Right now, because one does not exist as both Special K and ReShade are developed independently of one another. Some of their purposes occasionally overlaps, but in many ways they do not.
I can’t speak for how the future looks like, as that’s ultimately up to Kaldaien.
Kaldaien’s Custom ReShade fork sorta merged their two functionalities together back in 2017, but then it was left to stagnate as he’s one guy focusing on Special K primarily, and with main ReShade continuing development along its own pace, the fork was eventually left behind and made obsolete.
And workarounds gets created and made obsolete as both projects continues to be developed separately without any actual official connection to one another.
Every ReShade ‘workaround’ or guide we’ve ever written have been applicable at one point or another – then they becomes obsolete because ReShade develops in a direction we cannot control (for obvious reasons) nor are aware of, or Special K changes to improve compatibility with some new game or feature; inadvertedly breaking some older compatibility.
And now you basically need to maintain two (or more) revisions of the same guide – one for games/ReShade users using the older version of SK or ReShade, and one for those using the newer version.
I’ve lost count how many different ReShade related instructions/guides I’ve written or seen Kaldaien write, and many of them are still relevant or applicable for some users – especially those using older versions of Special K (or ReShade).
It’s why one approach, that I am ever growing more to like, is to simply not have me care about ReShade at all nor provide instructions related to it in any “official SK capacity”. Doing that would basically take a headache of my shoulders and “solve” the situation by ignoring it entirely and let the community figure it out on a per-game and per-SK/ReShade-version basis.
Then whoever managed to figure the exact magic instructions of the day can provide support/assistance for users that arrive years down the line and expect the instructions to still be as applicable with today’s versions as when it was written three four years ago for entirely different versions.
Thanks. That post is talking about a really old version of Special K where those AppInit things were relevant – basically only if the user have installed a certain heavily out-of-date version of Special K and isn’t applicable any longer.
Users who go hunt down years old posts and comments are going to found those all of the place – Special K has changed a lot (and Reshade as well) and I can’t just go back and remove thousands of replies/comments just because they might not be relevant in the very latest version of Special K any longer.
Realistically, the only really applicable long-term approaches/“solutions” to this whole challenge is either:
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Someone from the community who cares about both projects, such as yourself, maintains and updates a central repository of SK/ReShade compatibility database and instructions, which Special K can just refer users to.
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Both Special K and ReShade projects join into one – though I don’t see this happening as their current intended purposes are wildly different.
Any other “solution” is ultimately going to be temporary in nature due to the projects being and developing separately.