Fixed unsafe exception handling in Remedy’s (Control) SteamAPI code to prevent crashing
Re-enabled Staging D3D11 Texture Mods
Added Effective FPS to Framerate Limiter Debug in the Framepacing widget
Right-click the widget while the Control Panel is open to access its config menu,
the debug view is a check-box in the bottom-left corner; setting is not saved.
Slightly tweaked framerate limiter’s clock skew recovery for less apparent clock resets
( Less “wonkiness” when you are running massively below your TargetFPS )
Added forced Windowed Mode when engaging HDR
Disabled 11:11:10-bit FP HDR remastering by default
This leaves only 10-bit render passes promoted to full FP16 by default
HDR widget now defaults to CIE XYZ for In/Out Colorspaces
HDR widget displays new text explaining DCI-P3 and Rec2020 Colorspaces are for debugging only
RE: Display Gamut Color Primaries Reported by DXGI in Win 10 2004
It apears that Microsoft has changed the DXGI runtime to report a monitor’s SDR EDID values
unless software has changed the output colorspace. This differs from all other versions of
Windows, in that they reported native color gamut even in SDR.
This is both good and bad; it should have coincided an easier method to detect if a display is
HDR even if the desktop is running in SDR and/or an API call to temporarily change the DWM
>> 1 Step Forward, 2 Steps Back ?
EffectiveFPSmeasures how much work your CPU is actually being asked to do without requiring you to turn off the framerate limiter, VSYNC, etc. to try and guage this.
If we eliminated the GPU from the equation, this would be your framerate. Benchmarks often refer to this number as “CPU Framerate.”
Download Special K v 0.11.0.46 (35 MiB)