SCSKiller 1.3.3 & 1.4.0-beta.1 (Patreon)
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SCSKiller 1.3.3
Compiles keep their progress when the GPU driver crashes or hangs, and no longer get stuck at Compiling. Shared shader hashes now pool across PCs. Plus fixes for Gears of War: E-Day, and for God of War Ragnarök and Cyberpunk 2077 on AMD.
Shared shader hashes (for supporters with "Download shared shader hashes" on)
- Every install of the same game build now adds to one shared set and downloads it, instead of most PCs getting a set of their own. A recording you shared before is shared again once, within 7 days.
- A damaged shared download no longer makes a game compile fewer pipelines than its own recording holds.
- On NVIDIA, pipelines this PC recorded compile with the game's own NVIDIA settings, not another player's, so a rebuild after a download no longer compiles them all again.
Compiles that stop or get stuck
- A compile stopped by a game starting or by GPU driver crashes and hangs keeps its progress. Compiling again goes on past the spot where the driver kept failing.
- A compile keeps going past pipelines that crash the GPU driver instead of stopping after a few hundred of them, such as on older AMD cards. The progress shows how many were skipped so far.
- A compile no longer stays at Compiling forever when the GPU driver or a ReShade add-on hangs. It ends with an error instead.
- Pipelines skipped past such a spot no longer count as crashes, and a partly compiled game's status counts driver crashes apart from refusals.
- A compile of a very big plan, such as Marvel Rivals with all its shader combinations, no longer fails after about 3 minutes.
- On NVIDIA, compiles with "Download shared shader hashes" on no longer stop on driver crashes in the community's ray tracing pipelines.
Games
- On NVIDIA, part of Gears of War: E-Day's compiled pipelines now match the ones the game uses.
- On AMD, God of War Ragnarök's compile reaches the game's own driver cache instead of showing Not compatible.
- On AMD, the recorder installs in Cyberpunk 2077 again after the game's latest update.
- Call of Duty: Modern Warfare (2019), Call of Duty HQ and Warzone on Steam count as games with anti-cheat, also when added by hand, and the recorder is taken out of them.
- The recorder works in Dragon's Dogma 2 Character Creator again, instead of turning itself off as "not signed by SCSKiller".
- On AMD, a game that registers its own app name with the driver compiles for it again.
- Older Unreal Engine 4 games such as ABZÛ, Little Nightmares and Styx: Shards of Darkness no longer fail with "outgrew its memory limit" while reading their shaders.
- On NVIDIA, DLSS games such as Resident Evil Requiem and Star Wars Outlaws can be recorded. Next to the recorder, SCSKiller adds a small winmm.dll, version.dll or dinput8.dll that loads it before DLSS does, never in place of a mod's file.
- Ubisoft Connect games no longer close at start with the recorder on, and Before and after times their frames.
- On AMD, Resident Evil Village and other RE Engine games leave out the pipelines whose two shaders don't fit together, which the driver refused.
ReShade and RenoDX
- Games with anti-cheat compile through their ReShade and RenoDX too, as other games do.
- Reinstalling the same ReShade or RenoDX files no longer asks for a new compile.
Faster
- On NVIDIA, a rebuild after a launch that still compiled some new pipelines compiles only those, instead of every pipeline again, such as in Borderlands 4.
- Compiling again on the same driver after a stopped and continued compile leaves out what its last part compiled, and putting it into the game's Windows shader cache takes seconds when that cache already holds it.
- On NVIDIA, SCSKiller no longer checks the whole Windows shader cache again at start while the game hasn't changed it. With a cache of about 100 GB that took up to an hour.
Fixes
- No more crash at start on NVIDIA PCs whose driver lists its files without their folder.
- SCSKiller no longer closes when it can't read a cache size in the background.
- Clicking a SCSKiller notification while SCSKiller runs no longer closes it.
- On NVIDIA from driver 621.01, a game moved to another folder or drive keeps its compiled shaders.
- Clear cache on a game's page deletes its Windows shader cache on every driver.
- On NVIDIA, "The compile didn't help" clears once a later launch shows the compile in use.
- A game whose files hold no shaders SCSKiller can compile says so on its page.
- When the recorder can't go into a game, for example because Windows Security removed one of its files, the game's page says why.
- On AMD, compiling a DirectX 11 game no longer leaves an unused DirectX 12 shader cache file.
- After a compile, saving the driver's cache, finishing up and copying the cache to the game's folder show as their own steps with their progress and time, instead of sitting at 100%.
- Frame times are measured with OptiScaler or another mod installed as dxgi.dll in the game's folder.
- Frame times are measured with FSR mods that replace or rename the game's FSR file, such as HelixSR.
- The recorder steps aside from frame generation's swap chain (AMD FSR, DLSS through Streamline) and stops overlays from looping through it.
- Before and after measures the game's rendered frames with frame generation on: DLSS frame generation (such as Resident Evil Requiem), FSR frame generation and OptiScaler's own frame generation, also in Ubisoft Connect games.
- After updating from 1.3.0, app.log says why the first compile runs every pipeline again.
- On NVIDIA, a compile from SCSKiller 1.3.1 whose result never reached the game's own shader cache, because SCSKiller closed while copying it, is copied there when SCSKiller starts. Clear cache also removes a copy still waiting to go in.
- A recorder from an older SCSKiller version found in a game with anti-cheat no longer turns that game's recorder on.
- When the recorder doesn't run in a game, for example because of anti-cheat or a changed game, nothing of it stays active in that game.
- 32-bit games show that they aren't supported yet, and the recorder no longer goes into their folder.
- A folder you add no longer lists programs that aren't games (like Telegram Desktop), which could pause the compile while they ran.
- A game recorded at several texture filtering settings no longer compiles every pipeline again for each of them. A compile takes the setting the game uses and one other, and the game page counts those pipelines too.
SCSKiller updates itself, or download it from scskiller.com.
SCSKiller 1.4.0-beta.1
For every supporter on the beta channel. Everything in 1.3.3 above, plus everything new since 1.4.0-alpha.3:
New
- Games that load ReShade and RenoDX through Special K compile through that ReShade and its add-ons. When SCSKiller can't tell which ReShade Special K loads, the game's page says what to change.
- Automatic compiles can start right away instead of waiting for the PC to be idle, after a driver update or when a game exits with new shaders.
- On NVIDIA, DirectX 11 games can show the frame-time graph during regular play. "Record in all compatible games" turns it on for them.
- The Cache page shows the driver cache with its limit, and on NVIDIA 621.01 and later the Windows shader cache and the total.
- A game's page can turn off "Use shared shader hashes" for that game alone.
- The compile queue has a "Move to bottom" button next to "Move to top".
- The game page has an "Open folder" button that opens the detected exe's folder with the exe selected.
- A game with an AES key has "Change AES key" and "Remove AES key" on its page.
- The Cache page shows each installed game's icon on its row.
- The Before and after image shows the SCSKiller version and the GPU driver version in its corner.
Compiles
- On NVIDIA, the compile size limit on a game's page works. The compile leaves out the pipelines least likely to be used, and the pairings a game ships or a recording holds compile first, so a size-limited Gears of War: E-Day compile keeps them.
- A compile on a GPU driver that crashes on a large share of the pipelines stops after about a thousand of them instead of restarting for days. Compiling again continues past them.
- A game that switches between DirectX 11 and 12 keeps both compiles.
- With "Download shared shader hashes" on, a game whose shared recording only partly matches also compiles the shaders nobody recorded yet.
- A compile that waits says why.
- Compiles are refused while the NVIDIA shader cache is turned off, and the game page says how to turn it back on.
Games
- Games with Advanced Shader Delivery say Windows already delivered part of their shaders and SCSKiller compiles the rest.
- Marvel Rivals' first compile estimates its cache from what it measured on other PCs.
- A Vulkan game whose launcher starts its renderer from a subfolder is detected as Vulkan, and the recorder reaches it.
- DirectX 9 games such as Half-Life 2 show that they aren't supported yet.
Fixes
- A recording near its size limit keeps recording the session's new shaders.
- A DirectX 11 game's last session counts its stutters instead of saying it had none from shader compiles.
- A game's Disk space counts only the driver cache it and its last compile use. The Cache page lists the rest under Earlier SCSKiller compiles.
- Open folder on the Cache page opens the game's own cache folder.
- At 100% coverage the game page says why "Found in the game files" counts more than "Shaders in the game".
- A Vulkan recording session in a game with anti-cheat no longer says the game ran as administrator when SCSKiller couldn't tell.Update from the app, or download it from this post.