While they’re not really promoting this release, such as with a blog post on the GeForce website, NVIDIA has just released their 376.33 WHQL drivers. This one is not associated with any specific game release, so it seems like this is more of a maintenance release, working on bugs rather than application-dependent optimizations. The release notes specifically mention several security improvements, so I would assume they’re going back through previous changes and looking at things like video memory management, which might also lead to overall performance and stability enhancements.
As for the long-running Folding@Home bug affecting some of our readers, it turns out that the cause was a bug in the application that just happened to work until NVIDIA applied a fix on their end. This reminds me of when I was working on an OpenCL-based software renderer. At one point, I started crashing when executing on the Intel CPU, but not on either GPU (Intel HD 4600 or NVIDIA GTX 670). I later found out that it was an out-of-bounds access in my code, when a render group slightly bled off the side of the render buffer, which the GPU drivers silently compensated for. It looked like Intel’s CPU driver had a bug, but, really, it was just the only one that didn’t work around my bug.
Despite this, NVIDIA is planning on releasing a workaround for Folding@Home in a hotfix driver, until the organization can patch the issue on their own. This driver is not the one, though.
Disabled SLI i games.
Disabled SLI i games. Lowering the bar!
Yeah because having SLI in a
Yeah because having SLI in a game that has very poor support for it would be soooo much better for the select few rich people who think that SLI is actually a good thing. Thank nvidia for removing it.
umm sli is a good thing when
umm sli is a good thing when it works man but yes when it don’t its bad
I can confirm it’s a good
I can confirm it’s a good thing when it works. Such is the case with Watch Dogs 2. 4K/60 with 100% detail scaling and HFTS shadows, HBAO+ Ambient Occlusion, and only need to disable Screenspace Reflections and MSAA to keep frametimes near a locked 16ms.
Its all part of GFE = GeForce
Its all part of GFE = GeForce Exclusion
That one guy on page 4 had a funny picture to go with his long running issue.
http://s017.radikal.ru/i431/1612/b0/b454f5d9359e.jpg
Is [insert ongoing issue]
Is [insert ongoing issue] fixed yet?
SLI is increasingly not
SLI is increasingly not possible because game developers are using tools to take advantage of SIMILARITIES between frames.
This is something we already see in video compression.
It’s an issue that’s not going away. AFR is going to disappear and be replaced by multiple GPU’s working on the SAME frame, though this is going to take perhaps two years to become common.
update:
People use SLI and
update:
People use SLI and AFR interchangeably. AFR or Alternate Frame Rendering is what most games use currently and this is done at the video DRIVER level.
This will switch over to SFR or Split Frame Rendering and be done at the game level.
SFR is still an implementation of SLI.
SFR will succeed, but what it needs most is that the GAME ENGINE itself make this an easy thing to implement. We’re not quite there yet but getting closer.
Working grand like all other
Working grand like all other driver releases this year on my GTX980 TI + ACER PRedator XB270HU 144HZ GSync & Windows 10 Enterprise (build 14393.576) =D