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https://github.com/Kaldaien/SpecialK/releases/tag/sk_0_10_2
0.10.3.1
https://github.com/Kaldaien/SpecialK/releases/download/debug_sessions/SK_0_10_3_1.7z
These should be the latest versions of SpecialK with 0.10.3.1 having a somewhat newer version of the 64-bit version for SpecialK64.dll
0.10.3's main archive should also have the latest SpecialK ReShade for 3.0.8 or 3.0.1337.1192 for the version number it's using here.
This should work on any DirectX 11 game through a combination of D3D11_Shaders.ini and ReShade.ini and the additional parameters SpecialK added.
[SK_D3D11]
AlternateTrigger=
ExplicitPreHUD_X=
ExplicitPreHUD_Y=
ExplicitPreHUD_Fmt=
IgnoreResolution=
PreHUDResScale=
SkipIfNoTrigger=
So if we take a release that has this set up that can be used to get some insight into how this works.
https://github.com/Kaldaien/SpecialK/releases/download/dqxi/SK_DQXI_ReShade.7z
So in D3D11_Shaders.ini there's a trigger for a pixel shader.
[DrawState.Pixel]
6d564f07=TriggerReShade
And then in ReShade.ini you have the trigger set up.
[SK_D3D11]
SkipIfNoTrigger=1
AlternateTrigger=1
The way it works is through the SpecialK and SpecialK ReShade OSD's where you would open the render toolkit and the shader viewer.
Scrolls through the pixel or vertex shaders and find the UI shader or something else that loads early such as post-process anti-aliasing (Finding the UI one might be easier though.) and then tick the checkbox here for ReShade and then save that state which is when SpecialK would write the shaders hash into the D3D11_Shaders.ini file.
A effect such as depth of field or ambient occlusion or others could then be enabled in ReShade to check if it hits the UI or skips it for verifying this is all working as intended. :)
It's somewhat more complex than ReShade itself and it's based on 3.0 and not the newer 4.0 ReShade code so it lacks some of the later additions but it has some features of it's own like this one.
I'm not the best at tutorials or explanations either but it's not super complicated but there are a few steps to the process and with the blink or draw on top or other markers in the shader toolset you can see when the HUD parts start blinking or draw in wireframe so you know which shader you are on which can then be the trigger shader.
Bit finicky and some trial and error plus setting up ReShade and it's structure is a bit different which you can also see from the Dragon Quest XI example I linked to.
Gamefolder\ReShade\GameExeName.ini that's the ReShade shader ini file for presets and also the folder for textures and shader files as well.
I haven't used the trigger system of SpecialK ReShade much myself either and until 0.10 made 4.x somewhat incompatible I was mostly using the official version and loading that so my knowledge on SpecialK ReShade isn't that great either although I know the basics but nothing too in-depth beyond. :)
EDIT: Hmm well how to say, it takes a bit of work and can be cumbersome if you haven't used these tools of SpecialK or SpecialK ReShade beforehand but it's a pretty powerful option for what it offers when it does work and once it's set up but it does take some manual work and tinkering to get it there.
Since Special K is generic as well, I wonder if Reshade could have something like that natively built in if Crosire wanted to.
Also, do you know where I can access the HDR menu in SpecialK? Like, where do I go in the menu to open the HDR config? Or what hotkey?