STEAM GROUP
Special K - "Kaldaien's Mod" Special☆K
STEAM GROUP
Special K - "Kaldaien's Mod" Special☆K
263
IN-GAME
2,401
ONLINE
Founded
23 May, 2016
Language
English
Showing 1-10 of 270 entries
3
Black screen on start up while changing special K settings
If not using SpecialK either SKIF or renaming/removing the local .dll file (DXGI.dll for one possibility.) and the problem still persists it may work to just rename graphics_option.ini in the game folder.

Or you open it and change to windowed, lower resolution and D3D12 disabled and see if that helps. :)

[GraphicsOption]
ScreenMode=Windowed
Resolution=1920x1080
DirectX12Enable=Off


EDIT: Effectively there's some compatibility work and settings in SpecialK for having the game start up in D3D12 mode so ensuring that is disabled for the DXGI overrides in SpecialK not to cause any problems is important here as SpecialK's DirectX 12 support is still limited. :)

Lowering the resolution and using borderless or windowed isn't as important, mostly helps if the display res is unsupported but then it should normally go back to something lower or reset. :)



EDIT: Also don't change graphics_option_preset.ini that's what the game has for it's defaults.

So either SKIF or the local .dll file version which usually would be DXGI.dll in the game folder to remove SpecialK (Or rename DXGI.ini if that's there to reset SpecialK settings.) if that doesn't work and you're certain SpecialK isn't running (Possibly even rebooting to ensure it's not loaded.) then renaming or checking the games config file could help if anything is misconfigured.


For SpecialK compatibility itself unless the games latest update made things problematic in some other way it should just be that DirectX 12 support is still only partial at best and for these DXGI overrides through SpecialK you should make sure the games D3D12 support is first disabled.
(Otherwise there's some specific settings that are needed and SpecialK's GUI display won't work though a few other settings will still take effect.)
6
P4G thread got nuked??
I would imagine the amount of resources and time you do get is also sometimes problematic plus getting additional resources for patches short of the game having something like a season pass and you get something like DLC -> Patch going for however long that content goes on.

Some of the engine issues and problems around older game engines, coding practices and documentation or source asset availability could also be a hindrance or even communication and if the PC version is given much effort at all though with successes with some of these games that has changed and there's been a lot of improvements to some of these ports even if some studios do have their problems but it might not be for lack of trying.


Wonder if Yakuza 7 will have that memory issue to take one upcoming title or how Koei Tecmo will handle Nioh 2 although it's not on the "Warriors" engine or what's powering the Atelier games.

Bandai Namco and Tales though perhaps the usage of Unreal Engine 4 will help even if it has some issues too and then Platinum and the studio behind the PC version of Nier.


Would be nice with a good port of Trails of Cold Steel 4 and eventually Ys 9 too if Durante and NIS America continue to have a working relationship with some of their PC output even if it's behind the console version release date. (Not that having the extra time is a problem.)

Plus whatever SEGA will do with further Atlus properties someone mentioned Persona 3 but being a even older game that would have other issues and there seems to be various editions of it so I have no idea which one is considered best or if a straight up merge and remake of it all would be something but Atlus JP probably does their own thing for how this works.

I could see some of the newer games being ported if sales are good at least far as SEGA wanting it to happen and maybe making things happen but it also seems the acquisition of Atlus might have also involved having them being more autonomous or how it's called so SEGA isn't pushing them around like other publishers for what to release and on which platforms.
4
P4G Special K Crash
1
P4G Fullscreen
4
P4G Special K Crash
9
Unable to use controller, keyboard and mouse
8
State of Yakuza support
31
Assassin's Creed Odyssey - Heavy Performance Fix
From what I remember and from what Kaldaien posted back with Assassin's Creed Origins the game is pushing a lot of draw calls and updates plus for NVIDIA it utilizes an additional eight threads for CPU and GPU multi-threading but these have to go somewhere so without being able to scale down the game gets pretty CPU bound at times. :)

AMD's CPU usage varies but this also results in more uneven framerate and Odyssey in particular was almost broken on launch dropping into the teens for FPS during busier parts of the game world which for how much that game is pushing draws and all is pretty frequent.


There was also a issue with Zen and CPU scheduling but Microsoft and the newer Windows 10 updates should have improved how this is handled as should improvements to AMD's power schedule they use for Zen2 processors.

Beyond that the game itself creates a lot of worker threads upwards of I think 16 or so for what available CPU cores are available (Logical and physical with hyper threading on.) it usually isn't too terrible but it is one of the rare more recent games where a quad core can be a bit of a limit for once and it's not just about efficiency or clock speed for the primary core even if that has plenty of things going on too.


Kaldaien probably had more to say and that could have helped if Ubisoft hadn't acted on that whole malware report and just thrown a community ban without verifying those claims though at least this wrapper manages to resolve some issues which seem to work just as well on NVIDIA GPU's kinda proving there's something limiting the game pretty badly.

AMD's lack of D3D11 driver command lists and poorly multi threaded driver situation overall hinders things which NVIDIA resolved with one of their previous driver updates significantly improving DirectX 11 performance which for how these games are pushing multi-threaded rendering means there's a significant performance penalty for AMD and these games.

(And outside of D3D9 which is single threaded having this work as well as it does for NVIDIA too points at a pretty big bottleneck situation of some sort.)



Don't have a full understanding of what the engine is doing, other than pushing way above specs for D3D11 draw calls it seemed like a pretty impressive engine but it has it's issues so hopefully the next game will see these resolved.
(Guess it's incredibly unlikely Ubisoft would patch in Vulkan or D3D12 support much as it could help now that support for these two games is all but over.)



EDIT: Or just using Ghost Recon Breakpoint as a comparison also on a version of the Anvil Next engine and it's Vulkan API update while initially suffering from a memory leak it still gave a hefty 15 - 20% performance uplift plus improvements to CPU and GPU utilization overall.

Lots of text aside yeah Vulkan (Or D3D12) can really help long as the implementation is all good and stable, again it's really impressive (And a bit problematic for what's going on with the game and D3D11 then.) how it even assists on NVIDIA systems too.

There's posts confirming similar results on newer high-end processors as well so it's not just a hardware limit or CPU bottleneck either, Odyssey can be a bit finicky to get stable with DXVK apparently but Origins just seem to work and benefit nicely overall.
Showing 1-10 of 270 entries