The following changes (SpecialK.ini) are necessary for SK to work with HZD:
API Hooks
[API.Hook]
LastKnown=64
d3d11=false
d3d12=true
Most of SK's features (widgets and control panel aside) are functional, crucially the framerate limiter works and has been verified using CapFrameX to provide better frame pacing than RTSS / NVCPL's framerate limiter.
Not only that, but the thing that makes fullscreen exclusive mode necessary is detrimental to the performance even in fullscreen mode.
More D3D12 command queues + backbuffers would benefit both fullscreen exclusive and windowed mode. The only downside would be a slight increase in input latency, but this isn’t CS:Go, so who cares?
Sadly, the game’s got more problems than just lousy framepacing. Cloth physics is spitting garbage triangles all over the screen, it’s very distracting
Crashes with a message to send info to guerrila.
Actually all I want is to use V-sync with Half refresh rate (75HZ = 37.5, (AMD GPU)) because its very smooth this way. Dunno If its possible for Dx12
Special K is still injected into those games — it’s just not initialized. Stop global injection entirely to prevent Special K from being injected into them.
Use e.g. Horizon Zero Dawn instead in that case. Or, well, as Kaldaien mentioned the name of the executable.
Is not where you put the skip button functionality. Ever.
Also yeah it probably needed a little bit more development time.
(From the ResetEra topic about the game.)
I don’t have the game installed at the moment (The good ol’ backlog!) but it should be easy enough to see if someone was very confused with setting up certain key binding combinations there ha ha.
This port has some issues, it isnt Death Stranding.
Odd things for me:
I can add more backbuffers and the game wont crash
when i switch to “fullscreen”, the game goes windowed with borders -_-
I have a very weak CPU and i’m cappint it to 30fps (i5 3450 @3.9Ghz OC), but the 4 cores are always 100% capped most of the time.
– edit –
Disabled SpecialK, the inability to go fullscreen proper and the cpu capped issue where coming from it. For now, using just RTSS to frame cap.
It clearly has issues.
That 20 mins shader compilation doesn’t convince me. The last time i had to do some like this was for CEMU, a emulator. And you have a directly comparison to Death Stranding, although DS is less crowded.