BlueHeisenberg/SCSKiller
Kill shader compilation stutter before you play. Compiles your games' shaders into the GPU driver's cache ahead of time. Windows, NVIDIA and AMD.
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Kill shader compilation stutter before you play. Compiles your games' shaders into the GPU driver's cache ahead of time. Windows, NVIDIA and AMD.
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What is BlueHeisenberg/SCSKiller?
BlueHeisenberg/SCSKiller is a digital product or tool described as: Kill shader compilation stutter before you play. Compiles your games' shaders into the GPU driver's cache ahead of time. Windows, NVIDIA and AMD.
Where did BlueHeisenberg/SCSKiller originate?
Data for BlueHeisenberg/SCSKiller was aggregated directly from the GitHub Open Source community ecosystem, representing raw developer and early-adopter sentiment.
When was BlueHeisenberg/SCSKiller publicly launched?
The initial public indexing or launch date for BlueHeisenberg/SCSKiller within our tracked developer communities was recorded on September 29, 2026.
How popular is BlueHeisenberg/SCSKiller?
BlueHeisenberg/SCSKiller has achieved measurable traction, logging over 2,337 traction score and facilitating 60 recorded discussions or engagements.
Which technical categories define BlueHeisenberg/SCSKiller?
Based on metadata extraction, BlueHeisenberg/SCSKiller is categorized under topics such as: amd, directx12, nvidia, pc-gaming.
Are there active development issues for BlueHeisenberg/SCSKiller?
Yes, we are currently tracking open architectural debates and bug reports for this project on GitHub. There are currently 5 active high-priority issues logged recently.
What are some commercial alternatives to BlueHeisenberg/SCSKiller?
Our semantic intelligence engine identifies potential commercial alternatives in the SaaS space, such as Muse Wonder, which offers overlapping value propositions.
How does the creator describe BlueHeisenberg/SCSKiller?
The original author or development team describes the product as follows: "Kill shader compilation stutter before you play. Compiles your games' shaders into the GPU driver's cache ahead of time. Windows, NVIDIA and AMD."
Active Developer Issues (GitHub)
Logged: Oct 6, 2026
Logged: Oct 6, 2026
Logged: Oct 5, 2026
Logged: Oct 5, 2026
Logged: Oct 5, 2026
Community Voice & Feedback
Might be good to require explicit confirmation before allowing >16GB cache on systems with >=32 GB RAM, or larger than 50% of total RAM on systems with
Same issue here:
-SCS 1.2.4
-AMD 6600
Gears of war E day
-SCS 1.2.4
-AMD 6600
Gears of war E day
I have the same exact issue.
-SCS v. 1.2.4
-AMD 7900XT
-26.9.2 drivers
My currently installed games are Starfield, Immortals of Aveum, Jedi Survivor, Gotham Knights and Lost Judgment. All 5 stop at a random point of the shader compile with the same error.
I'll open another, separate issue, if needed
-SCS v. 1.2.4
-AMD 7900XT
-26.9.2 drivers
My currently installed games are Starfield, Immortals of Aveum, Jedi Survivor, Gotham Knights and Lost Judgment. All 5 stop at a random point of the shader compile with the same error.
I'll open another, separate issue, if needed
I completely cleared the cache for Dawnwalker, then recompiled the shaders in “careful compile” mode.
The program still prompts for a rebuild after each game exit because it signals that it’s finding new pipelines.
In addition to Dawnwalker, I also tested it on The Witcher 3, also with a complete cache clear, and everything is the same.
SCS Killer has been updated to the latest version, 1.2.4.
The program still prompts for a rebuild after each game exit because it signals that it’s finding new pipelines.
In addition to Dawnwalker, I also tested it on The Witcher 3, also with a complete cache clear, and everything is the same.
SCS Killer has been updated to the latest version, 1.2.4.
Here's the latest run, 1.2.4
Thank`s for your work, I’ll check everything and let you know.
1.2.4 fixed it, thanks!
Thanks for the steps, and sorry about the crashes!
The d3d12.dll you deleted from the game folder is SCSKiller's recorder.
Uninstalling should take it out of every game, and 1.2.4 makes sure a failed step can't skip that.
The crash itself isn't fixed yet.
@wilk25-gif @Ryderzin, could you update to 1.2.4, and if it crashes again, send `scskiller.log` from the game folder (next to StreetFighter6.exe) before removing anything?
Please also say whether it crashed while recording or after a compile.
The d3d12.dll you deleted from the game folder is SCSKiller's recorder.
Uninstalling should take it out of every game, and 1.2.4 makes sure a failed step can't skip that.
The crash itself isn't fixed yet.
@wilk25-gif @Ryderzin, could you update to 1.2.4, and if it crashes again, send `scskiller.log` from the game folder (next to StreetFighter6.exe) before removing anything?
Please also say whether it crashed while recording or after a compile.
Thanks for the screenshots, they show exactly what's wrong!
The full game's packages use a flag SCSKiller's RE Engine reader doesn't know yet ("unknown package features 0x68"), so it can't read them, and "Record while I play" stays off.
It isn't OptiScaler or REFramework.
The Character Creator's packages don't use that flag, that's why it works there.
Keeping this open to fix it.
The full game's packages use a flag SCSKiller's RE Engine reader doesn't know yet ("unknown package features 0x68"), so it can't read them, and "Record while I play" stays off.
It isn't OptiScaler or REFramework.
The Character Creator's packages don't use that flag, that's why it works there.
Keeping this open to fix it.
Thanks for checking, and for narrowing it down to Frostpunk 2!
1.2.4 reads some big Unreal shader files that 1.2.3 couldn't, which may be the cause, but I can't tell for sure.
Could you update and try again?
If it still gets stuck, please run this (Win+R, `cmd`, paste it) and send what it prints, it shows which file it stops on:
`"%LOCALAPPDATA%\SCSKiller.App\current\cli\scskiller.exe" index "frostpunk 2" --out "%TEMP%\scs-fp2"`
That's the installed version's path, the portable build has the same `cli` folder beside SCSKiller.exe.
1.2.4 reads some big Unreal shader files that 1.2.3 couldn't, which may be the cause, but I can't tell for sure.
Could you update and try again?
If it still gets stuck, please run this (Win+R, `cmd`, paste it) and send what it prints, it shows which file it stops on:
`"%LOCALAPPDATA%\SCSKiller.App\current\cli\scskiller.exe" index "frostpunk 2" --out "%TEMP%\scs-fp2"`
That's the installed version's path, the portable build has the same `cli` folder beside SCSKiller.exe.
Thanks all, and sorry it's still that slow!
1.2.4 doesn't change the first scan yet.
It reads part of every game's files to find its engine, and with many games on hard drives that takes a long time.
After that first scan, SCSKiller only reads the games that changed when it starts.
A list that shows right away and a way to choose which folders get scanned are both on my list.
1.2.4 doesn't change the first scan yet.
It reads part of every game's files to find its engine, and with many games on hard drives that takes a long time.
After that first scan, SCSKiller only reads the games that changed when it starts.
A list that shows right away and a way to choose which folders get scanned are both on my list.
Thanks for the log!
The driver crashes themselves aren't fixed in 1.2.4.
But pipelines that crash your driver no longer count in a game's coverage or as new pipelines, so a careful compile that skipped them shouldn't keep asking for another.
Could you update, compile Dawnwalker again, play, and tell me if it still asks?
The driver crashes themselves aren't fixed in 1.2.4.
But pipelines that crash your driver no longer count in a game's coverage or as new pipelines, so a careful compile that skipped them shouldn't keep asking for another.
Could you update, compile Dawnwalker again, play, and tell me if it still asks?
Thanks!
1.2.4 warns in the queue when one game's compile adds more than 16 GB: "Very large caches can make the game start slower and use more memory."
On NVIDIA the game page also shows how much of the cache is in use and flags a nearly full cache file.
Could you update and send a screenshot of Borderlands 4's page?
1.2.4 warns in the queue when one game's compile adds more than 16 GB: "Very large caches can make the game start slower and use more memory."
On NVIDIA the game page also shows how much of the cache is in use and flags a nearly full cache file.
Could you update and send a screenshot of Borderlands 4's page?
Thanks for the file list!
1.2.4 takes a key when it opens any of the game's encrypted files, not only the first (found by @dkflint723).
Please update and enter the key again, and tell me if it's still refused.
One thing to expect on AMD: an anti-cheat DirectX 12 game needs a community recording there, since its anti-cheat blocks yours.
Without one, the game shows "Not supported" with that reason, even once the key works.
1.2.4 takes a key when it opens any of the game's encrypted files, not only the first (found by @dkflint723).
Please update and enter the key again, and tell me if it's still refused.
One thing to expect on AMD: an anti-cheat DirectX 12 game needs a community recording there, since its anti-cheat blocks yours.
Without one, the game shows "Not supported" with that reason, even once the key works.
Still doesn't recognise AC Valhalla - I played for at least 30 mins or so. Exited and it still says it needs a 5 min recording
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