SCSKiller 1.4.2 (Patreon)
Content
Thanks to every backer for your support and testing. You made this first stable release of 1.4 possible, with a lot of changes and new features since 1.3.4, the last 1.3 stable.
Traversal stutter fix (experimental):
On Windows, SCSKiller can now reduce the big stutters when a DirectX 12 game streams in a new area. It's experimental. SCSKiller asks you once after the update whether to turn it on, and you can change it any time in Settings or for one game on its page. It works in games with the recorder, also with OptiScaler and HelixSR, and it's recommended for GPUs with more than 8 GB of VRAM.
Here are the highlights from the alphas and betas:
New
- A new app on Windows, the same as on Linux. Your settings, games and shortcuts stay as they are.
- An experimental traversal stutter fix for DirectX 12 games, also with OptiScaler and HelixSR, off until you turn it on in Settings or on a game's page.
- Vulkan games are recorded while you play and compiled on NVIDIA and AMD, from Steam and every other store. On NVIDIA, Vulkan games from Steam such as No Man's Sky compile from Steam's shader cache without a recording.
- SCSKiller on Linux, as an AppImage: Steam games under Proton (DirectX 11 ones too on NVIDIA), the Flatpak Steam on NVIDIA, Heroic and Lutris games.
- Before and after works for Vulkan games, and its image shows the SCSKiller and driver versions.
- Godot 4 games on DirectX 12 compile from their recording, and Godot 4 on Vulkan compiles like other Vulkan games.
- Unreal Engine 4 games that write their own pipeline cache compile without a recording on AMD.
- A game's page lets you choose its exe when SCSKiller picks the wrong one, and has an Open folder button.
- Compile new games automatically (Settings, off by default), HDD mode per drive, and Leave out a folder or a whole drive.
- The compile shows when it started, and a notification tells you when a compile you started finishes.
- The mouse's back and forward buttons move between pages, and About lists the problem reports you sent.
- Starfield Luma and Luma add-ons for DirectX 11 games ask for a new compile, which runs through Luma.
- The Before and after countdown shows in the game with frame generation on (DLSS Frame Generation and FSR 3), with HDR, beside the Steam, Ubisoft Connect and RivaTuner overlays, and in DirectX 12 Ubisoft Connect games.
- Warhammer 40,000: Space Marine 2 is supported. It compiles from a recording. The game contains anti-cheat, so enabling the recorder there is at your own risk, and SCSKiller isn't responsible for bans.
Compiles
- Fortnite compiles far more of its shaders (about 7 times the pipelines, and about 23 times in its DirectX 11 and Performance modes), without asking for the AES key when the encrypted files hold no shaders.
- 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).
- Crimson Desert compiles about 98% of its shader combinations before the game's key is added.
- A compile whose process keeps growing restarts it in time and goes on where it was, so long compiles no longer slow to a crawl.
- On AMD, a DirectX 11 shader that resets the driver is skipped alone instead of failing the shaders compiled with it.
- On AMD, compiles use the same cache as the game, also with OptiScaler beside it, so games like STAR WARS Galactic Racer and S.T.A.L.K.E.R. 2 are no longer marked Not compatible. Some Unreal Engine games compile once more after the update, this time into the cache the game reads.
- Marvel Rivals compiles its full plan on PCs with 16 GB.
- DXVK games launched through Steam compile fewer shaders while playing, on NVIDIA and AMD.
- Building plan shows its progress in percent, like Compiling.
- What's new shows the release notes in a larger window, with their sections and headings.
Handing the compile to the game's cache
- Several times faster on big games, stops when you pause, remove or quit, and waits for free disk space instead of filling the drive.
- The game page says when Windows' automatic disk cleanup can clear the compiled shaders.
Fixed
- FINAL FANTASY XIV with a DirectX 12 mod beside the exe is read as DirectX 11.
- Steam games show in the Library again when one of them has an exe over 2 GB, and one unreadable game no longer hides its whole store.
- Stopping a huge compile no longer throws away what it created.
- DLSS games on NVIDIA whose winmm.dll and version.dll belong to a mod loader, such as Cyberpunk 2077 with RED4ext, can be recorded.
- SCSKiller no longer compiles or records a game that loads its own copy of the Intel graphics driver.
- Games like PRAGMATA no longer log a crash event at startup with the recorder installed.
- A careful compile of a DirectX 11 game with a recording no longer fails at once.
- SCSKiller checks for updates once when it starts, instead of twice 30 seconds apart.
Full notes: https://github.com/BlueHeisenberg/SCSKiller/releases/tag/v1.4.2
Nothing to do: SCSKiller updates itself, or download it from scskiller.com.