Comments (2)
Same way the CPU core spoofing was implemented — it detours some standard Win32 API calls and implements custom code/checks that manipulates the input (that being the game’s originally coded sleep duration) and executes Special K’s custom duration instead.
Any game that implements sleeping using the detoured API calls will end up running SK’s code instead, which allows us to skip the sleep call entirely or adjust it to our own liking.
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It replaces Sleep (...)
calls on window threads with a wait function (MsgWaitForMultipleObjects (...)
) that will wake up when there's a waiting message on the queue.
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Related Issues (20)
- local install MGSTPP error HOT 1
- Dynamic FPS limit HOT 1
- [Enhancement] Controlling Nvidia ReBar via SK HOT 2
- Gamma, brightness etc settings for SDR HOT 1
- I don' even know how incompatibility between "SpecialK", "TBOI:R" and mod "External Item Descriptions". HOT 4
- SK dll causes Dragons Dogma 2 to crash HOT 2
- Please create a public changelog for the latest/stable version of Special K HOT 7
- No paper white option in the newest version of Special K? HOT 4
- [Enhancement] Add option to keep 8 bit remasters UNORM to HDR widget HOT 1
- [Inquiry] No bypass + Gamma 1.0 or Bypass + Gamma 2.2? HOT 1
- Suggestion: Add Dithering options from AMD Display Library
- SpecialK Blurry when opening game. HOT 1
- Civ5 issues HOT 1
- Delayed background framerate mode HOT 1
- Current DXVK implementation (as of 2.3.1) seems to trigger SK_DXGI_PresentBase twice per frame HOT 3
- Far Cry 5 (with Proton + DXVK) has alternating swapchain pointers during SK_D3D11_RenderCtx::init, causing init release loop HOT 3
- Fallout: New Vegas issues HOT 3
- Broken Hardware Cursor in Noita HOT 2
- Special K uses the "BackBufferCount" label for both d3d9 and dxgi, but that is wrong for dxgi HOT 2
- SK_24_5_2 Compatibility: Need for Speed: Most Wanted (2012) & Lego Star Wars: The Skywalker Saga
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