
Special K v 26.3.21.1  -[ Newest update available! ]-
=================
 + Decoupled foreground and background framerate limiters.
 + Renamed BackBufferCount to BufferCount in Special K INI.
 + Workaround deadlock in D3D12 HDR games when ReShade is used with Streamline.


Special K v 26.3.20.1
=================
 + Only show Nixxes instability warnings one time, and do not display errors if
     attempting to use local injection with crs-video.exe. (Death Stranding 2)


Special K v 26.3.18
=================
 + Improved ReShade (6.6.0+) compatibility with FarCry Primal and other games.
 + Added new tab to SKIF (1.3.6) for hardware-related features (i.e. MPOs).
 + Added configurable auto-save for screenshots captured using SKIV (0.0.10).


Special K v 26.3.15
=================
 + Fixed several compatibility issues introduced by ReShade 6.6.0+.
 + Improved detection of DLSS overrides, version, and multi-graphics API usage.
 + Disable D3D11 texture caching in EverQuest now that it is no longer D3D9.
 + Added updated Assassin's Creed: Shadows 1.1.7 exception memory addresses.
 + Added support for fixedDeltaTime management in Unity games that use il2cpp.
 + Added more customization to Latent Sync (#306, #311, #315 from Nustat).
 + Added plug-in for Arknights: Endfield (#335 from kisenaa:arknight-endfield).
 + Fixed compat w/ newer Yakuza (#342 from nta:fix/yakuza-2026).
 + Added DLSS 4.5 presets (#330 from murmursh:dlss4.5_presets).
 + Update Tales of Vesperia (#316 from Braasileiro:tvfix-latest-game-version).


Special K v 25.12.2.5
=================
 + Disable il2cpp hook support in 32-bit Unity to prevent crashes in Sektori.
 + Fixed missing keyboard scancodes in WM_KEYUP and WM_SYSKEYUP in Unity games.
 + Update audio widget in real-time if audio device changes, and allow device
     selection using a gamepad.
 + Fixed crash when scanning previously dumped textures using DumpOnFirstLoad.
 + Block gamepad input when running two overlapping games both configured to
     allow background input (the top-most of the windows is allowed access).


Special K v 25.12.1
=================
 + Fixed issues in many games with Alt+Tab and stuck keys when using
     'Continue Rendering' window management mode.
 + Automatically upgrade all low-resolution Windows timers created by
     games to high-resolution on Windows 10 and newer systems.
 + Updated option to prevent SDL from using Alt+F4 to support SDL3.
 + Added achievement management support for 32-bit GOG games.
 + Added achievement reset button for Steam and GOG games.
 + Improved support for idTech2 OpenGL games.
 + Removed various unused INI options.


Special K v 25.11.17.1
=================
 + Finished achievement tracker support for EGS, Galaxy and Steam.
 + Added Unity Engine tuning knobs and input overrides.
 + Fixed missing rumble in many Unity engine games on PlayStation controllers.
 + Allow arbitrary button selection in some Unity games using InControl.
 + Added DualSense emulated motor strength customization.
 + Increased injection whitelist limit from 128 to 512 games.


Special K v 25.10.4.3
=================
 + Added Adaptive Tearing options and enabled Latent Sync 2x.. modes
 + Added GOG Galaxy integration for achievements (64-bit only right now)
 + Added achievement tracker for Steam/Epic/GOG
 + Fixed "Block HID" option in gamepad settings applying to SK itself
 + Fixed Steam-only crash in Silent Hill f


Special K v 25.9.26.3
=================
 + Added support for Assassin's Creed: Shadows 1.1.3.
 + Added basic achievement tracking widget for Epic Games Store games.
 + Fixed handling of malformed PNG chunks in SKIV and Special K's HDR PNG encoder.


Special K v 25.9.25.1
=================
 + Added Global Achievment Unlock % to Epic Games Store games.
 + Prevent trying to use AVIF clipboard screenshots when HDR file format is something other than AVIF.


Special K v 25.9.23.3
=================
 + Made Silent Hill f framerate unlock compatible with Steam.
 + Fixed potential DLSS issues with framerate limiter bypass in Silent Hill f.
 + Bypass framerate limit in Silent Hill f to uncap cutscenes.
 + Disable Drag N' Drop support in Unreal Engine games to fix Silent Hill f.


Special K v 25.9.19
=================
 + Added support for Assassin's Creed: Shadows 1.1.2.


Special K v 25.9.17
=================
 + Switched controller power-off chord to activate on button release instead
     of press, in order to prevent powering-off DualSense controllers with
       updated firmwares when users attempt to press+hold PlayStation+Triangle
         for 3 seconds to pair the controller to a different device.


Special K v 25.9.15
=================
 + Update installer to ensure that it updates XInput1_4.dll to install updated version on older installs


Special K v 25.9.13
=================
 + Remove support for Assassin's Creed: Shadows; it will be treated like
     a generic D3D12 game now. SK's plug-in is no longer compatible.
 + Ignore bug in NVIDIA Streamline in Borderlands 4 that causes it to
     try to set the wrong HDR colorspace (scRGB) for HDR10.


Special K v 25.9.4.1
=================
 + Add the GOG Galaxy overlay back to the internal blacklist in OpenGL.
 + Allow various DLSS Frame Generation settings to be configured when
     DLSS Frame Generation is active but not DLSS Super Resolution.
 + Apply the "NoDrawOverlay" option in [Steam.System] to all platform
     overlays (except Game Bar).
 + Fixed change made in 25.3.5.1 to address REFramework DirectInput8 input
     issues, that was affecting non-CRAPCOM games (i.e. Hollow Knight).

 - Added XYZ and DCI-P3 colorspace support to SKIV for AVIF images.


Special K v 25.8.31
=================
 + Disabled controller debug bindings in the Special K app for Microsoft Edge.
 + Made the keybinding to toggle the control panel (Ctrl+Shift+Backspace) user-configurable in Input
Management | Keyboard.


Special K v 25.8.30.2  (32-bit NVIDIA HOTFIX)
=================
 + Query the NVIDIA driver setting for ReBar before installing NvAPI hooks,
     to prevent rare race conditions in 32-bit application init.
 + Download achievement lock/unlock icons for non-Steam games.
 + Augment non-Steam games with achievement rarity info from Steam.
 + Add in-game Player Count to bottom of SK's control panel for Epic/GOG/Xbox.


Special K v 25.8.28.2
=================
 + Added tooltip to Composed Flip / VRR Inactive status to list possible
    applications that are to blame (because they cover the game window).
 + Automatically hide the new Discord overlay to prevent it from breaking VRR.
 + Fixed Bilinear -> Anisotropic texture filtering overrides in D3D11.
 + Fixed potential rounding errors in Latent Sync's scanline timing calculation.
 + Removed Latent Sync's anti-roll feature.
 + Improved "Multitasking-on-Top" mode on multi-monitor systems.
 + Handle new versions of DLSS that do not support Presets A,B,C,D,E.


Special K v 25.8.12  (Epic Games Store HOTFIX)
=================
 + [SKIF] Added support for downloading and using covers from PCGamingWiki.
 + [SKIF] Fixed missing Epic Games Store cover art caused by recent EGS server changes.
 + [SKIF] Improved thread-safety on JSON Meta DB file access.
 + Apply Latency Waitable SwapChain fix universally; cause: NVIDIA Streamline.

   * Streamline never waits on the SwapChain, and when frame generation is
       not active, Reflex may also not be active, leading to unncessary latency!


Special K v 25.8.10  (Anti-Cheat HOTFIX)
=================
Anti-Cheat Hotfix for Various Single-Player and MMOs
 + Fixed anti-cheat aborts in ESO, and single-player games like Genshin Impact

  * You will not be banned, SK is subject to the same policies as ReShade for
      these games, the window management code was tripping memory checks.


Special K v 25.8.4
=================
 + Extended support for VRR status monitoring and AutoVRR framerate limiter
     optimization to cover AMD and Intel GPU owners.
 + VRR status text now identifies the active display tech between NVIDIA G-SYNC,
     AMD FreeSync, VESA AdaptiveSync and HDMI Forum VRR.
 + Added VRR Range and LFC status to the VRR section of the Control Panel.
 + Hide Special K's overlay and block gamepad input to games when the Xbox
     GameBar is open and "redirecting input."
 + Clamp HDR retrofit alpha in scRGB to [0,1], as it would never have values
     outside this range in SDR.
 + Added SKIV to the set of applications that SKIF will disable the
     GeForce Experience overlay for.
 + Fixed missing lighting in Star Wars: Jedi Survivor due to incorrect resource
     dimensions in call to ID3D12GraphicsCommandList::CopyResource (...).
 + Improved window layering (Always-on-Top) overrides when "Continue Rendering"
     is used in NVIDIA Vk/DXGI Interop-based games.
 + Workaround various SDL3 bugs.
 + Merge pull request #281 from miguelkmarques:ac-shadows-1-0-6-support
     * AC Shadows 1.0.6 Support (exception addresses updated).
 + Eliminate small hitch when opening SK's Control Panel.
 + Improved thread-safety on VRR VBlank counter thread during SwapChain resize.
 + Added additional debug logging, thread-safety and 32-bit OS fixes to SKIF.
 + Added warning if user tries to set a non-native Fullscreen Exclusive res.
     while Special K's "Fake Fullscreen" mode is active, since it will fail!

 + Added INI option to force DirectStorage games to use the GPU if they initialize
     DStorage queues without a D3D12 device.

   * This brings back HW accelerated texture streaming to Monster Hunter: Wilds

   [Render.DStorage]
   UseDummyD3D12DeviceIfNeeded={true|false}  Default: true

    + In many games, DStorage is initialized before graphics / windows are init.
        so it may be necessary to use local injection for this feature.

 + Added tooltip to PlayStation controller latency measurement when Bluetooth
     controllers are in read-only (DirectInput compatibility mode) explaining
       why latency measurement is not possible.

   * Controller will be removed from read-only mode if a game uses rumble, if
       "Always Enable Full Capabilities" is selected, or if other software
         (e.g. Steam Input) disabled it after powering-on the controller.

 + Favor system registry cached EDIDs over extracting them from HW using NvAPI.

    * NOTE:  Current versions of CRU cause corruption on edited EDIDs for
               displays with more than 256-bytes of EDID (i.e. AW3423DW).

        Problem has been reported and should be fixed soon.
 + Attempt to workaround incorrect Xbox GameBar "input redirection" status info
     when GameBar has crashed, by adding additional checks for visibility.
   * If the overlay is not ALSO visible when redirecting input, SK will assume
       it is bugged and ignore the overlay's reported state.
 + Added OpenGL compat hacks for Postal 2's ancient version of Unreal Engine.
 + Extend the default config for Dishonored 2 to cover Death of the Outsider.
 + Disable texture caching in Dishonored 2 because it causes UI gamma issues.
 + Eliminate unnecessary NvAPI_Disp_ColorControl log spam caused by fake NvAPI.
 + Spawn PresentMon worker thread in D3D12 if VRR status monitoring is enabled,
     regardless whether the text OSD is displaying framerate or not.
 + Ensure that VRR LFC calculations occur in D3D12 even if the text OSD is not
     visible, as well as AutoVRR-trigger logic.
