Andon M. Coleman

Results 33 comments of Andon M. Coleman

Problem is caused by drivers not including correct stride in resource description, it's unlikely this can be fixed.

This should now be fixed, it was a combination of incorrect memory alignment (D3D9/D3D12 SDR) and SK accidentally invoking its own hooked function (D3D12 HDR). There are some slight color...

Unreal Engine loads many of its textures using a `_TYPELESS` format initially, and in order to dump them to disk a type gets assigned. When you go to re-inject them,...

Sounds a lot like he needs to turn on flip model for the D3D11 renderer. That's the only way HDR will work. I'm guessing there was some kind of regression...

Have you tried one of the more recent builds? I resolved a few issues that might be related to this; mostly MSAA.

Actually, Special K should be able to handle these scenarios. It already does something similar to your copy-to-SwapChain when the original and override formats aren't directly compatible (e.g. sRGB FP16)....

I tried multiple releases, and for D3D9 games they are all doing this: [SpecialK.log](https://github.com/SpecialKO/SpecialK/files/9176861/SpecialK.log) Once per-frame, it makes a redundant call to `SetFullscreenState (...)` to switch to windowed mode (it's...

I can't make heads or tails of that without any context. Please include the other logs too. That crash occurs outside of my code.

@bk5115545: Yes, I have been saying this for who knows how long now and been accused of maliciously disabling certain features in modified versions of the game. You can't even...

@DoctorGoat: No, I do not have such code. SK_Steam_PiratesAhoy (...) triggers nothing, it just validates the used SteamIDs by the cheap hacks pirates use to bypass Denuvo. If detected, SteamAPI...