Compatibility comes and goes, almost wonders if it’s the UPlay client or related like the overlay possibly causing it but they now give a toggle for not being prompted all the time about enabling the overlay if the user choose to disable it. (So you know ask them constantly even though the user set the overlay to disabled, hah.)
Plus your post already mentions toggling it off.
Origins should be the more compatible one and Odyssey has been a bit hit & miss from one version to another.
Settings wise some of these like invoking DirectX Diagnostics or DXDiag, not sure if Kaldaien has attempted to resolve that but it’s from trying D3D9 first.
That’s how you do that in the config file. Last Known isn’t really important but the others other than the relevant API to disabled essentially.
Specifically you may have to disable hooks for D3D9 and D3D9X (Which otherwise enables D3D9 if you only set that one.) optionally D3D12 can also be set to false it’s not used by the two prior games.
(Similarly D3D11 can possibly be set to false for D3D12 games along with if needed due to DXDiag calls D3D9/9 EX)
Don’t think there’s too much other than that, HDR enhancements are now disabled by default and then there’s Steam but I don’t believe it would be a major problem unless it’s something with that overlay instead and having to disable Steam stuff in SpecialK (Silent=True which maybe should have it’s own section or naming denoting it from Silent=True for log functionality but eh it’s two separate categories too here.)
Other than that global injection versus local injection and what works best and if so you have D3D12.dll or D3D11.dll against DXGI.dll
Possibly DInput8.dll and then potential compatibility issues if there’s other hooks like XInput wrapping.
Playstation gamepads primarily, think you can technically use Steam and it’s options or Big Picture Mode for much of that now over other third party software including adding non-Steam games to Steam for this.
I tend to favor local injection and a per-game approach for using SpecialK so it’s usually DXGI.dll with ReShade once SpecialK has been verified to work getting D3D11 or D3D12 .dll alternatively trying the proxy functionality against ReShade.dll
Third party software wise there’s Riva Tuner and a whole bunch of others I think part of it’s compatible but for D3D12 it can be a bit iffier if RTSS is possibly not configured to turn off going via D3D11onD3D12 first for the profile or the global configuration file here from what I understand of this.
(Might be more on some of the other functionality and features SpecialK D3D12 would be capable of though without that compatibility path.)
Anything else I’m missing think that’s about all short of checking perhaps modules.log or the crash log and such SpecialK has for further info.
Hopefully it’s just DXDiag being the problem here.