Horizon: Zero Dawn

No, that’s normal. Ctrl + Shift + T has been both of these functions since 2016 :slight_smile: It’s never been a very big deal. SK can process both macros at the same time.

Okay well I do notice when specialK is running b/c logs are created in game folder and not to mention I have used Macros to lock fps and notice the result in Horizon Zero Dawn Benchmark. So I know its injected.

Edit:
Wait I think I Just realized why its not working. I have Steam Log off to true. I am guessing with that off it will disable sound as well?

Edit2:
Reason why I do that b/c for some reason my controller gets all messed up and doesn’t work properly in most games.

Uh, yes… why’d you turn that off in the first place? :stuck_out_tongue:

That disables ALL SteamAPI features, which includes HDR screenshots, HUDless screenshots, Achievement enhancement, etc.

^ This :smile:

My controller won’t work or get recognized no matter what I do. It happens a ton. I even tried the other tweaks to turn off controller detection in SK but that doesn’t seem to work in some games anymore.

I’m fairly certain what’s happening is that you are pressing Ctrl + Shift + Tab by accident, that’s opening Special K’s command console (yes it still works, you just cannot see it because D3D12).

Special K is designed to trigger a game’s “Steam Overlay Activation” callback whenever SK’s command console or control panel are activated. In games that have an overlay activation callback, typically they pause the game and stop responding to input devices until the overlay is deactivated.

In the context of Special K manipulating things, the game thinks the Steam overlay is active whenever the command console or control panel are, and thinks the overlay has been deactivated when you close those things.

I am running steam, it never auto creates the required files for me so I am using the local injection instead

30 FPS capped with Internal Limiter, Version 1.02 and 1.03

30 FPS capped with Special K, Version 1.02 and 1.03

Version 1.03 shows improvement but it’s quite minimal. A 3rd party frame limiter is still required, imo.

But at least, internal limiter now produces 30 FPS on average when capped at 30 FPS.
With Version 1.02 and earlier, I would always get 29 FPS (avg.) when capped at 30 FPS with internal limiter.

That claim needs testing :wink:

EDIT: Spoke too soon, lol. I love this community, so productive.

Ooooh, I hope this patch solves some of the D3D12 related crashes I experienced.

And the snow deformation issue have supposedly been fixed as well!

If I’m reading it correctly the only outstanding issue remaining that I would expect to see fixed in addition to other minor bugs and general optimization work is the shader cache and how you’d ideally set any driver overrides (NVIDIA only and that might change if they lock anisotropic filtering overriding.) and then set the in-game options and then having to clear the pipeline cache and have it remade matching these changes. :slight_smile:

Nothing too complicated but a bit cumbersome though it ensures the cache should be correct and no glitches or other errors.
Just delete this one file for this in the game folder I think is where that gets saved and that should be it, validation for Microsoft D3D caching and the drivers should be good enough to not have to clear AMD/NVIDIA cached shaders or the one Microsoft has for the OS now.

Animation wise I’d love to see the hair physics resolved too even if some of the other animations might still be tied to 30 FPS but the hair one isn’t just slower it’s outright broken unless capped.

There’s probably smaller bugs and other known issues plus overall memory and performance optimizations but this sounds like it resolves a good part of the stability errors and general bugs with the port now. :slight_smile:

Damn, game crashed on me… Probably related to Steam’s overlay somehow, as that crashed just moments before the game itself crashed.

The overlay crashed or the Steam client itself?

The client’s always crashing on me and making my games crash, if I were to actually modify SteamAPI at some point, it would be to put a provision in it that would allow the game to keep running (at least long enough to save your progress and restart the game) when the Steam client crashes :slight_smile:

In this case, both, I guess, as the Steam overlay’s web components remained crashed (black web pages) when the game had been terminated.

I dunno if it’s the cause or not, but I believe the Hardware-accelerated GPU Scheduling (HAGS for short apparently) might be why it crashes a bit more frequently on my system. Nvidia’s display drivers does not properly manage Chromium based browsers when that is enabled, and I seem to experience weird issues like laggy/never-ending buffering YouTube videos, crashing web components in Steam, and such stuff from now and then.

I’ve decided to disable HAGS again because of it.

There should be profiles in the newer drivers though but if it’s something akin to a display driver crash my experience with AMD is that any GPU accelerated program is not going to respond correctly and might need to be restarted though for browsers sometimes this is separated to only affect the current tab.

Not sure how Steam handles it, there’s a number of helper processes but they’re not quite the same and you can’t quite close the full client bits for chat and what not without restarting the client though that’s often a pretty quick affair at least. :slight_smile:

EDIT: Well there should be some profiles and work with Hardware Accelerated GPU Scheduling from NVIDIA’s side in the newer drivers at least but I wonder how much is also on Microsoft and newer Windows builds.

I’ve learned that it’s a extensive change when this is toggled on and support is also a bit cumbersome since it outright requires a OS reboot and can’t be per-program or profile compatibility from the driver side would be a lot simpler although other workarounds are probably possible and NVIDIA and AMD are likely both involved with Microsoft in testing this extensively for future Windows 10 builds and additions or changes to this functionality.

So is this game better played at 30 fps lock then? Due to how physics work in this game? I mean this is interesting to say the least. At least some glaring issues have been fixed.

As an AMD user I have yet to get these random Crashes at all. Kinda weird actually. Maybe its just due to nvidia or something lol. But then again HDR doesn’t work properly on AMD but for most part works more correctly on Nvidia GPUs.

Some of the facial animations and effects like hair physics prefer 30 FPS plus the negative mouse input acceleration I think is still a thing which I forgot about but gamepads should be fine from such issues.

Overall the 60 FPS / 16.6ms and improvements to latency and input response outweighs 30 FPS / 33.3ms but it’s a bit of a trade-off so you get some uncanny valley character animations like what some other older titles might have had with fixed 30 FPS physics for cloth or vegetation plus the hair effect on Alloy appears to pretty much stop entirely which if that’s separate in the code there I have hopes at least this can be resolved. :slight_smile:

EDIT: Prefer, well they’re built against a 30 FPS target and timed to it.
It’s not too bad overall for game physics and gameplay elements and other issues here like the slow-motion aiming were found to be from other bugs and resolved already.

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I played the PS4 version at 30 FPS three years ago and I dreamt and wished for a 60 FPS lock all throughout.

It doesn’t matter to me if the physics are a bit off (I haven’t noticed it, truth be told), just give me my god damn 60 FPS gameplay :slight_smile:

I am finding the shader optimization is much faster now. Which must be a plus :slight_smile:

Yeah it’s a difference alright and once the new improved PC hardware comes out together with possible further game optimizations framerate targets above 60 FPS should be more stable too like 120 FPS which can be done but the framerate dips and stuttering can be a annoyance especially if the hardware should be capable of it but the game hits some optimization issue or other bottleneck snag.

Even with something like advanced upscaling or just running the game at a lower resolution either full-screen or in a window high-end CPU’s would probably hit some limitations currently as would the RAM but it does sound like the gradual leakage issue and allocation errors might have finally been resolved hopefully also in full. :slight_smile:
(EDIT: Well there’s going to be a bottleneck whatever is shifted once the GPU isn’t it but removing the more problematic hitches and stuttering issues plus framerate dips resulting from these stabilizing a higher overall framerate target and resulting frame time and better smoothness.)