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SCSKiller 1.3.4

New

- Games with Advanced Shader Delivery compile only the shaders Windows didn't already deliver.

- Games with anti-cheat get an "Always record" switch that records every launch after you confirm it once, at your own risk.

- The recorder checks a game's steam_appid.txt for VAC, and an app Steam doesn't know can be recorded in a session at your own risk.

- Settings offers the same shader cache sizes as the NVIDIA app, from 512 MB to Unlimited.

- The Library shows what SCSKiller checks by itself after an update. Those checks use at most a quarter of the RAM up to 8 GB, and a compile you start no longer waits for them.

Compiles

- On NVIDIA, Unreal Engine games with a recording compile all their pipelines again instead of leaving out a large part of them. The affected games compile once more after the update.

- On NVIDIA, Unreal games without a recording no longer compile a root-signature layout the game doesn't use.

- Unreal Engine 5.8 games such as Fortnite compile their compute shaders that use NVIDIA's extensions the way the game creates them.

- An Unreal game that is only partly readable without its AES key, such as Fortnite, compiles what it can read and says the key is needed for full coverage.

- A stopped compile on NVIDIA 621 or later is no longer replayed from the start after an update or a re-plan.

- A pipeline that crashed or hung the GPU driver stays skipped until the driver changes, and a hang before the compile's workers start no longer stalls the compile.

- Pipelines that always fail on NVIDIA (pixel shaders that set the stencil reference) are no longer compiled.

- A Plague Tale: Requiem compiles every shader combination found in its files instead of about 97%.

- Resident Evil Requiem (demo) and Dragon's Dogma 2 Character Creator compile most of their pipelines instead of about a third. Resident Evil Requiem (demo) also compiles from a shared recording made on another GPU.

- The RE4 Chainsaw Demo compiles from its own root signatures on AMD.

- DLSS games on NVIDIA such as Dying Light: The Beast can be recorded, and no game shows Not supported because of DLSS.

Handing the compile to the game's cache

- Microsoft Flight Simulator 2024 and other games whose shader delivery has no engine name take the compiled cache again instead of waiting with "Not reached yet".

- A shader cache folder moved to another drive with a junction or link is followed, and the game's page says why when it can't be.

- A compile no longer goes missing when one of the cache files is damaged or unreadable, or when a driver update comes before the game's next start.

- After a game session, the hand-off reads the game's whole cache only once a week instead of every time.

- The Library and the game's page show the hand-off's progress ("Handing the compile to the game's cache: N%"), and Clear cache stops it first.

App

- A game's coverage shows what its last compile covers, and newly found pipelines no longer lower the percentage.

- A game's page says why pipelines couldn't be compiled, and a problem report lists the top reasons.

- Compile progress keeps its total after a driver crash or hang, and estimates the time left from a stopped compile.

- The Shader layouts row no longer says DirectX 11 for a DirectX 12 game that compiles from its recordings.

- "Delete all" no longer says a compile is in progress after one has finished.

SCSKiller updates itself, or download it from scskiller.com.

SCSKiller 1.4.0-beta.2 & 1.4.1-alpha.2

Everything in 1.3.4, plus:

- Plans on NVIDIA no longer add a pipeline per shader where one pipeline covers two (ELDEN RING 39,814 to 31,773 pipelines, same coverage).

- On NVIDIA, the pipelines a stopped or failed compile created aren't compiled again after the game's plan changes or SCSKiller updates.

- Crimson Desert compiles about 98% of its shader combinations before the game's key is added, instead of 87%.

- Vulkan games compiled into Steam's shader cache compile again after Steam clears that cache, on NVIDIA and AMD, instead of looking covered. On AMD a compile no longer replays every pipeline while that cache is intact.

- DirectX 9 games say that compiling them waits for DirectX 9 support, and DirectX 10 games show as DirectX 11 (runs on DirectX 10). Games with a small launcher next to the DirectX 9 exe, such as Fahrenheit: Indigo Prophecy Remastered, show as DirectX 9.

- Games that can run on DirectX or Vulkan, such as BeamNG.drive, are recorded on whichever one they run, and BeamNG.drive is no longer marked as a 32-bit game.

- The game page shows the latest session of a game played on both DirectX and Vulkan.

- The recorder no longer refuses games that ship an unusual steam_appid.txt file.

- The "Use shared shader hashes" switch stays on the game page after you turn it off.

- The log no longer says games with AMD AGS 6 aren't recorded on AMD.

Comments

Daniel Marin

Thanks, please keep up the good work!