Friday, April 17th 2020

NVIDIA Pushes Out DirectX 12 Ultimate Developer Preview Driver 450.82

NVIDIA pushed out one of its first DirectX 12 Ultimate Developer Preview drivers to its NVIDIA Developer ecosystem. The version 450.82 drivers ship with all the ingredients needed for DirectX 12 Ultimate logo certification: software for DXR 1.1 ray-tracing, Variable-rate shading (VRS, tiers 1 and 2), Mesh Shaders, and Sampler Feedback. All NVIDIA GeForce RTX 20-series and Quadro RTX graphics cards already meet DirectX 12 Ultimate requirements. "This preview driver is intended for developers testing their applications with DirectX 12 Ultimate. This driver supports DXR Tier 1.1, Sampler Feedback, and Mesh Shaders," reads the brief description of the drivers.

NVIDIA does not intend these drivers for public use, but rather members of its NVIDIA Developer Program. Use of the software comes with no warranties. The driver isn't listed in the GeForce drivers pages, not even as a beta, and on the NDP page, the download links spawn a login gate. Apparently anyone can sign up for the NVIDIA Developer Program and download these drivers. The version numbering of the preview drivers suggests that NVIDIA's R450 public release drivers will bear the DirectX 12 Ultimate logo, enabling all API features on GeForce and Quadro hardware that support them.

DOWNLOAD: NVIDIA DirectX 12 Ultimate Developer Preview Driver 450.82
Note: NVIDIA Developer Program account required (anyone can sign up)
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27 Comments on NVIDIA Pushes Out DirectX 12 Ultimate Developer Preview Driver 450.82

#1
ZoneDymo
Arnt technically the GTX1000 series also DX12 ultimate compatible? or dont they support that VRS etc?
Posted on Reply
#2
btarunr
Editor & Senior Moderator
ZoneDymoArnt technically the GTX1000 series also DX12 ultimate compatible? or dont they support that VRS etc?
Nope, neither GTX 10-series, not GTX 16-series meet DX12U requirements.
Posted on Reply
#3
GoldenX
btarunrNope, neither GTX 10-series, not GTX 16-series meet DX12U requirements.
Shouldn't the 1600 series be fine? The only thing missing is ray tracing.
They do have VRS:
Posted on Reply
#4
ARF
btarunrNope, neither GTX 10-series, not GTX 16-series meet DX12U requirements.
Even the newest Radeon RX 5700 XT doesn't support DX12U. What a fall and joke from AMD! That brings the hardware for most gaming systems worldwide with the consoles and gaming graphics cards.
ZoneDymoArnt technically the GTX1000 series also DX12 ultimate compatible? or dont they support that VRS etc?
How when it doesn't support hardware DXR 1.1 ray-tracing?
Posted on Reply
#5
btarunr
Editor & Senior Moderator
GoldenXShouldn't the 1600 series be fine? The only thing missing is ray tracing.
They do have VRS:
You must support ALL of the features.
Posted on Reply
#6
ZoneDymo
ARFEven the newest Radeon RX 5700 XT doesn't support DX12U. What a fall and joke from AMD! That brings the hardware for most gaming systems worldwide with the consoles and gaming graphics cards.



How when it doesn't support hardware DXR 1.1 ray-tracing?
Not entirely sure what the first part is about, lets not forget that by the time DX12U will actually become a prominent thing we will be atleast 2 generations of gpu's further.

On the second part, did Nvidia now allow for Ray Tracing on the GTX10 series? Pretty sure I have seen benchmarks of that showing...it was crap performance....well .. MORE crap then on the RTX series, but still they technicall could do it.
Hence im asking, but maybe there are other features that actually just dont work on them.
Posted on Reply
#7
ARF
ZoneDymoNot entirely sure what the first part is about, lets not forget that by the time DX12U will actually become a prominent thing we will be atleast 2 generations of gpu's further.

On the second part, did Nvidia now allow for Ray Tracing on the GTX10 series? Pretty sure I have seen benchmarks of that showing...it was crap performance....well .. MORE crap then on the RTX series, but still they technicall could do it.
Hence im asking, but maybe there are other features that actually just dont work on them.
There is the need to have the actual hardware present for the developers and the gaming community.

Maybe software simulation which was shown on the aging Vega, too.
Posted on Reply
#8
londiste
ARFHow when it doesn't support hardware DXR 1.1 ray-tracing?
Does DXR 1.1 support need to be hardware for DX12U?
Posted on Reply
#9
FranciscoCL
"all the ingredients needed for DirectX 12 Ultimate logo certification: software for DXR 1.1 ray-tracing, Variable-rate shading (VRS, tiers 1 and 2), Mesh Shaders, and Sampler Feedback. "

Apparently it only requires DXR via software.
Posted on Reply
#10
Ruru
S.T.A.R.S.
ARFEven the newest Radeon RX 5700 XT doesn't support DX12U. What a fall and joke from AMD! That brings the hardware for most gaming systems worldwide with the consoles and gaming graphics cards.
Not everyone needss or even wants that RT nonsense.
Posted on Reply
#11
londiste
Chloe PriceNot everyone needss or even wants that RT nonsense.
Mesh Shaders? Variable Rate Shading?
It is also pretty clear at this point that hardware acceleration for RT will be a thing in the (near) future.

By the way, DXR 1.1 should be part of the next Windows release, meaning these drivers likely only work well with Insider builds right now.
Posted on Reply
#12
TheoneandonlyMrK
Is there a application or game to test these driver's with the appropriate features.
Posted on Reply
#13
ZoneDymo
ARFThere is the need to have the actual hardware present for the developers and the gaming community.

Maybe software simulation which was shown on the aging Vega, too.
Well sure, thats why Nvidia is there currently really, plus dev samples/hardware is quite different from having a product out in the market for people to purchase already, how do you think it works for consoles before you can buy them?

AMD set the stage with Freesync, then later Nvidia swooped in on that later with their Gsync compatibility, no problem whatsoever.
Posted on Reply
#14
GoldenX
@Assimilator
It's not the first time it happens, Terascale never supported double float natively, and yet they got OpenGL 4.5/4.6 support via software emulation. It's not like Nvidia didn't enable ray tracing via emulation on older unsuported cards before, right?
Read a bit before commenting, please.
Posted on Reply
#15
ARF
ZoneDymoWell sure, thats why Nvidia is there currently really, plus dev samples/hardware is quite different from having a product out in the market for people to purchase already, how do you think it works for consoles before you can buy them?

AMD set the stage with Freesync, then later Nvidia swooped in on that later with their Gsync compatibility, no problem whatsoever.
AMD used to be the innovation leader, with DX 10.1 for example.
Now, they are simply having their Bulldozer period with the graphics department. Years behind Nvidia in the graphics development.

It's such a shame!
Posted on Reply
#16
R-T-B
ARFAMD used to be the innovation leader, with DX 10.1 for example.
Before that nvidia shader model 3 first, I do believe.

It alternates.
ARFHow when it doesn't support hardware DXR 1.1 ray-tracing?
The confusion is probably that it does support it, but it's required to be hardware accelerated (it's not on Pascal).
Posted on Reply
#17
GoldenX
Kind of a weird decision if you ask me. Force even the lowest end to support ray tracing, instead of just making it optional.
Posted on Reply
#18
ARF
GoldenXKind of a weird decision if you ask me. Force even the lowest end to support ray tracing, instead of just making it optional.
I guess no one will like 2-5 FPS on their entry level graphics card.
Posted on Reply
#19
GoldenX
ARFI guess no one will like 2-5 FPS on their entry level graphics card.
Kids will see "GT 3030, DirectX12 Ultimate, Ray Tracing", they will think it will run Minecraft RTX well. They will get a lag fest.
Posted on Reply
#20
Ruru
S.T.A.R.S.
londisteMesh Shaders? Variable Rate Shading?
I don't even know what they are, so I'm pretty sure I don't need 'em.
It is also pretty clear at this point that hardware acceleration for RT will be a thing in the (near) future.
Maybe, but I have to guess is the RT nonsense on or off if I compare different videos of gameplay footage. I don't see any difference, I see more difference by turning the details from high to very high/ultra.
Posted on Reply
#21
GoldenX
VRS and mesh shaders are WAY more important than ray tracing, but since they get no press, people ignore them.
Mesh shaders changed the whole graphics pipeline we have been using since ever.
Posted on Reply
#22
ARF
GoldenXVRS and mesh shaders are WAY more important than ray tracing, but since they get no press, people ignore them.
Mesh shaders changed the whole graphics pipeline we have been using since ever.
I still can't get how Turing is 2 whole years ahead of Navi 2X when DX 12U is a Microsoft's thing, with next-gen consoles development, also?!? :confused:

Actually, the current graphics pipeline with Unified shaders was introduced in 2007. Before that, vertex and pixel shaders till 2007.
Posted on Reply
#23
GoldenX
ARFI still can't get how Turing is 2 whole years ahead of Navi 2X when DX 12U is a Microsoft's thing, with next-gen consoles development, also?!? :confused:
RDNA1 seems like a rushed joke to try to get away from the Vega mess. It backfired badly, again.
Posted on Reply
#24
ARF
GoldenXRDNA1 seems like a rushed joke to try to get away from the Vega mess. It backfired badly, again.
They are messing things badly. Fury X with 4GB VRAM, Radeon VII with 16GB VRAM, Radeon RX 5500 XT with 8GB VRAM, Radeon RX 5600 XT with 6GB VRAM.
WTH is going on there?
Posted on Reply
#25
nico_80)
here i did install the drivers on my system this is what came out for dx12 in gpu-z.
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