.
Aemony Oct 31, 2017 @ 1:55pm 
Also, remember that 100% GPU usage in a game doesn't generate as much heat as, say, running a Furmark stresstest. Both sees 100% GPU usage, but the latter pushes the components in a synthetic way specifically designed to push the temperatures into overheat.


Originally posted by Erebus:
Most hardware thermal throttles and has various protections in place. You'd have to do something insanely stupid to fry out non-defective hardware within it's useful lifetime.

I remember when GPUs/CPUs had none or extremely lackluster thermal throttling protections. It made OC'ing components a lot more advanced than it is today. Nowadays all GPUs include automatic "OC'ing" up until the card hits the specified thermal threshold where the throttling begins. Most you might have to do is to change the upper power limit of the card from 100% to 120% in Afterburner, and the card will take care of the rest.

AMD's Extended Frequency Range on their Ryzen CPUs sounds like the first step towards a similar automatic "OC'ing" solution for CPUs.
Kaldaien Oct 31, 2017 @ 4:20pm 
Originally posted by Knurek:
I'd disagree constant 98%-100% utilization of a GPU is a good thing.
Origins is one thing, but I wouldn't want a 2D Unity game to behave like this.
Also, depending on the state of your cooling solution, you can easily fry your system with performance metrics like these.
(I like when games I play don't engage my GPU fan)
All games will behave like that if you take throttling out of the equation.

If they don't hit 98-100% without framerate limiting, then there's an artificial framerate limit in place and that is a bottleneck in the engine :) It could be using the API the wrong way, it could be polling a controller that's not connected, it could be anything, but if you're not able to saturate that much of your GPU, your game's borked.
Aemony Oct 31, 2017 @ 6:46pm 
I really like Destiny 2 so far (haven't finished the story yet) although the lack of a voiced and/or named protagonist gets on my nerve constantly. Half-Life 2 did the silent protagonist really well, Destiny 2 doesn't. It's constant roundabout references to my character.

"Vaunted Guardian" this, "The Guardian you can't shut up about" that, "Our favorite Guardian" etc.

It's annoying, especially when they pretty much do it directly in your face and all your Guardian can do is silently stare at them, maybe nod once or twice. I understand the reasoning behind the decision, but I can't help but wonder if a better solution doesn't exist.

They're obviously trying to reference the player directly in an attempt to make him or her feel important in the story, but the way they're "indirectly directly" referencing the player is just weird and annoying after the first few times.

Bungie should've thrown in a few lines of text that players could choose between to "say" to the other characters. They didn't even have to be voiced, just something to "give voice" to the character of the player and allow them to actually interact with the other characters of the story. Throw in the typical BioWare illusion of choice[i.imgur.com] and you have a more immersive storyline where the player can interact more than just point and shoot, with the only caveats a few additional voiced lines from the voice actors of the other characters.
Kaldaien Oct 31, 2017 @ 9:48pm 
Oh man, that's trippy. I was trying to address some more video capture issues and I managed to hook D3D11 swapchain presentation in such an order that my overlay is drawn over top the Steam overlay.

You never give much thought to this, but the Steam overlay bends over backwards to try and be the very, very last thing drawn to screen (thus on top of everything else). It's pretty important for it to function correctly. With this change, the Steam overlay is blocking input to Special K, but Special K is drawn over top the overlay. That never stops being confusing :)
😎Macula😎 Oct 31, 2017 @ 10:01pm 
Originally posted by Kaldaien:
Oh man, that's trippy. I was trying to address some more video capture issues and I managed to hook D3D11 swapchain presentation in such an order that my overlay is drawn over top the Steam overlay.

You never give much thought to this, but the Steam overlay bends over backwards to try and be the very, very last thing drawn to screen (thus on top of everything else). It's pretty important for it to function correctly. With this change, the Steam overlay is blocking input to Special K, but Special K is drawn over top the overlay. That never stops being confusing :)
So in other words it doesn't know if it's going to be on top or down xP
Kaldaien Oct 31, 2017 @ 11:26pm 
@JBeckman: Gotcha, thanks. I'll see if I can work out a fix for that game :)

I'm planning a new release sometime soon:

0.8.50 + Corrected ReShade's SMAA shader so that edge-detection when using depth respects the "upside down" pre-processor definition. + Fixed the ability to drag ReShade effects to change their order + Added options to block Keyboard / Mouse input to games, to prevent them from changing input icons if you don't want that. + Added Alt + F4 Confirmation Dialog for games that usuually block Alt+F4 + Made ReShade Shim Loading a bit more sane >> (d3d11, d3d9 and GL DLLs are dynamically generated on first load) + Added D3D11 Texture Mod Reload Support

Hopefully I'll roll whatever fix is necessary for that game into 0.8.50.


-------------


Oh, wow...... yeah, you weren't kidding. That is some obnoxious flicker :)
Last edited by Kaldaien; Oct 31, 2017 @ 11:43pm
Kaldaien Oct 31, 2017 @ 11:37pm 
Funny thing about the Unity engine... about half way through rendering a frame, it switches to rendering everything upside down. It's not actually upside down from start to finish like you (or at least I) would have thought initially.

I was going crazy trying to fix upside down issues with the depth buffer in MXAO and SMAA. I'm well aware there's a feature to do this. I wasn't aware that feature only applies to the MXAO shader :P So I had correctly oriented MXAO and upside down SMAA for the longest time and couldn't figure out what the hell was going on. I found if I triggered ReShade earlier in the frame, I could get a correct upside depth buffer, thereby fixing SMAA but breaking MXAO, lol.

The shader just needed a good fixing.
Aemony Nov 1, 2017 @ 12:29am 
I really want to use SK in Destiny 2. The frame rate and ReShade features could be really useful in that game.


+ Added Alt + F4 Confirmation Dialog for games that usuually block Alt+F4

I assume this is only for games that normally don't respond to Alt+F4 ? When I hit Alt+F4 I expect my games to quit immediately. I don't expect nor want a confirmation dialog myself :)
Last edited by Aemony; Nov 1, 2017 @ 12:29am
JBeckman Nov 1, 2017 @ 12:53am 
Yeah, some games block certain input keys or stuff like WIN, ALT, CTRL and such. :)

EDIT: Phew I'm glad I wasn't the only one affected by whatever the game does, some effects are probably a bit low-res owing to the games age but I don't think it's related to the OSD issue here (And while there's not too many shaders it seems a lot is reliant on vertex instead of pixel, per-vertex perhaps as a faster method in older titles?) Anyways it made using the SpecialK OSD a bit difficult and it made using shader selection and such a bit harder too ha ha.

Zwei-2 just to clarify for those reading this posts, game uses DX8 and DX9 similar to some of Nihom Falcom's earlier games and SpecialK while compatible has some flicker artifacts when used with the game. :)


EDIT:
These older RPG's have a certain charm and while XSeed's localization isn't always perfect they put in a lot of work and effort plus the support these games receive whenever possible.

Smaller team though, can't fix every game and they only license games they have a interest in. (And within budget, at least initially though recently they've expanded a bit it would appear.)


I think one of their blog posts also mentioned the game being one of the last before Nihom Falcom moved to bigger budget and full 3D games with more extensive voice acting though it's still a pretty big game even for a dungeon delver with a lot of unique characters.
Last edited by JBeckman; Nov 1, 2017 @ 1:22am
Kaldaien Nov 1, 2017 @ 2:28am 
Originally posted by Aemony:
I really want to use SK in Destiny 2. The frame rate and ReShade features could be really useful in that game.


+ Added Alt + F4 Confirmation Dialog for games that usuually block Alt+F4

I assume this is only for games that normally don't respond to Alt+F4 ? When I hit Alt+F4 I expect my games to quit immediately. I don't expect nor want a confirmation dialog myself :)

Yes, this is only for games that normally prevent that key combo from working. There's an option now (per-game) of having Special K trigger the exit procedure in these games with that key combo. It's basically File | Exit, but faster.

Since said game's behavior is normally to prevent Alt+F4, the only sensible way to approach this is to make an optional confirmation dialog. If you opt-in to this feature, you get a confirmation the first time you do it and you can decide whether to confirm future exits the same way.
Last edited by Kaldaien; Nov 1, 2017 @ 2:29am
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