Nvidia Geforce Drivers Release Announcement thread

Developer Beta Driver Downloads - Windows 436.61, Linux 435.27.03
November 4, 2019
    • New:
    • Fixes:
      • Improved behavior in low-memory situations
      • Fixed graphical corruption in Vulkan game F12017
      • Various minor performance improvements
      • Improved Vulkan HDR support for multi-device configurations

Windows 436.61

Linux 435.27.03

SHIELD Android TV

 
https://nvidia.custhelp.com/app/answers/detail/a_id/4907/kw/Security Bulletin

Here's what the last driver fixed wrt. security.

Edit: this one is bad
CVE-2019-5695 NVIDIA Windows GPU Display Driver contains a vulnerability in the local service provider component in which an attacker with local system and privileged access can incorrectly load Windows system DLLs without validating the path or signature (also known as a binary planting or DLL preloading attack), which may lead to denial of service or information disclosure through code execution.
 
GEFORCE GAME READY DRIVER 441.20 WHQL

Version: 441.20 WHQL
Release Date: 2019.11.12
Operating System: Windows 7 64-bit, Windows 8.1 64-bit, Windows 8 64-bit, Windows 10
Language: English (UK)
File Size: 527.4 MB

Game Ready for Star Wars Jedi: Fallen Order
The new Game Ready Driver provides the latest performance optimizations, profiles, and bug fixes for Star Wars Jedi: Fallen Order. In addition, this release also provides optimal support for the new VR title Stormland.

New Features and Other Changes
 Added support for CUDA 10.2

Software Module Versions
 nView - 149.77
 HD Audio Driver - 1.3.38.21
 NVIDIA PhysX System Software - 9.19.0218
 GeForce Experience - 3.20.1.57
 CUDA - 10.2
 Standard NVIDIA Control Panel - 8.1.940.0
 DCH NVIDIA Control Panel - 8.1.956.0

Fixed Issues in this Release
 [Red Dead Redemption 2][Vulkan][Maxwell GPUs]: Geometry corruption occurs on some Maxwell GPUs. [2744709]
 [Red Dead Redemption 2][Vulkan]: G-SYNC disengages when disabling V-Sync on the game. [2740479]
 [The Surge 2] VULKAN_ERROR_DEVICE_LOST when using driver version 440.97. [2739146]
 [Quake 3 Arena]: Colors in the game become washed out when set to 16-bit color. [2738607]
 [HDR]: HDR black levels are grey on LG OLED55C9. [2738708]
 [CS:GO]: The game experiences performance drops in certain CPU-limited cases. [2682973]

Windows 10 Issues
 [SLI][Red dead redemption 2][Vulkan]: The benchmark may crash while running in Vulkan mode with SLI enabled and using Ultra graphics settings. [200565367]
 [Forza Horizon 4]: "Low streaming bandwidth" error may occur after extended gameplay. [2750515]
 [Forza Motorsport 7]: Game starts to stutter after racing a few laps [2750611]
 [Gears 5]: Random stability issues may occur. [2630220]
 [Grand Theft Auto V]: The game frequently crashes. NVIDIA is working with the application developer to resolve the issue.


Game Ready Driver Release Notes (v441.20)
https://www.nvidia.com/Download/index.aspx?lang=en-uk
 
GeForce Hotfix Driver Version 441.34

GeForce Hotfix display driver version 441.34 is based on our latest Game Ready Driver 441.20.

This Hotfix driver addresses the following:


    • [Red Dead Redemption 2] Vulkan: Stalling on some systems with 4-core and 6-core CPUs
    • [Shadow of the Tomb Raider] Game may crash when launched in DX12 mode.
https://nvidia.custhelp.com/app/answers/detail/a_id/4930/kw/441.34 Hotfix driver/session/
 
GEFORCE GAME READY DRIVER 441.41 WHQL

Version: 441.41 WHQL
Release Date: 2019.11.26
Operating System: Windows 7 64-bit
Language: English (UK)
File Size: 527.07 MB


Game Ready for Halo: Reach
The new Game Ready Driver provides the latest performance optimizations, profiles, and bug fixes for Halo: Reach. In addition, this release also provides optimal support for the Quake II RTX v1.2 update which provides exciting quality enhancements for ray tracing and textures.

Image Sharpening Support for Vulkan and OpenGL
Last month, we introduced a new NVIDIA Control Panel Image Sharpening feature that enables GeForce gamers to improve clarity and sharpness in DirectX titles, and to easily upscale and sharpen.
With this new Game Ready Driver, this feature is also now available for OpenGL and Vulkan games. To enable Image Sharpening, open NVIDIA Control Panel and select Manage 3D Settings -> Image Sharpening.

Software Module Versions
 nView - 149.77
 HD Audio Driver - 1.3.38.21
 NVIDIA PhysX System Software - 9.19.0218
 GeForce Experience - 3.20.1.57
 CUDA - 10.2
 Standard NVIDIA Control Panel - 8.1.940.0
 DCH NVIDIA Control Panel - 8.1.956.0


Fixed Issues in this Release
 [SLI][Red Dead Redemption 2][Vulkan]: The benchmark may crash while running in Vulkan mode with SLI enabled and using Ultra graphics settings. [200565367]
 [Red Dead Redemption 2][Vulkan]: Stalling occurs on some systems with 4-core and 6-core CPUs. [2752394]
 [Shadow of the Tomb Raider]: The game may crash when launched in DirectX 12 mode. [200566997]
 [Forza Horizon 4]: "Low streaming bandwidth" error may occur after extended gameplay. [2750515]


Windows 10 Issues
 [V-Sync]: V-Sync does not work. [2719115]
 [Forza Motorsport 7]: Game starts to stutter after racing a few laps [2750611]
 [Grand Theft Auto V]: The game frequently crashes. NVIDIA is working with the application developer to resolve the issue.

Edit: V-Sync issue in Windows 10 is typo in release notes. Should be
kxpqyky.png



Game Ready Driver Release Notes (v441.41)
https://www.nvidia.com/Download/index.aspx?lang=en-uk
 
Last edited by a moderator:
GEFORCE GAME READY DRIVER 441.66 WHQL

Version: 441.66 WHQL
Release Date: 2019.12.10
Operating System: Windows 7 64-bit, Windows 8.1 64-bit, Windows 8 64-bit
Language: English (US)
File Size: 529.59 MB

Game Ready for MechWarrior 5: Mercenaries
The new Game Ready Driver provides the latest performance optimizations, profiles, and bug fixes for MechWarrior 5: Mercenaries. In addition, this release also provides optimal support for Detroit: Become Human.

Software Module Versions
 nView - 149.77
 HD Audio Driver - 1.3.38.21
 NVIDIA PhysX System Software - 9.19.0218
 GeForce Experience - 3.20.1.57
 CUDA - 10.2
 Standard NVIDIA Control Panel - 8.1.940.0
 DCH NVIDIA Control Panel - 8.1.956.0


Fixed Issues in this Release
 [Resolve]: The application may crash during timeline playback when using Blackmagic RAW CODEC media. [2753421]
 [Forza Motorsport 7]: Game starts to stutter after racing a few laps [2750611]
 [Fallout 76][G-SYNC]: The game frame rate drops with G-SYNC enabled. [200466962]
 [GeForce GTX 1080 Ti]: There is no 5.1 or 7.1 surround sound option in the Windows Sound Properties.[2752540]
 [GeForce GTX 1060 6GB][NVIDIA Control Panel]:The NVIDIA Control Panel reports an incorrect GPU framebuffer size.

Windows 7 Issues
 [World of Warcraft: Battle for Azeroth][DirectX 12]: The game crashes when switched from DirectX 11 to DirectX 12 mode. [200574934]

Windows 10 Issues
 [Sniper Elite 4][Shadow of the Tomb Raider]: Frame rate is not capped at the display refresh rate with V-Sync enabled in DirectX 12 mode. [2719115]
 [Grand Theft Auto V]: The game frequently crashes. NVIDIA is working with the application developer to resolve the issue.

Game Ready Driver Release Notes (v441.66)
https://www.nvidia.com/Download/index.aspx?lang=en-uk
 
Developer Beta Driver Downloads - Windows 441.71, Linux 440.43.01
December 11th, 2019
    • New:
      • Rebased Vulkan beta driver to r440 release branch
    • Fixes:
      • Fix rendering to 3D depth/stencil image slices
      • Improvements to Vulkan driver startup time
      • Fixed various resource leaks
https://developer.nvidia.com/vulkan-driver


Windows 441.71
Linux 440.43.01
SHIELD Android TV
 
Still no fix for NVENC recording are stuttering... Ouch.

The current Workaround: use RTSS to manually set frame limit to be the same as monitor refresh rate.
 
Updated my drivers yesterday for my 1080, resulting in immediate random horizontal line corruptions and screen blanking. Had problems trying to get any kind of display even on a cold boot, it would come up eventually but occasionally blank out or completely go nuts with screen corruptions and lines. Ended up removing everything nvidia, reverting to basic drivers and it stabilized. Downloaded a driver from a couple of months ago instead and it seems to be stable again. No idea what happened.
 
Updated my drivers yesterday for my 1080, resulting in immediate random horizontal line corruptions and screen blanking.
No problems on my GTX 1080 here. I usually use DDU to uninstall old drivers as sometimes installing over old drivers sometimes causes the weird and unexpected.

Edit: At one point in the past I started to get green pixels on certain random locations on the screen. I thought my card was on the way out because nothing seemed to work ... uninstalling, reinstalling, checking cables, etc... What finally fixed the issue was re-seating my video card which wasn't in securely due to a broken pcie latch. Never once thought about checking that, but what a relief!
 
Last edited by a moderator:
Still no fix for NVENC recording are stuttering... Ouch.

The current Workaround: use RTSS to manually set frame limit to be the same as monitor refresh rate.
That does not sound like NVENC bug. Just to be clear, the NVENC interface by itself can't "stutter". Together with the frame, you pass a presentation timestamp in, you get the same timestamp out. And regardless of the pacing of the encoder, the client will apply sufficient prebuffer to display the frames exactly as paced by the increment in presentation timestamp. Some clients have trouble if frames are not evenly paced.

So if it stutters for you, the fault happens already before the frame is handed to NVENC. Sounds like whatever software you are using for recording fails to associate frames with their correct timestamp, or has a poor logic for selecting frames suitable for encoding.
Fixed various resource leaks
Don't get your hopes up, that's limited to the leaks in Vulkan only. The other leaks they have recently introduced in D3D and Cuda are still there.
 
Don't get your hopes up, that's limited to the leaks in Vulkan only. The other leaks they have recently introduced in D3D and Cuda are still there.
Have you tried the Beta drivers yet?
 
A lot of people are starting to use HEVC x265 to encode. When I do encode I use NVENC (ConvertXtoVideo) and haven't experienced any stutters.

Edit: Which card are you using? Seems some Turing cards (budget) are not using the new efficient Turing encoder.

Gtx 1660 super. But googling around, people also got that issue in rtx

That does not sound like NVENC bug. Just to be clear, the NVENC interface by itself can't "stutter". Together with the frame, you pass a presentation timestamp in, you get the same timestamp out. And regardless of the pacing of the encoder, the client will apply sufficient prebuffer to display the frames exactly as paced by the increment in presentation timestamp. Some clients have trouble if frames are not evenly paced.

So if it stutters for you, the fault happens already before the frame is handed to NVENC. Sounds like whatever software you are using for recording fails to associate frames with their correct timestamp, or has a poor logic for selecting frames suitable for encoding.

Don't get your hopes up, that's limited to the leaks in Vulkan only. The other leaks they have recently introduced in D3D and Cuda are still there.

It stutters in GeForce experience game recording and OBS

ALVR also stutters.

GF experience and OBS recording stutter will be gone with RTSS frame limit enabled

ALVR still stutters. Maybe RTSS didn't work for VR games in direct mode?
 
GF experience and OBS recording stutter will be gone with RTSS frame limit enabled
You have an adaptive sync monitor, don't you? As I said, most clients don't like non-monotonous frame pacing. And that is exactly what you get with an adaptive sync monitor when playing full screen. If you want to record / stream, make sure you are running at a fixed refresh rate. Same refresh rate as the target display, to be accurate, in case of ALVR.

(Detail about ALVR, have a look at https://github.com/polygraphene/ALV...361397/alvr_server/VideoEncoderNVENC.cpp#L164 Good example of how not to do the encoding. It had the correct presentationTime passed in as parameter, but discarded it in favor of pure frame index in assumption of constant refresh rate. Meaning ALVR is by design incompatible with variable refresh rate displays.)
 
Last edited:
You have an adaptive sync monitor, don't you? As I said, most clients don't like non-monotonous frame pacing. And that is exactly what you get with an adaptive sync monitor when playing full screen. If you want to record / stream, make sure you are running at a fixed refresh rate. Same frame rate as the target display, to be accurate, in case of ALVR.

I use 60hz lg 24mp monitor :(
 
Back
Top