Friday, January 14th 2022
NVIDIA Releases GeForce 511.23 Game Ready Drivers
NVIDIA today released the GeForce 511.23 WHQL drivers. These drivers introduce support for Windows 11 Dynamic Refresh Rate feature, and formally debut NVIDIA Deep Learning Dynamic Super Resolution (DLDSR). This is an interesting new feature that's an inverse of DLSS, and works to improve eye-candy of older games. Your game is rendered at a higher resolution than your display head, and the render is intelligently scaled down to enhance detail. Such a feature already existed with DSR, but DLDSR adds certain "smarts" by adjusting the higher render resolution on-the-fly, to improve performance. The drivers also add support for CUDA 11.6, even more OpenCL extensions, and a handful more Vulkan extensions, besides support for even more G-SYNC compatible displays.
As a Game Ready driver, version 511.23 adds optimization for "God of War," including support for DLSS and Reflex; and "The Anacrusis." The fixes and known-issues list of this driver appears identical to that of the GeForce 511.17 drivers released earlier this week.
DOWNLOAD: NVIDIA GeForce 511.23 WHQLGame Ready for
Known Issues
As a Game Ready driver, version 511.23 adds optimization for "God of War," including support for DLSS and Reflex; and "The Anacrusis." The fixes and known-issues list of this driver appears identical to that of the GeForce 511.17 drivers released earlier this week.
DOWNLOAD: NVIDIA GeForce 511.23 WHQLGame Ready for
- God of War
- The Anacrusis
- Hitman III Year 2
- Includes support for NVIDIA DLDSR (Deep Learning Dynamic Super Resolution)
- Added support for Windows 11 Dynamic Refresh Rate.
- Added support for CUDA 11.6.
- The NVIDIA OpenCL driver has added support for new provisional extension specifications released by Khronos.
- Added new OpenCL compiler technology as an opt-in feature.
- [Detroit Become Human]: Random stuttering/freezing occurs in the game. [3389250]
- Flicker/disappearing text when 12-bit color is used [3358884]
- [HDR][G-Sync]: Mouse pointer gets stuck after turning on HDR from the Windows Control Panel or after toggling G-Sync from the NVIDIA control panel. [200762998]
Known Issues
- [Deathloop][HDR]: TDR/corruption occurs in the game with Windows HDR enabled. [200767905] If this issue occurs, toggle the Windows HDR setting.
- Sonic & All-Stars Racing Transformed may crash on courses where players drive through water. [3338967]
- In multi-monitor configurations, the screen may display random black screen flicker. [3405228]
- [NVIDIA Advanced Optimus][NVIDIA Control Panel]: After setting the display multiplexer type to "dGPU", the setting is not preserved across a reboot or resume from S4. [200779758]
- [NVIDIA Image Scaling][Desktop]: The screen moves to the upper left corner on cold boot when Image Scaling is applied to the desktop. [3424721] Do not apply NVIDIA Image Scaling to the desktop. It is intended only for video upscaling or for games which do not run with a scaling resolution unless the same Image Scaling resolution is applied on the desktop.
- NVIDIA Image Scaling][DirectX 11 video apps]: With Image Scaling enabled, video playback is corrupted or results in a system hang after performing an HDR transition. [3431284]
66 Comments on NVIDIA Releases GeForce 511.23 Game Ready Drivers
5760x3240 @ 80Hz, in starcraft II.
(3840x2160 80Hz reported by panel, 2560x1440 165Hz native)
Lets just say... it was pretty.
And my 3090 chugged at times lol.
Happy to wait.
Some games are 100% totally and utterly broken with SLI. SC2 had SLI support, and when the expansions came out they still claim it has SLI, when the official profile just disables the second GPU and no more (WITHOUT fixing the pylon bug, at least when i last tried).
Lucky you, playing some Esports titles and benchmarks... but there are many, many games out there that not just lack SLI support, but outright break when it's enabled.
Similarly, Xbox Series X/PS5 are advertised as 4K 120fps but it is more like 4K 60fps for modern titles. Can they run 4K 120fps? Yes, there will be titles that support it but those would be very few. You can't run something like Spiderman Miles Morales at 4K 120fps while retaining its impressive visual fidelity.
And you can bet that the RTX 3080/3090 won't be 4K cards for very long either as Ray Traced Global Illumination starts becoming more commonplace.
Graphics card companies need bullshit to advertise other than "our cards are faster than before". This is what ends up creating the 3D glasses hype, Nvidia PhysX hype,
Tesselation hype, 4K hype and more recently RTX hype. DLSS is probably the only feature they have created in recent times that isn't complete smoke and mirrors. It's pretty good for resolution scaling and anti aliasing.
I am not saying that Tesselation and RTX aren't useful. They absolutely are. But they are artificially tacked on to existing games and then a few years later it turns out that it's useful for some things only and isn't a game changer as advertised. Hell, tessellation completely stopped being advertised by 2012-13 and it was all the rage in 2009-10.
There are also features that are hard to advertise but developers find very useful. Examples of this are DX11's Compute Shader and DX12's Mesh Shader.
This is why I think DLSS became useful so quickly. It doesn't need artistic supervision to be used and is relatively straightforward to implement in existing workflows.
Fart Cry six, at what i might as well call 6K