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What is a good game to test out the HDR Retrofit and how can I ensure its active?
For example, Rise of the Tomb Raider does not automatically activate HDR when played under DX11.
I.. eh... laughed.
https://www.youtube.com/watch?v=b7UXig7_-Rg
You can use the HDR visualization option in the HDR widget to tell what's being rendered in a higher range, while the typical Fullscreen/Window resolution row will tell you whether its running in HDR or not (it will have a "(HDR)" label on it).
As for what game... eh... any D3D11 I would say?
Thanks!
Edit: okay Tomb Raider 2013 is beautiful in HDR, even when it's only HDR10 and not from a brighter monitor.
Thanks!
Also, the current WinRing0 driver on my end is configured to start automatically with Windows, and not manually. Is this by design? Otherwise I'd probably recommend starting the driver "manually" from user-space, or set up an intermediate background service (startup: manual) that all users have permission to start as other products does to circumvent invoking UAC on startup.
Edit: Also, on the subject of the EV code signing cert, I believe it suffices to have a single year one, right? It's not as if you need that level post-kernel driver compile.
As for why I have the driver setup to start with Windows. Starting / Stopping a driver service requires admin. privileges, and it would be a security vulnerability to elevate every game you launch to admin to start/stop the driver.
Things are much more secure when the driver starts with Windows and games don't have to be admin to use it. The driver cannot be tampered with while it is running, so there is zero risk of someone (i.e. idiot affiliated with r/CrackWatch) dropping a fake driver in its place and restarting a game and getting a user to start it. User would have to uninstall the driver first, and they don't have the privileges to do that without requesting it from SK's control panel.
Start/Stop was removed from the driver, there is only Install/Uninstall. I really am _that_ paranoid that some pirate shithead is going to distribute a future Special K mod w/ a modified driver and try to get their driver loaded everytime a user runs a legit game. Those people are the worst.
Linux gets D3D12 support.
EDIT:
WDDM 2.9 ??
Isn't 2004 / 20H1 / 19041.x (208 currently.) at 2.7?
Now that's a jump. :D
Also from early info the re-releases of Mafia 2 and Mafia 3 aren't too bad but they do have their issues (Several of them and both PC and console editions.) and it sounds like at least one initial later fixed problem with Mafia 3 was brought back where it upscales from 1920x1080 to any higher resolution instead of rendering to it natively.
Both are at least free for existing owners although whereas Mafia 2 definitive is a separate application Mafia 3 is just a patch doing...something.
(There's a few asset updates and changes for Mafia 2 also going from ~8 GB to nearly 40 GB and for Mafia 3 it kinda just adds the DLC but that update is still nearly 16 GB.)
EDIT: Mafia 1 or rather it's remake is also getting a much needed feature...collectibles.
And pre-order extras.
Heh.
If I were to go for a secure yet accessible approach I'd gone for something like this:
1. Rip everything related to the installation/uninstallation of the driver away from the Special K DLL files.
2. Manage the installation/uninstallation of the driver through SKIF, which should properly invoke UAC as necessary.
3. SKIF would install a background service running as the local system, but configured to start manually. Said service would be configured to allow all users to start/stop it.
4. The background service would, when started, perform validation of the provided kernel driver (could reside in the same folder as the background service) and if it was found to be OK, install and run the driver.
5. The Special K DLL files would, upon the launch of a game, check for the present of said background service and driver. If the background service was found but not the driver, it would run the background service to install the driver. If the driver was found it would assume it to be valid and use it as necessary.
6. Upon closing the game the Special K DLL files would signal the background service to stop and uninstall the kernel driver again.
Like, this serves multiple purposes:
* Rips out everything about it from the SK DLL files.
* Stops using whatever COM security hole you're using to bypass UAC.
* Handles it beautifully through UAC and SKIF.
* Proper setup that allows the Special K DLL files to essentially dynamically install/uninstall the driver as needed without invoking UAC or exploiting COM.
* No running components at all when Special K isn't being used in a game.
That fact is the tiny thing that makes its use "excusable" in those applications.
That you choses the approach you've decided upon looks to me like you're focusing on absolutely the wrong things -- and for no real gain either. It is even more surprising given the recent response to kernel drivers.
I mean, I don't even trust the WinRing0 driver as far as I can throw it, which is why I leave it uninstalled on my system basically whenever I can. To hear that you chose arguably _the least secure_ approach in that regard surprised me.
It's pretty silly to not trust the WinRing0 driver, it's open source. It should be among the most trustworthy because you can see everything that it does and because my service is stripped down this way.
DeinitializeOls
Sure the driver contains those other things, but user-mode code has to go with the user-mode service's DLL to use any of them and I stripped that thing down to just the 7 functions above. If someone wanted to do something else with the driver Special K ships, they need to write their own user-mode service that implements those and install it as a separate service.
It's much safer to just leave the thing loaded and prevent someone from dropping a different driver in its place.
https://imgur.com/a/9OxhMvq
When I get that polished, it'll help navigate save / config files in Cloud-enabled games a lot easier. Does all the hard work of substituting Game AppIDs, embedded Steam account IDs, etc. to give paths that you can actually go to.
I was absolutely horrified to see how the Steam client handles My Documents:
https://partner.steamgames.com/doc/features/cloud#3
The expansion of %USERPROFILE% to get those directories is all wrong, there's a function called SHGetKnownFolderPath that uses FOLDERID_... values. On many systems, these two things give different values and the Steam client's looking in the wrong path. I, of course, have to duplicate Steam's bug or I'm never going to find these files on a lot of systems.