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翻訳の問題を報告
That's these two in DXGI.ini so one suggestion would be to see if it works if you disable one or both of these by changing =true to =false instead to skip hooking these input API's and then see if that helps with the non-responding input in the game.
[Input.Gamepad]
EnableDirectInput8=true
EnableHID=true
I'm not seeing any additional display adapters or anything either and it loads into the NVIDIA GPU starting at 1280x720 windowed mode which is probably just how the game is initialized and then it loads up to 1440x900 fullscreen.
That shouldn't be an issue though, SpecialK's OSD might be a bit large but other than that it should be OK.
I don't have a gamepad so I can't do much to help with this if that's where it might be breaking but I can suggest maybe also giving the very latest SpecialK release a try.
https://github.com/Kaldaien/SpecialK/releases/tag/sk_special_projects
(This could be a bit more split up but yeah.)
https://github.com/Kaldaien/SpecialK/releases/download/sk_special_projects/SK_Sekiro_HDR10.7z
So from SpecialK 0.10 and various releases to 0.10 Gamma and various releases and now Sekiro and all the while SpecialK's core is also gaining new improvements and additions though so far 0.10 does not have a fully "stable" or final release but the above is the very latest version for SpecialK64.dll which you can place directly in the game folder as either D3D11.dll or DXGI.dll and load that which can help, compared to 0.9.23 or what the latest was there's months of work and improvements and even for 0.10 and Gamma there's a month or two of code additions now even outside of Sekiro Shadows Die Twice specific improvements thus the recommendation to try the latest overall release and see how that goes and well eventually it should hit a stable release too but HDR is taking a lot of work and there's probably much else also needing changes and tweaks or fixes so it's probably a ways off from a full release still. :)
Oh and for the Steam overlay disabling the setting doesn't entirely disable it so you need to rename GameOverlayRenderer64.dll to say GameOverlayRenderer64_.dll or anything and then name it back to ensure it's unloaded in full.
For Uplay it's overlay64.dll which can be renamed to overlay64_.dll but I think just changing the setting also works and it keeps it almost fully unloaded but I don't have much info on how it works other than reported compatibility issues with D3D11 and some leakage and other software such as Rivatuner which might make it a issue with SpecialK as well and it's D3D11 API and hooks.
I'm also having trouble getting SpecialK to work with Assassin's Creed Origins.
Both installing the specific Odyssey DLL and the "normal" version of SpecialK cause the game to freeze after a few seconds.
I tried disabling both the Uplay overlay and the Steam overlay but it didn't help. Any ideas?
Guess this ties into some check or hit or what it detects and why Odyssey crashes periodically since I assume both use a similar method here or at least it could crash unless 0.10.1.12 or later and the posts around this now has gotten some results but I can see that being a hassle to try and sort out and then if it changes in some update.
(Monster Hunter World for one other example here I suppose.)
Still a lot I don't know about this it seems, interesting info but unfortunate to hear it's being problematic for compatibility with Special K too.
Hmm and then that probably also goes for the next game and what else Ubi might release which isn't outright using Easy Anti Cheat or likewise to block anything non-whitelisted.
They're making uPlay more and more obnoxious over time
The game and uPlay know which mix of addresses are valid, but no debugger can guess this :-\ My reaction would be to fix the import table so that all the addresses are valid, but uPlay is deliberately checking the fake import tables and if they've been patched so that the software won't crash when debugged it kills the game. That's something new that was added to uPlay recently.
Hmm sounds a bit like the early days of Valve and things like CEG although it's not entirely comparable but more than just some server side checks and ownership and release date validation with or without "middleware" such as SecuROM (EA Origin back then, Star-Force for the early Uplay years I think and then SecuROM was it?) though not exactly the same thing.
So now the client itself is a problem too then and not just things like the overlay or some smaller compatibility issues either.
Great, that's going to continue too then I would assume even if Ubi were to go entirely always online and server-side connection for the games. (Something that is happening with the sequel to Wildlands which is also confirmed as a single-player game thus far unlike the first one which had a strong emphasis on co-op.)
Hmm well it's good to know for future reference too then and things like Watch_Dogs 3, Wildlands 2 and next Assassin's Creed and what else there could be plus updates to the client and either silent or announced changes though security stuff is rarely ever announced in detail.
EDIT: And then a ticket or system similar to the app id for Steam but various other arguments and options.
But I suppose that doesn't help here with this problem.
gamelauncher_inject_pid
gamelauncher_inject_tid
Process and Title ID I assume.
And then some commands and other stuff but eh probably nothing helpful other than seeing how the client is doing and launching things but that also goes into the fully readable log files and such anyway rather than digging into the client .dll files like this.