May 23, 2020
Special K - [SK] Kaldaien
  • Added Steam cloud sync for INI files in Documents\\My Mods\\SpecialK\\Global
  • Added tests for games with partially configured (and broken) Steam cloud sync
  • Game Management tab shows Start / Stop instead of "Launch Game" if SK is selected
  • Game Management tab opens by default
May 22, 2020
Special K - [SK] Kaldaien
Game Management Improvements
  • Fixed Game Management tab looking for appinfo.vdf in the wrong location
  • Fixed 8-bit grayscale JPEG (Steam icons) showing up as shades of red
  • Added direct link to PCGamingWiki for the selected game
May 20, 2020
Special K - [SK] Kaldaien
  • Added a new right-click context menu to the Game Management tab
    • Game Save / Config: Makes finding a (cloud-enabled) game's config files quicker.
    • Software Branches: Makes snooping on a game's development acitivty fun ːsteamhappyː
        Future versions of SKIF will add patch roll-back and per-game SK config.
  • Fixed intermittent crashes when accessing Game Management tab
  • Fixed missing OpenGL DLL exports for wglGetCurrentContext
  • Fixed Compatibility Menu (hold Ctrl + Shift at game launch) in Common Controls 5.x games

A new branch ("Compatibility") has been added, refer to the "BETAS" tab under Special K - Properties in Steam. This branch always points to the last known stable release and you may use it if you want fewer updates.
May 10, 2020
Special K - [SK] Kaldaien
  • Fixed HBAO over-darkening many games

  • Fixed games not exiting during SteamAPI shutdown
  • Fixed memory leaks in some Unreal Engine 4 games
  • Added support for Flip Model to NieR: Automata
  • Added support for HDR to NieR: Automata

  • Added HDR widget options to control precision of non-HDR render passes
    • 10- and 11-bit passes are expanded to 16-bit by default
    • Enabling may reduce banding artifacts or produce more dynamic highlights

These changes require running SKIF (Special K Injection Frontend) once to update Special K; if you have Global Injection to start with Windows it will continue to use the old version until you launch SKIF.
Apr 12, 2020
Special K - [SK] Kaldaien
HDR now supported in most Flip Model compatible D3D11 games
(NieR: Automata is not Flip Model compatible)

    NOTE:
    For Unity Engine games, pay attention to the framebuffer (top of control panel) before turning HDR on.
      If the game's original framebuffer was sRGB, then for proper HDR color, you must use "Unaltered" for both IN and OUT in the HDR widget and the gamma slider will require more adjustment than other games.
    • For most (non-sRGB) games, "CIE XYZ" is the preferred IN and OUT colorspace.
        The alternate colorspace options are there to hammer out scenarios where neutral white objects ("paper white") appear warmer (red) / cooler (blue) than expected.
In other news
  • WinRing0 Driver can now be installed / uninstalled without restarting games
  • Fixed wrong API auto-detection in many D3D11 games
  • Fixed missing OpenGL API name in top of control panel for OpenGL 3.2 games
  • Added reference counts to RTVs, Textures and Shaders in D3D11 Render Mod Toolkit
  • Added support for visualizing TYPELESS resources to the D3D11 Render Mod Toolkit,
      type priority = ( UNORM, FLOAT, SNORM ). No sRGB or INT datatypes can be visualized.
  • Added Trails of Cold Steel's config tool to injection blacklist to prevent crashes
  • Improved support for "Continue Rendering" mode (see: Window Management) to block KB / M while still passing gamepad input (this is intentional) when game lacks keyboard focus.
  • Fixed various SteamAPI issues caused by Valve's redesign of the Flat API
      (Flat API = Language bindings for C# and other similarly awful languages :P)
  • Fixed CPU Widget init race condition with SteamAPI that was causing intermittent crashes
  • Added Framerate Limit Enforcement Site as a control panel option
      This is not saved in the INI, default=4 and the only reason to try alternates is for testing the limiter's effectivness in non-D3D11 games; 0 and 1 work well in D3D9.
    Recommended SwapChain Settings for HDR
    [✔️] Use Flip Model Presentation Presentation Interval.: 1 (refresh) Backbuffer Count......: 3 (buffers) Max. Device Latency...: 4 (frames) [✔️] Waitable SwapChain Maximum Wait Period...: 200 (ms)
    (*) Recommended for D3D11 games in general for best frame pacing.
Special K - [SK] Kaldaien


Testing new framework (VaporAPI) to enable Steam AppID impersonation
    This is a necessary custom framework to enable Special K's planned Steam Workshop features from within games. It may also be used to initiate Steam Remote Play sessions for games that do not officially support the feature.
  • Ability to edit a game's unlocked achievements is not an intended feature for final release.

Monster Hunter: World Anti-Tamper Fixup
    Added an option to suspend the multi-threaded CRC scanning madness introduced in Iceborne.

Updated SKIF build is not compatible with Windows 7
Oct 22, 2019
Special K - [SK] Kaldaien
Minor patch

Fix issues in games that use PhysX (i.e. FFXV, Arkham Knight)
Special K - [SK] Kaldaien
SKIF is now capable of completely replacing SKIM64 for Global Injection, provided your machine supports D3D12.



Auto-Inject at Windows LogOn is possible, and SKIM will not be receiving any future updates. All of the products that could be installed through SKIM are in the process of being converted to DLC and Steam will handle install / updates from now on.

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