GeForce 451.85 hotfix driver download

Discussion in 'Frontpage news' started by Hilbert Hagedoorn, Jul 25, 2020.

  1. Hilbert Hagedoorn

    Hilbert Hagedoorn Don Vito Corleone Staff Member

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    Download the Nvidia GeForce 451.85 hotfix driver, as released by NVIDIA. This release fixes issues with Shadow of the Tomb Raider, Death Stranding as well as other issues at hand....

    GeForce 451.85 hotfix driver download
     
  2. gerardfraser

    gerardfraser Ancient Guru

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    LOL a bot hating Sora from Nvidia forums,that name is too funny.Thanks for heads up on the driver update
     
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  3. d0x360

    d0x360 New Member

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    I'm getting kinda tired of nVidia breaking the Forza games over and over and over. Their drivers need a major overhaul and so does their CP. I REALLY hope big Navi is good. I'll sell my 2080ti in a heartbeat... Of course that depends on big navis performance vs the 3080 or 90... Whatever the new "2080ti" is.
     
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  4. NewTRUMP Order

    NewTRUMP Order Master Guru

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    It seems to me that it would be a freeing experience to have separate drivers for each series of releases. Instead of mush moshing every freaking gpu ever released in to one cover all driver, yes I know they have different "driver numbers" but it is still all a hot mess cover all driver, and just release drivers for say 3000 series only and make it policy from now on. Maybe I am ignorant of the way hardware is utilized, but wouldn't it allow them to expand on their choices of hardware utilization knowing that it could have its own driver set?
     

  5. Astyanax

    Astyanax Ancient Guru

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    Theres a thing called a support scope, when you do this it increases exponentially until nothing gets fixed and cards are just left unsupported upon the release of your next one.

    Aka, Intel.
     
  6. JonasBeckman

    JonasBeckman Ancient Guru

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    Both NVIDIA and AMD have dropped a few things like the dedicated 32-bit builds and I assume the older GPU's will eventually be phased out of active support when deemed as needed though NVIDIA having a bigger more well funded team here might be less of a issue than AMD although in turn the GCN architecture has been added to and scaled up and supported though RDNA might make for a cut-off point although nowhere near soon.

    AMD also had the idea to just outright end Windows 8 support early although I assume NVIDIA and AMD will both eventually reduce Windows 7 support now that it's EOL but again it's a pretty popular OS still so might not happen anytime soon plus different teams and how the code is based and updated.

    Control panel is just a shell isn't it exposing a couple of settings, could look better but it works and it's less messy for NVIDIA than AMD's attempt at all the settings and menus within menus and various more hidden sub-menus.


    451.85 here sounds like it takes care of several important outstanding issues and with Ampere finalizing and getting supported focus should shift to fixing remaining reported outstanding bugs as I expect there to be a pretty built up and effective bug tracker for this and what gets priority and has to be dealt with immediately like this thing with hardware accelerated GPU scheduling and a assortment of issues now that it's in the public release driver channel.

    Can't really jam in some automatic logging and telemetry stuff so also dependent on users actually filling out bug reports or posting about them where community reps can see and submit discussed issues and after that also the importance of detailed reports and replicating the problem so it can be debugged and resolved which I assume at least gets incredibly complex when it wasn't just the driver. :D

    It was this or that hardware with some maybe not 100% bios adjustments and these third party programs on this OS build but maybe it was tweaked in some ways and then software specific bugs and compatibility issues (Call of Duty 2020 whatever it's named seems to be a big one for these currently.) plus you also get D3D12 and Vulkan now and these are even more hardware sensitive like RAM for example.


    Plus support from the developers if the game is still in active support and instead of doing some profile tweaking or weird deeper level driver workaround or outright hack or replacing shaders or whatever goes on in here (Some stuff is just really broken, surprised some titles even start at all once you know just how badly some things can get.) although I suppose Microsoft and their studios can put in the resources and have the knowledge to work with the low-level API's a bit better plus involvement from AMD and NVIDIA.
    (Well usually, Halo and it's assortment of games had a lot of problems early on but it's still in active support and they are putting in a lot of work to resolve even some of the less pressing issues which is really good to see instead of just demoting it as DNF or Do Not Fix.)


    EDIT: Which I suppose is mostly just a longer way of saying that troubleshooting is really complicated and this driver work is probably one of the most difficult things with how massive and complex the actual driver code base itself must be.

    Just the actual game profiles alone and title specific tweaks or changes has to be a huge something of code with old and new fixes and how to best go about updating and supporting this.
     
  7. Neo Cyrus

    Neo Cyrus Ancient Guru

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    Vulkan 1.2 support which was added into the main branch for the first time in 451.48 still seems missing/broken.

    And yes nVidia's control panel hasn't changed in so long it feels like it's going on 2 decades. It always, regardless of hardware or version, has the same infuriating just-long-enough-to-be-irritating-over-time load time. Athlon Thunderbird 1.2GHz with a crappy slow HDD, Ryzen 3900X with a 4GB/s NVME SSD, doesn't matter, identical nVidia control panel load time.
     
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  8. Astyanax

    Astyanax Ancient Guru

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    Theres some things that could be done but you'll never get a safe control panel that updates data asynchronously

    vulkan 1.2.0 is fully supported.
    anything missing is 1.2.extra and slated for a future branch

    You're also literally the first to complain if the new driver doesn't get 1fps better in these games, which is basically where the issue stemmed from, an optimization that didn't work well in FM7 specifically while doing so in the other releases.
     
  9. theoneofgod

    theoneofgod Ancient Guru

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    The control panel is frustrating. I had hope they would improve it since AMD did a massive overhaul, but no, slow and dated for us using Nvidia.
     
    Last edited: Jul 26, 2020
  10. Neo Cyrus

    Neo Cyrus Ancient Guru

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    "VK_EXT_pipeline_creation_cache_control" is what seems missing. It was in 451.48, gone since then, and has been in the Vulkan branch for around a ballpark estimate of roughly 14,000 years, give or take a millennium. In case you're wondering; CEMU uses it for async shader caching.
     

  11. Astyanax

    Astyanax Ancient Guru

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    no it wasn't.
     
  12. Neo Cyrus

    Neo Cyrus Ancient Guru

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    CEMU's async caching works fine with that driver and doesn't spit back an error saying that specific extension is missing. The whole "it's required and it's working" thing makes me think it's in there.
     
    Last edited: Jul 27, 2020
  13. Astyanax

    Astyanax Ancient Guru

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    No, it doesn't.

    You should do that thing everyone is able to and verify your claims.

    Code:
    - extensions: 103
      1/ VK_KHR_16bit_storage (ver:1)
      2/ VK_KHR_8bit_storage (ver:1)
      3/ VK_KHR_bind_memory2 (ver:1)
      4/ VK_KHR_buffer_device_address (ver:1)
      5/ VK_KHR_create_renderpass2 (ver:1)
      6/ VK_KHR_dedicated_allocation (ver:3)
      7/ VK_KHR_depth_stencil_resolve (ver:1)
      8/ VK_KHR_descriptor_update_template (ver:1)
      9/ VK_KHR_device_group (ver:4)
      10/ VK_KHR_draw_indirect_count (ver:1)
      11/ VK_KHR_driver_properties (ver:1)
      12/ VK_KHR_external_fence (ver:1)
      13/ VK_KHR_external_fence_win32 (ver:1)
      14/ VK_KHR_external_memory (ver:1)
      15/ VK_KHR_external_memory_win32 (ver:1)
      16/ VK_KHR_external_semaphore (ver:1)
      17/ VK_KHR_external_semaphore_win32 (ver:1)
      18/ VK_KHR_get_memory_requirements2 (ver:1)
      19/ VK_KHR_image_format_list (ver:1)
      20/ VK_KHR_imageless_framebuffer (ver:1)
      21/ VK_KHR_maintenance1 (ver:2)
      22/ VK_KHR_maintenance2 (ver:1)
      23/ VK_KHR_maintenance3 (ver:1)
      24/ VK_KHR_multiview (ver:1)
      25/ VK_KHR_pipeline_executable_properties (ver:1)
      26/ VK_KHR_push_descriptor (ver:2)
      27/ VK_KHR_relaxed_block_layout (ver:1)
      28/ VK_KHR_sampler_mirror_clamp_to_edge (ver:3)
      29/ VK_KHR_sampler_ycbcr_conversion (ver:14)
      30/ VK_KHR_separate_depth_stencil_layouts (ver:1)
      31/ VK_KHR_shader_atomic_int64 (ver:1)
      32/ VK_KHR_shader_clock (ver:1)
      33/ VK_KHR_shader_draw_parameters (ver:1)
      34/ VK_KHR_shader_float16_int8 (ver:1)
      35/ VK_KHR_shader_float_controls (ver:4)
      36/ VK_KHR_shader_non_semantic_info (ver:1)
      37/ VK_KHR_shader_subgroup_extended_types (ver:1)
      38/ VK_KHR_spirv_1_4 (ver:1)
      39/ VK_KHR_storage_buffer_storage_class (ver:1)
      40/ VK_KHR_swapchain (ver:70)
      41/ VK_KHR_swapchain_mutable_format (ver:1)
      42/ VK_KHR_timeline_semaphore (ver:2)
      43/ VK_KHR_uniform_buffer_standard_layout (ver:1)
      44/ VK_KHR_variable_pointers (ver:1)
      45/ VK_KHR_vulkan_memory_model (ver:3)
      46/ VK_KHR_win32_keyed_mutex (ver:1)
      47/ VK_EXT_blend_operation_advanced (ver:2)
      48/ VK_EXT_buffer_device_address (ver:2)
      49/ VK_EXT_calibrated_timestamps (ver:1)
      50/ VK_EXT_conditional_rendering (ver:2)
      51/ VK_EXT_conservative_rasterization (ver:1)
      52/ VK_EXT_custom_border_color (ver:11)
      53/ VK_EXT_depth_clip_enable (ver:1)
      54/ VK_EXT_depth_range_unrestricted (ver:1)
      55/ VK_EXT_descriptor_indexing (ver:2)
      56/ VK_EXT_discard_rectangles (ver:1)
      57/ VK_EXT_external_memory_host (ver:1)
      58/ VK_EXT_fragment_shader_interlock (ver:1)
      59/ VK_EXT_full_screen_exclusive (ver:4)
      60/ VK_EXT_hdr_metadata (ver:2)
      61/ VK_EXT_host_query_reset (ver:1)
      62/ VK_EXT_index_type_uint8 (ver:1)
      63/ VK_EXT_inline_uniform_block (ver:1)
      64/ VK_EXT_line_rasterization (ver:1)
      65/ VK_EXT_memory_budget (ver:1)
      66/ VK_EXT_memory_priority (ver:1)
      67/ VK_EXT_pci_bus_info (ver:2)
      68/ VK_EXT_pipeline_creation_feedback (ver:1)
      69/ VK_EXT_post_depth_coverage (ver:1)
      70/ VK_EXT_sample_locations (ver:1)
      71/ VK_EXT_sampler_filter_minmax (ver:2)
      72/ VK_EXT_scalar_block_layout (ver:1)
      73/ VK_EXT_separate_stencil_usage (ver:1)
      74/ VK_EXT_shader_demote_to_helper_invocation (ver:1)
      75/ VK_EXT_shader_subgroup_ballot (ver:1)
      76/ VK_EXT_shader_subgroup_vote (ver:1)
      77/ VK_EXT_shader_viewport_index_layer (ver:1)
      78/ VK_EXT_subgroup_size_control (ver:2)
      79/ VK_EXT_texel_buffer_alignment (ver:1)
      80/ VK_EXT_tooling_info (ver:1)
      81/ VK_EXT_transform_feedback (ver:1)
      82/ VK_EXT_vertex_attribute_divisor (ver:3)
      83/ VK_EXT_ycbcr_image_arrays (ver:1)
      84/ VK_NV_clip_space_w_scaling (ver:1)
      85/ VK_NV_coverage_reduction_mode (ver:1)
      86/ VK_NV_dedicated_allocation (ver:1)
      87/ VK_NV_dedicated_allocation_image_aliasing (ver:1)
      88/ VK_NV_device_diagnostic_checkpoints (ver:2)
      89/ VK_NV_device_diagnostics_config (ver:1)
      90/ VK_NV_external_memory (ver:1)
      91/ VK_NV_external_memory_win32 (ver:1)
      92/ VK_NV_fill_rectangle (ver:1)
      93/ VK_NV_fragment_coverage_to_color (ver:1)
      94/ VK_NV_framebuffer_mixed_samples (ver:1)
      95/ VK_NV_geometry_shader_passthrough (ver:1)
      96/ VK_NV_sample_mask_override_coverage (ver:1)
      97/ VK_NV_shader_sm_builtins (ver:1)
      98/ VK_NV_shader_subgroup_partitioned (ver:1)
      99/ VK_NV_viewport_array2 (ver:1)
      100/ VK_NV_viewport_swizzle (ver:1)
      101/ VK_NV_win32_keyed_mutex (ver:2)
      102/ VK_NVX_device_generated_commands (ver:3)
      103/ VK_NVX_multiview_per_view_attributes (ver:1)
    
    Find VK_EXT_pipeline_creation_cache_control

    March 17th, 2020, 442.75.

    it has till september to clear 6 months of validation.
     
    Last edited: Jul 27, 2020
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  14. Neo Cyrus

    Neo Cyrus Ancient Guru

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    Well you're so insistent on it, so I did, and...... it doesn't work, same error, yikes. I was absolutely sure my driver version showed as 451.48 and I had installed it. I was on the Vulkan branch for quite a while and was waiting for the GR driver, so I remember switching to that distinctly. My guess is I must have tried to directly install it over the beta Vulkan driver and it didn't work, but showed 451.48 anyway in the control panel, which is what just happened when I tested that with 451.48 on 451.85 to see if that happens. The problem with that is it literally says a newer driver is already installed when you do that, so if that happened that would mean I'm about 99% blind.

    So... thanks for the correction. Is it possible something wacky happened when directly installing the GR driver the beta Vulkan driver aside from the version number shown? I can't believe I missed the "newer version" message.

    Edit: And even that's a no go, 451.48 was posted June 24 and the Vulkan branch driver was 443.41 on June 23. Shouldn't give the "newer driver" message... and install? If you have any theories I'd like to know because the alternative of Alzheimer's doesn't sound great.
     
    Last edited: Jul 27, 2020
  15. Astyanax

    Astyanax Ancient Guru

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    brainfarts are a thing during this world crisis
     

  16. NewTRUMP Order

    NewTRUMP Order Master Guru

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    Now that I re-read my post, I failed to explain my self clearly, how rare. What I meant was, keep the support for the status quo cards under the cover all drivers, but make it a policy to make specific drivers for 3000 series gpu and beyond. Instead of having one large driver for 40 different gpu's. I don't know if it's easier to make drivers for 40 different gpu's at once, or make a driver for each series of gpu's from now on.
     
  17. Astyanax

    Astyanax Ancient Guru

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    its harder to maintain multiple separate driver trees.
    most of turings issues are still weird stuff with the programmable scaler
     

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