D3D12 Missing Features

Can you please tell me how to get it?


This is the one I have.

Honestly it’s probably easier and best for you to just install Special K locally for the single game you want to use it for:

That was you don’t have to deal with SKIF and global injection at all.

Thank you, I think it’s working now. For some reason I can’t enable fullscreen now. Is that a feature missing aswell?

Borderless should work, think some of the settings might outright prevent fullscreen-exclusive mode though I don’t believe it’s required and borderless is even outright recommended with the proper support for flip model presentation. :slight_smile:
(Used and actually enforced natively with D3D12 and Vulkan though the full flip model discard mode for presentation is not so SpecialK can occasionally help with that.)

Mitigates latency and delays making it comparable and once set up properly identical to full screen exclusive mode though application and feature support could still make full screen exclusive mode preferred by the user. :slight_smile:

EDIT: I think the current drivers for both AMD and NVIDIA handles G or Free sync for windowed and borderless well once G-Sync has been set for windowed mode if that’s not already the default.

Other tools or software though I am not as sure about how that’s going to be handled.

Tried borderless and fullscreen and they now are the same, what gives? Even deleting the I can’t revert it to enable fullscreen.

Edit: where is that option you told before?

Disabling the check-box for waitable swap chain I believe is what prevents fullscreen exclusive mode in fact, trying to remember how this little chain of settings worked and what it affected. :slight_smile:

EDIT: For borderless I thought the window borders were hidden without any extra overrides required but there’s a setting for that too with the window options one should be centered and the other should be borderless which should remove those from the display window.

In fact I assumed those were primarily for windowed mode if the user wanted it guaranteed centered to the middle of the screen and with or without borders.

Borderless using these by default as it covers the full display image in generally a full-screen borderless display mode.
(Tends to gray out the display resolution setting in many titles as it locks you to using native mode, a few titles also support borderless window mode which I am not 100% on why this is different to windowed mode.)

They’ve always been the same. There’s no such thing as fullscreen exclusive in D3D12.

Just remove window borders in the window management settings, before turning Fullscreen Exclusive on. Ideally, you wouldn’t turn it on at all though, and would use the game’s borderless mode. Windows is just lying to the graphics engine making it believe there’s a fullscreen exclusive. That’s how you have window borders when the game swears up and down it’s in fullscreen exclusive :stuck_out_tongue:

The only difference between windowed mode and borderless mode is… the lack of borders :slight_smile:

But, some have shortened “Borderless Fullscreen” to just “Borderless” in an effort to confuse everyone, it seems :-\ There’s no requirement that a bordereless window cover the full screen, but that’s what many games now mean when they give you an option called “borderless”.


That said, you get a performance penalty for any form of windowed mode than Borderless Fullscreen (which is the same thing as “Fullscreen Exclusive” in D3D12).

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With all of that said…

SpecialK64.7z (7.7 MB)

20.12.31 makes a few changes to fullscreen in D3D12. Keep in mind, there’s no actual thing, but I let the game continue the lie :slight_smile: It’ll continue thinking it’s in fullscreen and behaving in all the silly ways that software that thinks it’s fullscreen does.

For more reliable software operation, unless you need a custom refresh rate, always run D3D12 games in borderless fullscreen.

Yeah the scaling if it’s non-native resolution and how that takes one more step than if it the image maintained native display and didn’t need any modifications I think is how that worked. :smiley:

Good to see Microsoft and also Khronos for both D3D12 and Vulkan improve the standards a bit now the other software just have to follow and overall compatibility get better.

At least SpecialK can work fairly well with a majority of the D3D11 titles in supporting these benefits and going forward D3D12 and Vulkan should improve further.

Khronos is doing a pretty good job so far unifying these extensions for major and even minor revisions to Vulkan too avoiding some fragmentation and leaving it mostly specific display driver instructions and some overrides with AMD, NVIDIA, Intel and I think there’s also Google.

Assassin’s Creed Valhalla can be a little bit crash prone but I think that’s due to issues with the current update and event, liking how it starts up in drunk mode so you have to unfocus on the display or there’s risk of eye strain or worse for anyone sensitive to motion image stability and complete lack thereof.
(The stagger and animations would have been enough the various blur effects and states are a pain.)

Nothing with Fenyx Rising, Watch Dogs Legion (Minus dogs.) or Yakuza 7 on D3D11/D3D12 otherwise.

Is there any drawbacks to these buffers and pre-rendered frame settings come to think of it, thinking with the 10+ GB GPU’s now you can almost set these to the higher values and the extra VRAM consumption won’t be too problematic.

Of course titles like Horizon and a few requiring a specific number or hitting a crash if you try overriding them would be an exception but otherwise it just seems like it’s beneficial if a bit more resource intensive to keep around but if it’s just VRAM there’s no real lack of that now. :smiley:

Even the 3060 non-Ti recently revealed is going to be 12 GB making it a bit of a little oddity against it’s bigger 3060Ti version 8 GB ha ha.
(Both are plenty for 1920x1080 to 2560x1440 for now though I would say.)

EDIT: MiB so GiB?
Those are more like John Romero’s little piles of polygons and sprites they were so fond of during the early days of DOOM and Quake though ha ha.

And almost to version 21 now for SpecialK.
:smiley:

Well the format is Year.Month.Day now I believe is what it’s settled on, not a bad change makes it pretty easy to keep track of too.

Borderless Maximized Fullscreen Window Mode has more synonyms that anything I’ve ever seen before.

Basically any combination of words under the sun has been used to describe it:

  • Fullscreen (Unity)
  • Borderless
  • Windowed (which when combined with native res results in a borderless window)
  • Fullscreen Borderless
  • Fullscreen Borderless Window
  • Maximized Fullscreen Borderless Window
  • Maximized Borderless Window
  • Borderless Window
  • Maximized Window
  • and so on and so forth…
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Love that background where you get that?

That’s the AMD Zen and Ryzen mascots.
(Which I thought was Vega and Ryzen but nope, FX Series, Zen and also Ryzen with FX being kinda forgotten by now. :stuck_out_tongue: )

There’s a bunch of them and other curious promotional material AMD or the community made using these mascots.
(Mouse mats for example.)

is there any way yet to inject textures with DX12? i wanna play DX12 shadow of tomb raider with mods. i dont care about UI or whatever, i just need working texture injection.
is that possible yet? or is the feature not yet ready?

just asking before i spend hours redownloading the game to test lol.

No, there are not, and probably will never be supported due to how DirectX 12 works. Play the game in DirectX 11 if you want to inject textures.

damn =(

dx11 is trash on ryzen in this game. i lose about 50% performance. not even kidding. in the benchmark i go from 80-90 fps dx12 down to 40-50 fps in dx11. while this is still “playable” i just cant enjoy the game because i keep have the knowledge in the back of my head that i could have double the performance.
do you know what i mean?

The workload on cities are distribute to more cores on dx12. even my ancient I5 feels the difference with DX12.

Yeah the big hub city later on was a interesting performance drainer although I would think NVIDIA GPU’s at least avoided the problem somewhat due to the multi-threaded driver optimizations that AMD until recently (supposedly.) couldn’t support and currently their drivers still do not utilize this.

Suppose D3D12 or even running the game through DXVK would benefit either GPU vendor though some games show impressive gains even if the D3D11 support and the game code should be fairly solid both.

Think Kaldaien was also mentioning (The Discord channel?) supporting D3D12 shader support such as for HUD-less screenshot captures so if that can be done I would think the texture support can also be handled.

Shader wise there’s all kinds of complications and code plus the PSO which I never remember what it’s actually named but the way it can work a state cache plus other features so if that can be handled I don’t see why texture data couldn’t also work though this shader support only had a “2021” time frame so I expect it’s complicated and will take time once the new version of SpecialK is out and whatever the focus will be on for the next release version. :slight_smile:

EDIT: Suppose as one of the few open areas the usual streaming and slowing down tricks - The "Squeezer"™ - Narrow slow-walk corridor segment for one example, those don’t work too well here.

Otherwise the game has a pretty narrow number of corridors and pathways opening up for encounter areas and the ancients mechanically advanced puzzle dungeon.
(That somebody passed through shortly before you did and broke it all yet avoided triggering all the traps or collapsing the place. :stuck_out_tongue: )

Well Geothermal Valley was the same in Rise of the Tomb Raider plus the Soviet base. Large actually open areas and it starts hitting performance limits.
(Despite several aggressive optimizations like toning down shader effects.)

this may sound stupid for 99% of people, but i never really played shadow longer than 10 mins simply because i cant use mods lol. i was using a green eye color mod in rise of TR, and i want to do the same in shadow, but i refuse to play in dx11. i have this game almost since day 1, and i waited this long. i can wait a little longer.
im sure one day there will be a way to inject textures in DX12. all i want is my green eyes lol.

fingers crossed :slight_smile:

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Whether it’s a unofficial patch or a smaller adjustment wanting to use mods regardless of type of mod is far as I see it pretty common and if that can be combined with a better performing API yeah that would then be ideal. :slight_smile:

Wonder what the series will be going for next, they’ve made everything from spin-off games, tie-in comics and then a variety of development teams from the older games to the more recent reboot and then this newest trilogy.

Liked 2013 enjoyed the gameplay of Rise and Shadow but the twists and turns and the quality of the writing and the usage of DLC means I still prefer the first of these.
(Every game kept changing Jonah up though and by the final game you get so many bonus weapons even without the DLC and nothing much to use it on it gets kinda silly. :stuck_out_tongue: )

As for the eyes I thought they were green but it’s actually very pale and then brown more clearly in the remake of 2013 (Not on PC for some Square reason.) and the sequels.

Was easy to find a comparison image at least from one of the videos on that.

Other than the greater visual fidelity, shaders like sub surface scattering and the new version of AMD’s TressFX (“Pure Hair” called by Eidos in these and Mankind Divided.) it’s a pretty faithful update of the original model though for some reason it changed the eye area more too.

Aside from Lara though I recall the PC version was already holding up well the XBox One remaster mostly has the new character model and running on high-end PC settings with a few touch ups.