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NVIDIA Releases GeForce Hotfix Driver Version 566.45 WHQL

AleksandarK

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NVIDIA has released a new hotfix driver version 566.45 WHQL, built upon the recent Game Ready Driver 566.36. This targeted update addresses specific issues affecting gaming performance and stability. The hotfix primarily focuses on resolving micro-stuttering issues reported by players in Indiana Jones and the Great Circle, along with improving overall stability for Ubisoft titles running on the Snowdrop engine.

The previous driver release brought optimizations for S.T.A.L.K.E.R 2: Heart of Chornobyl and Microsoft Flight Simulator 2024, including DLSS 3 support. It also expanded GeForce Experience optimal settings for several titles including Call of Duty: Black Ops 6, Delta Force, Dragon Age: The Veilguard, Horizon Zero Dawn Remastered, and Red Dead Redemption. With this latest hotfix update, NVIDIA has managed to iron out stability issues. However, there are no words about the overlay feature that reportedly brought 15% performance reduction while using NVIDIA App. While we don't host hotfix drivers, you can grab it from NVIDIA here.



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I never read release notes anymore of new drivers... I only look at how big the download file size is...massive..haha
 
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I never read release notes anymore of new drivers... I only look at how big the download file size is...massive..haha
Im surprised the "software company" Nvidia is unable to to produce delta patches. Long story short: on binary level only the changed bits are download, instead of the whole thing from scratch every single time. For some reason we tolerate this inefficiency in software downloads but almost nothing else is provided this way.
Imagine downloading 800MB+ because the previous release had a 1 byte typo...

Imagine you had to download the entire season of a TV show to watch a single episode or even part of it. Or in websites your browser would download the entire website from scratch instead of using locally cached assets to speed up rendering.
 
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Long story short: on binary level only the changed bits are download, instead of the whole thing from scratch every single time.
That works for apps. Drivers which need special digital signing and other requirements are a little different. Doesn't work the same way, by design.

Imagine you had to download the entire season of a TV show to watch a single episode or even part of it.
That's not a very good analogy. Very flawed indeed.

Or in websites your browser would download the entire website from scratch instead of using locally cached assets to speed up rendering.
I do that as a rule. I NEVER allow my browsers to keep cached data. It's a security hazard I will not allow. My browsers delete everything(cookies & LTSOs) when a tab is closed(domain exited) or when the browser is closed.
 
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freeagent

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I never read release notes anymore of new drivers... I only look at how big the download file size is...massive..haha
Remember when they were only like 150Mb lol.. or maybe it was 300.. either way..
 
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I do that as a rule. I NEVER allow my browsers to keep cached data. It's a security hazard I will not allow. My browsers delete everything(cookies & LTSOs) when a tab is closed(domain exited) or when the browser is closed.

Yes sir, I use Tampermonkey, Privacy Badger, uBlockOrigin, Brave, Cookie Autodelete.

You know, once upon a time, we had to remove spyware from our systems constantly, now we have to do so with "legitimate sites" pfff. NO! just NO!. You get nothing, and you won't be happy. :roll:
 
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Im surprised the "software company" Nvidia is unable to to produce delta patches. Long story short: on binary level only the changed bits are download, instead of the whole thing from scratch every single time. For some reason we tolerate this inefficiency in software downloads but almost nothing else is provided this way.
Imagine downloading 800MB+ because the previous release had a 1 byte typo...

Imagine you had to download the entire season of a TV show to watch a single episode or even part of it. Or in websites your browser would download the entire website from scratch instead of using locally cached assets to speed up rendering.
ever thought about how checksum and hashing validity if you patch a package partially? if it were so simple as you think it is, then it would be deployed in such way so you can just patch few bytes, you have a package with a lot of files, you patch only one, how do you guarantee a validity between patches, think rollbacks... in short: its not that simple. Long time ago i wondered about that in the same way until I realized its not that simple.
 
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I can't even recall the last time NV drivers fixing anything that was remotely relevant to me.
 
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ever thought about how checksum and hashing validity if you patch a package partially? if it were so simple as you think it is, then it would be deployed in such way so you can just patch few bytes, you have a package with a lot of files, you patch only one, how do you guarantee a validity between patches, think rollbacks... in short: its not that simple. Long time ago i wondered about that in the same way until I realized its not that simple.
Nvidia does not expose checksum to end users anyway. Those that even know what it is...
 
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