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  (#376)
aayman_farzand
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Default 04-18-2012, 18:10 | posts: 718

I can confirm the clock issues as well.

After long general use, if I jump into BF3, my 1st card runs at 772MHZ and has 0-20% usage whereas my 2nd card runs at 405MHZ but has a 99% usage. I get like 20FPS in game.

A restart fixes it but its annoying and is yet another thing I have to do just to play my game, which I don't do anymore after I restart :/
   
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  (#377)
Singleton99
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Default 04-18-2012, 18:46 | posts: 13 | Location: England

Hello chaps , I'm just confirming the clock problem with this set of drivers on my GTX 580 matrix , Shame as i was looking forwards to the new features in the Betas ,Dose anyone have any insight into when the next release of drivers will be . Thanks
   
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  (#378)
sapo_joe
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Default 04-19-2012, 01:08 | posts: 172 | Location: Brazil

Quote:
Originally Posted by aayman_farzand View Post
I can confirm the clock issues as well.

After long general use, if I jump into BF3, my 1st card runs at 772MHZ and has 0-20% usage whereas my 2nd card runs at 405MHZ but has a 99% usage. I get like 20FPS in game.

A restart fixes it but its annoying and is yet another thing I have to do just to play my game, which I don't do anymore after I restart :/
Same here... Seems to happen only with 5xx cards... I'm using 296.39 now and am very pleased with it, just missing FXAA a bit... :|
   
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  (#379)
D4rKy21
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Default 04-19-2012, 02:18 | posts: 220 | Location: Netherlands

Quote:
Originally Posted by Bradders684 View Post
I tried the US and internationals twice both with clean installs with no luck,
it could be a 580 bug but (D4rKy21) has sli 580's with no problems.
I had this problem once when i played Deus Ex Human Revolution last night, everything went slow suddenly and i think also that it was going back to 2d clocks [not sure tho did not look yet] rebooted pc problem was gone if it happen again i revert back to the WHQL ones.

Last edited by D4rKy21; 04-19-2012 at 02:25.
   
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  (#380)
Spets
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Default 04-19-2012, 02:19 | posts: 1,429

Noticed the clock problem when I run my card at default clocks, for some reason it just doesn't work properly, but any kind of OC will have the clocks running properly for me.
   
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  (#381)
sapo_joe
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Default 04-19-2012, 02:26 | posts: 172 | Location: Brazil

Quote:
Originally Posted by Spets View Post
Noticed the clock problem when I run my card at default clocks, for some reason it just doesn't work properly, but any kind of OC will have the clocks running properly for me.
I thought about trying that, but my videocard is OC'ed by default, and I don't want to fry it just to use a driver... LOL
   
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  (#382)
Spets
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Default 04-19-2012, 02:37 | posts: 1,429

If you're still interested in trying it, you'd only need to change clocks by 2-5mhz.
Hopefully they correct this soon
   
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  (#383)
sapo_joe
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Default 04-19-2012, 02:56 | posts: 172 | Location: Brazil

Quote:
Originally Posted by Spets View Post
If you're still interested in trying it, you'd only need to change clocks by 2-5mhz.
Hopefully they correct this soon
Nah... The problem is, it also gets stuck at the maximum clock, with this fan running @ 3600rpm even hours after I closed the games... I'll wait for nvidia to truly fix it... The 296.39s are great too...
   
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  (#384)
Caenyss
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Default 04-20-2012, 00:29 | posts: 40 | Location: Lisbon, Portugal

Anyone notices that with Antialiasing Transparency set to Supersampling (2x,4x,8x) really blurs out the image (similar to FXAA), and Multisample, while not as good as Supersampling, doesn't? Has it been always like this or am I experiencing some sort of bug?
   
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  (#385)
Darren Hodgson
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Default 04-20-2012, 08:45 | posts: 9,699 | Location: England

I've just been reading the NVIDIA.com forums and according to ManuelG NVIDIA plan on dropping MSAA support for Unreal Engine 3 games in their next driver release in favour of the inferior FXAA, which I'm less keen on due to the way it blurs text and HUDs. That's very disappointing to read as the ability to force AA in Unreal Engine 3 games via AA compatibility flags is one of the things that set NVIDIA apart from AMD.
   
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  (#386)
Radical_53
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Default 04-20-2012, 09:12 | posts: 2,256 | Location: Germany

That would be quite sad actually.

By the way: I really like the AA quality FXAA can deliver up close but it never seems to do much for anything further away. Can I safely assume that this is typical behavior or am I facing a specific bug/problem (older card / installation / whatever)?
   
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  (#387)
Darren Hodgson
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Default 04-20-2012, 12:25 | posts: 9,699 | Location: England

Quote:
Originally Posted by Radical_53 View Post
That would be quite sad actually.

By the way: I really like the AA quality FXAA can deliver up close but it never seems to do much for anything further away. Can I safely assume that this is typical behavior or am I facing a specific bug/problem (older card / installation / whatever)?
No, I think that is how FXAA works as it is doesn't anti-aliasing polygon edges, just the entire screen so it doesn't know where edges are, etc. I downloaded the Sniper Elite V2 demo last night on Steam and that is a DX11 game that appears to use FXAA. The game has relatively effective anti-aliasing around the character and immediate surroundings but buildings and objects in the distance appear jaggy and even shimmer when moving.

IMO, FXAA works best with MSAA in place of supersampling and helps remove jaggies on foliage, trees and fences which use transparent textures (such as in Skyrim for example). It is less effective on its own as Deus Ex: Human Revolution, NFS: The Run and numerous out FXAA-only games have shown as all of those have bad aliasing in places.

Very disappointing really considering that DX11 is the future. I know that DX9 and deferred rendering don't play nice with MSAA but I always thought DX10 and 11 did. Obviously I was wrong.

Last edited by Darren Hodgson; 04-20-2012 at 12:27.
   
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  (#388)
Redemption80
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Default 04-20-2012, 12:33 | posts: 13,432 | Location: Glasgow

I'm sure it will still be possible to do it manually with Nvidia Inspector, is he not saying that they will no longer be working on the flags themselves?
   
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  (#389)
Darren Hodgson
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Default 04-20-2012, 13:20 | posts: 9,699 | Location: England

Quote:
Originally Posted by Redemption80 View Post
I'm sure it will still be possible to do it manually with Nvidia Inspector, is he not saying that they will no longer be working on the flags themselves?
At the moment, forced AA using the compatibility flags is broken for some Unreal Engine 3 games such as Mass Effect and Unreal Tournament III (not all of them are affected though - X-Men Origins: Wolverine and BioShock 1/2 DX10 still work for example). From his wording, I believe ManualG is saying that they won't be fixing the ones that don't work as they intend dropping MSAA/UE3 support altogether in the next driver.

Whether that means BioShock 1/2 and Wolverine will no longer work either in the next driver remains to be seen but they clearly changed something in the driver as Mass Effect and UTIII used to work with forced MSAA before. That means they could do it again and break other UE3 games.
   
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  (#390)
mudkips
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Default 04-20-2012, 14:47 | posts: 75

Quote:
Originally Posted by Darren Hodgson View Post
No, I think that is how FXAA works as it is doesn't anti-aliasing polygon edges, just the entire screen so it doesn't know where edges are, etc. I downloaded the Sniper Elite V2 demo last night on Steam and that is a DX11 game that appears to use FXAA. The game has relatively effective anti-aliasing around the character and immediate surroundings but buildings and objects in the distance appear jaggy and even shimmer when moving.
FXAA is pretty poor at resolving complex sub-pixel details resulting in artifacts when those sub-pixel details are in motion (distant complex objects like trees for example) and those artifacts cause the shimmering effect you are seeing.

While msaa profiles for games that use engines like Unreal 3 "worked" they still never solved the issue with specular light aliasing which to me can be far far more jarring then edge aliasing.

Sadly, SS is the only real one stop shop to solving these issues across many games.
   
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  (#391)
Darren Hodgson
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Default 04-20-2012, 15:18 | posts: 9,699 | Location: England

Quote:
Originally Posted by mudkips View Post
While msaa profiles for games that use engines like Unreal 3 "worked" they still never solved the issue with specular light aliasing which to me can be far far more jarring then edge aliasing.
4xMSAA + (at least) 2xSGSAA works really well in Unreal Engine 3 games as I used it for Mass Effect 3 and that annoying aliasing on surfaces/walls with specular light was substantially reduced. FXAA doesn't work nearly as well as that is what the game itself used for 'anti-aliasing'. I prefer FXAA (or SGSSAA) combined with MSAA personally as it gives the best anti-aliasing IMO.
   
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  (#392)
TechFreaK
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Default 04-20-2012, 15:50 | posts: 155 | Location: TechLand

Quote:
Originally Posted by Darren Hodgson View Post
At the moment, forced AA using the compatibility flags is broken for some Unreal Engine 3 games such as Mass Effect and Unreal Tournament III (not all of them are affected though - X-Men Origins: Wolverine and BioShock 1/2 DX10 still work for example). From his wording, I believe ManualG is saying that they won't be fixing the ones that don't work as they intend dropping MSAA/UE3 support altogether in the next driver.

Whether that means BioShock 1/2 and Wolverine will no longer work either in the next driver remains to be seen but they clearly changed something in the driver as Mass Effect and UTIII used to work with forced MSAA before. That means they could do it again and break other UE3 games.
Yes i agree pretty stupid move, looks like they can't fix it anymore..


Btw, he said they're not gonna disable it completely, just disable force override AA and set the flag to enhance. Yeah it will be useless unless you manually force/edit AA flags in nv inspector..

Last edited by TechFreaK; 04-21-2012 at 01:54. Reason: spelling
   
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  (#393)
aayman_farzand
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Default 04-20-2012, 22:00 | posts: 718

Got rid of the drivers, stuck clock issues and stuttering in BF3. Back to 296.10WHQL, all smooth.
   
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  (#394)
IM0001
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Default 04-25-2012, 22:25 | posts: 376 | Location: USA

These drivers have been pretty much perfect on my new rig running my 560Ti's in SLI. BF3 runs fantastic and 3D vision is improved a lot.

One thing I noticed by accident but truely love, is now Windowed mode works in 3D with a 2nd non 3D display plugged in! WOOT! Before, only Fullscreen games in the 3D screen worked. Now instead of having to disable a monitor to see 3D video and such in websites, it all works native like it should as well, Nice.

The SLI GPU idle clock bug still is there (where one will never downclock to idle with the other) but nvidiainspector seems to fix that with its idle clock dealie.
   
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  (#395)
Kian_a9
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Default 04-30-2012, 12:05 | posts: 5

wtf is this ****!after 2 days all my games run @ 3-4 FPS!!!! i reinstall the driver fps back to normal but stuttering as hell in BF3, Batman AC and almost all games! so i removed the driver with driver sweeper and clean install 295.73 but the damn stuttering problem persists!!i reset clocks didnt help what should i do can someone help?!wanna try 296.10 ...

and here is MSI AB see gpu loads?not 99/100% jump over 70 to 99 omg


Last edited by Kian_a9; 04-30-2012 at 12:10.
   
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  (#396)
VenoMaizeR
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Default 05-02-2012, 03:45 | posts: 120 | Location: Portugal/Lisbon

Anyone having crashes with this set on BF Bad Company 2? Hope is not my oc :p other games run fine no probs.

Last edited by VenoMaizeR; 05-02-2012 at 04:08.
   
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  (#397)
The_Fool
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Default 05-05-2012, 13:33 | posts: 990 | Location: Tiny Town in USA

Does FXAA only work in DirectX? It doesn't seem to work when I activate it in Doom 3, and the engine is OpenGL.

Last edited by The_Fool; 05-05-2012 at 13:42.
   
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  (#398)
Ricky78
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Default 05-05-2012, 14:08 | posts: 46 | Location: Pizza's country

I didn't tried it with Doom 3, but it works with X-Plane (it uses OGL too).
   
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  (#399)
The_Fool
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Default 05-05-2012, 16:08 | posts: 990 | Location: Tiny Town in USA

I got it to work in Doom 3, now. However, it does not work in Crysis no matter how I try to force it with NVIDIA Inspector. Supersampling doesn't work in Crysis, either.

Last edited by The_Fool; 05-05-2012 at 16:12.
   
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  (#400)
The_Fool
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Default 05-06-2012, 02:46 | posts: 990 | Location: Tiny Town in USA

How can FXAA or SSAA be forced into Crysis using Inspector with this driver?
   
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