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Releases: Kaldaien/UnX

"Untitled" Project X - v 0.6.4

09 Sep 14:33
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Compatibility Updates

  • Includes support for RivaTuner Statistics Server 6.5.0 (mostly D3D12-related)
    • The included dxgi.dll (Special K v 0.6.0) will work in D3D12 games, but finding a 32-bit D3D12 game will prove harder than finding a unicorn 🐴
  • Fixed an issue that was causing the launcher not to pop up at game exit
  • The mod now requires the MSVC++ 2015 redistributable (x86 version) to run
    • If you get an error about msvcp140.dll you need to install it from here

Important Note Regarding Texture Mods

To maintain compatibility with old texture mods that use the original hash algorithm, you must add a directory called UnX_Old to UnX_Res/inject/textures/ and move texture mods developed pre-0.6.0 into that directory.


The standalone DLLs are from Special K 0.6.1 (NVIDIA hotfix). If the version in UnX.zip locks up at startup, try the separate DLLs. Set Role=PlugIn and When=PlugIn for the UNX import in dxgi.ini.

"Untitled" Project X - v 0.6.3

31 Aug 19:07
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D3D11 Hook Compatibility
  • Improved compatibility with third-party overlays
  • When exiting the game by pressing Alt+F4, config files will be written
    • This was the cause of missing UnX_Language.ini files on some systems.
  • The mod now requires the MSVC++ 2015 redistributable (x86 version) to run
    • If you get an error about msvcp140.dll you need to install it from here

Important Note Regarding Texture Mods

To maintain compatibility with old texture mods that use the original hash algorithm, you must add a directory called UnX_Old to UnX_Res/inject/textures/ and move texture mods developed pre-0.6.0 into that directory.

"Untitled" Project X - v 0.6.2

11 Aug 19:34
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Texture Prioritization and NvAPI Fixes
  • Texture mods using the hashes generated with a version 0.6.0+ are prioritized over those in UnX_Old
  • NVIDIA users not running Windows 10 will no longer receive an error message about incompatible NvAPI structure version at start.
  • The mod now requires the MSVC++ 2015 redistributable (x86 version) to run
    • If you get an error about msvcp140.dll you need to install it from here

Important Note Regarding Texture Mods

To maintain compatibility with old texture mods that use the original hash algorithm, you must add a directory called UnX_Old to UnX_Res/inject/textures/ and move texture mods developed pre-0.6.0 into that directory.

"Untitled" Project X - v 0.6.1

04 Aug 12:21
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Compatibility Updates (v 0.6.1)

Special K (dxgi.dll) has been re-compiled with updates to improve compatibility and performance with Steam API and the mod's OSD.


Texture Injection, Dumping and Caching Overhaul

This version profoundly changes texture management. It requires some changes to make it work with existing texture mods.

  1. Switched from CRC32 hashes to CRC32C (w/ SSE 4.2 hardware acceleration)
  2. Hashes for properly block-aligned textures are much quicker even on a CPU without SSE 4.2
  3. Hash collisions have been reduced and many textures that could not be dumped before will be now

These three changes have resulted in completely different hashes being generated for every texture.

To maintain compatibility with old texture mods that use the original hash algorithm, you must add a directory called UnX_Old to UnX_Res/inject/textures/ and move texture mods developed pre-0.6.0 into that directory.

  • Tuned texture cache to stay within the restrictive memory limits of a 32-bit program
    • 512 MiB maximum + larger eviction count
    • Increased max number of textures stored in the cache; FFX/X-2 uses a lot of small textures

  • Added Shader Analytics to Special K's OSD
    • Ctrl + Shift + R will turn these on/off
    • They show the number of triangles drawn and pixel shader workload, which may be helpful in deciding which options to turn on/off in FFX-2 (see below).
  • Fixed Permanent Sensor booster not working in FFX

Important Note Regarding Pre- and Post-Battle Delays in FFX-2

The texture management changes will help a little bit with excessive delays at the beginning and end of battle in FFX-2. However, the problem with FFX-2 is that textures are only loaded when there is time to spare at the end of a frame. In other words, textures only load when you are exceeding 30 FPS (battle) or 60 FPS (menu).

The only way to eliminate these delays is to choose video settings that your GPU can handle in its sleep. Barely hitting 60 FPS on the menu screen will not cut it, you have to use settings that would result in 100+ FPS if there were no framerate limit in place.

Square-Enix's design totally sucks, I have done all I can to fix it, but it really just comes down to lowering your graphics settings or choosing an appropriate render mode to get MAXIMUM performance. For many people this means Fullscreen mode or Borderless + Flip Mode, consult the guide on Steam for more information.

"Untitled" Project X - v 0.6.0

07 Jul 20:02
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Texture Injection, Dumping and Caching Overhaul

This version profoundly changes texture management. It requires some changes to make it work with existing texture mods.

  1. Switched from CRC32 hashes to CRC32C (w/ SSE 4.2 hardware acceleration)
  2. Hashes for properly block-aligned textures are much quicker even on a CPU without SSE 4.2
  3. Hash collisions have been reduced and many textures that could not be dumped before will be now

These three changes have resulted in completely different hashes being generated for every texture.

To maintain compatibility with old texture mods that use the original hash algorithm, you must add a directory called UnX_Old to UnX_Res/inject/textures/ and move texture mods developed pre-0.6.0 into that directory.

  • Tuned texture cache to stay within the restrictive memory limits of a 32-bit program
    • 512 MiB maximum + larger eviction count
    • Increased max number of textures stored in the cache; FFX/X-2 uses a lot of small textures

  • Added Shader Analytics to Special K's OSD
    • Ctrl + Shift + R will turn these on/off
    • They show the number of triangles drawn and pixel shader workload, which may be helpful in deciding which options to turn on/off in FFX-2 (see below).
  • Fixed Permanent Sensor booster not working in FFX

Important Note Regarding Pre- and Post-Battle Delays in FFX-2

The texture management changes will help a little bit with excessive delays at the beginning and end of battle in FFX-2. However, the problem with FFX-2 is that textures are only loaded when there is time to spare at the end of a frame. In other words, textures only load when you are exceeding 30 FPS (battle) or 60 FPS (menu).

The only way to eliminate these delays is to choose video settings that your GPU can handle in its sleep. Barely hitting 60 FPS on the menu screen will not cut it, you have to use settings that would result in 100+ FPS if there were no framerate limit in place.

Square-Enix's design totally sucks, I have done all I can to fix it, but it really just comes down to lowering your graphics settings or choosing an appropriate render mode to get MAXIMUM performance. For many people this means Fullscreen mode or Borderless + Flip Mode, consult the guide on Steam for more information.

"Untitled" Project X - v 0.6.0 Pre-Release 0

20 Jun 19:13
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New texture hashing algorithm is live
  • This new system should dump many missing textures
  • The new output is {Un}Compressed<crc32-Mipmap0>[_<crc32-AllMipmaps>].dds
    • (if PreciseHash is enabled)
  • You can omit the second CRC32 for injection

ALL EXISTING TEXTURE MODS MUST BE MOVED

The hashing algorithm is different now, and the generated hashes are no longer valid. In order to continue using any texture mods you may have installed, create a new directory in inject/textures/FFX{-2}.exe/ called UnX_Old and move all of your existing .dds textures there.

Newly dumped textures can be placed in the regular injection directory, with or without the optional second checksum.


Documenting this stuff is going to take quite some time, the version will be released properly as soon as I get that finished.

"Untitled" Project X - v 0.5.7 Test1

18 Jun 23:00
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Pre-release

Revamped Texture Dumping Algorithm

This version breaks all existing texture mods including button icons
  • Texture dumping has been re-written and should catch almost all textures now
  • Texture hashes are different and this is why existing texture mods do not work
    • When this is released, a backward compatibility mode will be offered but texture mods should be converted to use the new hashes for best performance.

"Untitled" Project X - v 0.5.7-test0

17 Jun 10:13
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Pre-release
Fixes texture dumping (hopefully)
- Texture dumping is not compatible with caching, you must disable caching to use dumping. - This version of `dxgi.dll` supports dumping textures in ANY 32-bit D3D11 game.

To use this DLL, it is now necessary to set the texture dumping, caching and injection options in dxgi.ini rather than UnX.ini.

"Untitled" Project X - v 0.5.6a

14 Jun 15:32
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Compatibility Fixes and Diagnostic Crash Handler
- Includes a new crash handler that writes any crash event to `logs/crash.log` - That log file is created at application start (empty) and deleted if the game exits successfully. - If the game crashes, there is useful information in there for me to diagnose the problem - This is what the two new `.pdb` files are for. - The FFX "permanent sensor" booster can be turned off using Farplane now. - All known texture caching issues have been resolved and the feature has been turned back on.
   0.5.6a fixes issues with flip mode and the FFX sensor booster

I have not had time to update the User's Manual with information on the cutscene skip feature, please refer to the 0.5.5 and 0.5.4a release notes for more info.

"Untitled" Project X - v 0.5.6

13 Jun 17:49
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Compatibility Fixes and Diagnostic Crash Handler
  • Includes a new crash handler that writes any crash event to logs/crash.log
    • That log file is created at application start (empty) and deleted if the game exits successfully.
    • If the game crashes, there is useful information in there for me to diagnose the problem
      • This is what the two new .pdb files are for.
  • The FFX "permanent sensor" booster can be turned off using Farplane now.
  • All known texture caching issues have been resolved and the feature has been turned back on.

I have not had time to update the User's Manual with information on the cutscene skip feature, please refer to the 0.5.5 and 0.5.4a release notes for more info.