NVIDIA GeForce Version 430.39 WHQL - Download and Discussion

Discussion in 'Videocards - NVIDIA GeForce Drivers Section' started by Ancymon, Apr 23, 2019.

  1. feidlimid

    feidlimid Member

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    This is the first version that Disable Nvidia Telemetry v1.1.0.16 does not work with.

    Also the very simple command I always used to run no longer uninstalls Nvidia Container - the following command was executed:

    rundll32 "%PROGRAMFILES%\NVIDIA Corporation\Installer2\InstallerCore\NVI2.DLL",UninstallPackage NvTelemetryContainer

    I'd be interested of any other tools which can remove and/or uninstall the Nvidia telemetry without the need of modifying the drivers.
     
  2. khanmein

    khanmein Ancient Guru

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    I don't think they added a new telemetry, but now they hid the telemetry and is really cheesy move.

    Can I know why you disabled the NVIDIA driver profile updater? There's two options \NvProfileUpdaterDaily & \NvProfileUpdaterOnLogon
     
    Last edited: Apr 27, 2019
  3. Fumz

    Fumz Member Guru

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    I consider it bloatware: https://www.nvidia.com/object/profiles.html
     
  4. khanmein

    khanmein Ancient Guru

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  5. Fumz

    Fumz Member Guru

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    pretty soon disabling all this stuff is going to become a full time job... /sigh
     
    Singleton99 and fantaskarsef like this.
  6. Stone Gargoyle

    Stone Gargoyle Ancient Guru

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    installed these last night but my WDDM still show as 2.5 and not 2.6?

    win 10 pro 17763
     
    Last edited: Apr 27, 2019
  7. KIBERMAX

    KIBERMAX New Member

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    WDDM 2.6 only supports Windows 10x64 1903 (18362)
     
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  8. bernek

    bernek Maha Guru

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    Can you please elaborate a little bit the steps needed to fix this error ?

    L.E. fixed it by disabling those 2 services ! Thanks
     
    Last edited: Apr 27, 2019
  9. bombardier

    bombardier Master Guru

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  10. EdKiefer

    EdKiefer Ancient Guru

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    If you don't want all the extra debugging, telemetry stuff just do not install it from the start.
    Either use an app when installing (NVslimmer or NVcleanstall) or unpack and remove folders you don't want to be installed, an app is way easier and fast IMO.
     

  11. Vidik

    Vidik Master Guru

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    So you're on 20H1 and are you implying that he wasn't right saying that 2.6 is supported only on ≥1903?
     
  12. bombardier

    bombardier Master Guru

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    Yes.
    WDDM 2.6
    Windows 10 May 2019 Update (Version 1903) Includes WDDM 2.6.
    • Adding support for Shader Model 6.4
    • Super Wet Ink
     
  13. Vidik

    Vidik Master Guru

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    Isn't it obvious that it will be supported on later versions of Windows 10?
     
  14. Yxskaft

    Yxskaft Maha Guru

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    Has anyone on Win10 1903 tried running the DX feature checker tool to see if the new features are supported? The tool itself might not be updated to detect the new features though
     
  15. dr_rus

    dr_rus Ancient Guru

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    I've tried but don't have the neccessary VBS runtimes installed yet, will try again in a couple of hours.
     

  16. Memorian

    Memorian Ancient Guru

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    GPU-z still says Shader Model 5.1....
     
  17. dr_rus

    dr_rus Ancient Guru

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    GPU-Z doesn't detect anything, it just takes data from a table which just hasn't been updated for some time.
     
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  18. bombardier

    bombardier Master Guru

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    ... and aida64 says: "Unified Shaders 4352 (v6.1)"
     
  19. dr_rus

    dr_rus Ancient Guru

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    1903 normal output from RTX 2080:
    Code:
    Direct3D 12 feature checker (December 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1903 (build 18362.53 19h1_release) x64
    
    ADAPTER 0
    "NVIDIA GeForce RTX 2080"
    VEN_10DE, DEV_1E87, SUBSYS_1E8710DE, REV_A1
    Dedicated video memory : 8010.0 MB (8399093760 bytes)
    Total video memory : 40734.5 MB (42713180160 bytes)
    Video driver version : 26.21.14.3039
    Maximum feature level : D3D_FEATURE_LEVEL_12_1 (0xc100)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_3 (3)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 0
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 1
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_3 (3)
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 0
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
    MaxGPUVirtualAddressBitsPerResource : 40
    MaxGPUVirtualAddressBitsPerProcess : 40
    Adapter Node 0:     TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 1
    HighestShaderModel : D3D12_SHADER_MODEL_6_4 (0x0064)
    WaveOps : 1
    WaveLaneCountMin : 32
    WaveLaneCountMax : 32
    TotalLaneCount : 2944
    ExpandedComputeResourceStates : 1
    Int64ShaderOps : 1
    RootSignature.HighestVersion : D3D_ROOT_SIGNATURE_VERSION_1_1 (2)
    DepthBoundsTestSupported : 1
    ProgrammableSamplePositionsTier : D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_2 (2)
    ShaderCache.SupportFlags : D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO | LIBRARY (3) (0b0000'0011)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS | VIDEO_ENCODE (127) (0b0111'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_3 (3)
    BarycentricsSupported : 1
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 1
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 1
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_1_0 (10)
    AdditionalShadingRatesSupported : 1
    PerPrimitiveShadingRateSupportedWithViewportIndexing : 0
    VariableShadingRateTier : D3D12_VARIABLE_SHADING_RATE_TIER_2 (2)
    ShadingRateImageTileSize : 16
    BackgroundProcessingSupported : 1
    Metacommands enumerated : 8
    Metacommands : Conv (Convolution), CopyTensor, 2x2 Nearest neighbour Upsample, MVN (Mean Variance Normalization), GEMM (General matrix multiply), Conv (Convolution), GEMM (General matrix multiply), MVN (Mean Variance Normalization)
    1903 experimental features output on RTX 2080:
    Code:
    Direct3D 12 feature checker (December 2018) by DmitryKo (x64)
    https://forum.beyond3d.com/posts/1840641/
    
    Windows 10 version 1903 (build 18362.53 19h1_release) x64
    Checking for experimental features SM6 TR4 FL1 META
    
    ADAPTER 0
    "NVIDIA GeForce RTX 2080"
    VEN_10DE, DEV_1E87, SUBSYS_1E8710DE, REV_A1
    Dedicated video memory : 8010.0 MB (8399093760 bytes)
    Total video memory : 40734.5 MB (42713180160 bytes)
    Video driver version : 26.21.14.3039
    Maximum feature level : D3D_FEATURE_LEVEL_12_1 (0xc100)
    DoublePrecisionFloatShaderOps : 1
    OutputMergerLogicOp : 1
    MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
    TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_3 (3)
    ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
    PSSpecifiedStencilRefSupported : 0
    TypedUAVLoadAdditionalFormats : 1
    ROVsSupported : 1
    ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_3 (3)
    StandardSwizzle64KBSupported : 0
    CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
    CrossAdapterRowMajorTextureSupported : 0
    VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
    ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
    MaxGPUVirtualAddressBitsPerResource : 40
    MaxGPUVirtualAddressBitsPerProcess : 40
    Adapter Node 0:     TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 1
    HighestShaderModel : D3D12_SHADER_MODEL_6_4 (0x0064)
    WaveOps : 1
    WaveLaneCountMin : 32
    WaveLaneCountMax : 32
    TotalLaneCount : 2944
    ExpandedComputeResourceStates : 1
    Int64ShaderOps : 1
    RootSignature.HighestVersion : D3D_ROOT_SIGNATURE_VERSION_1_1 (2)
    DepthBoundsTestSupported : 1
    ProgrammableSamplePositionsTier : D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_2 (2)
    ShaderCache.SupportFlags : D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO | LIBRARY (3) (0b0000'0011)
    CopyQueueTimestampQueriesSupported : 1
    CastingFullyTypedFormatSupported : 1
    WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS | VIDEO_ENCODE (127) (0b0111'1111)
    ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_3 (3)
    BarycentricsSupported : 1
    ExistingHeaps.Supported : 1
    MSAA64KBAlignedTextureSupported : 1
    SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
    Native16BitShaderOpsSupported : 1
    AtomicShaderInstructions : 0
    SRVOnlyTiledResourceTier3 : 1
    RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
    RaytracingTier : D3D12_RAYTRACING_TIER_1_0 (10)
    AdditionalShadingRatesSupported : 1
    PerPrimitiveShadingRateSupportedWithViewportIndexing : 0
    VariableShadingRateTier : D3D12_VARIABLE_SHADING_RATE_TIER_2 (2)
    ShadingRateImageTileSize : 16
    BackgroundProcessingSupported : 1
    Metacommands enumerated : 8
    Metacommands : Conv (Convolution), CopyTensor, 2x2 Nearest neighbour Upsample, MVN (Mean Variance Normalization), GEMM (General matrix multiply), Conv (Convolution), GEMM (General matrix multiply), MVN (Mean Variance Normalization)
    I can't spot any difference. Both normal and devmode report SM 6.4 support among some other additional features.

    What's interesting is that MinPrecisionSupport is still reported as D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE which means that you can't use FP16 shader math on Turings through D3D right now.

    One other notable omission is the lack of
    D3D12_TILED_RESOURCES_TIER_4 support in this driver - it was present on 1809 with devmode back in autumn so no idea what happened.
     
    Last edited: Apr 27, 2019
    Herochild likes this.
  20. HARDRESET

    HARDRESET Master Guru

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