+ Fixed Missing +/- N.M Frames stat in the Framepacing Widget
+ Fixed DXGI Budget Tracking Thread (VRAM stats) if [API.Hook] d3d12=true
+ Fixed Ys8 when HDR is enabled and game attempts to go Fullscreen Exclusive
+ Add a new "Widget Flash" keybind that briefly shows and then hides a widget
>> All widgets have a binding for this feature and a configurable duration.
+ Do not HDR remaster MSAA RenderTargets
>> MSAA Resolve is complicated if the source format has been changed by SK,
it is not impossible, but more work than I have time for right now.
I’d like to help but from looking through the code I feel kind of out of place there. Windows wise I have only done a bit mfc here and there and that’s it (enough to get headaches just by looking at the c interface Microsoft APIs have) and like no experience in directx or 3d development.
If you’ve got some small things which are more general c++ right now to get into that you could point me there and I can have a look. Though I can understand if that would actually make more work for you than help you in that regard, considering most things seem to be more specialized engine issues I would guess.
Yeah, that’s precisely my point here I am well aware that I am one of few people who can do the really technical stuff. I have put my blood sweat and tears into that, while neglecting general polish that might make things easier for normal users
THAT is what I would most appreciate, developers interested in rounding things out so they’re easier to use.
I have always pictured the widget system as being the place anyone interested in contributing could really cut their teeth and have fun producing a little in-game toy and simultaneously identify any problems in the design.
Widgets are probably the most design-modeled part of the entire software. Everything else is a haphazard mess of features that I needed for one game or another and never spent any time thinking about
Even though I have these floating widgets, I’ve never had time to continue fleshing stuff out to, for example, build a log viewer / text editor, command console, customizable OSD text. Those are the sorts of things ReShade has that make it easier to work with. I get too hung up on low-level graphics engine stuff to ever get started on that kind of thing.
SK has all the internal components to build a better command console, it has a text processor with variables and commands and stuff… but I just never got around to making something out of that using ImGui Instead, there’s a ghetto command line you can open with Ctrl + Shift + Tab that can print 3 lines of text to the OSD.
Currently, there is no way… I’ll add it to a todo list. I suppose not a lot of key bindings need “Escape?” Maybe I’ll just use that key to close the keybind editor and clear the binding? That, or maybe right click? I think right-click-to-clear sounds great on paper but implementing it will probably be a nuisance.
The keybinding UI needs some polish, frankly. It gets confusing when editing an existing keybind and there’s already a letter on screen… I don’t know how to make it more intuitive given the primitive tools I have.