Pobieranie sterowników






Sledź nas na Twitterze

Sledź nas na Facebook

FreeBSD Display Driver – x64

Wersja: 470.57.02
Data wydania: 2021.7.19
System operacyjny: FreeBSD x64
Język: Polski
Rozmiar pliku: 94.73 MB

Najważniejsze zmiany
Obsługiwane produkty
Dodatkowe informacje
  • Added support for the following GPUs:
      GeForce RTX 3070 Ti
      GeForce RTX 3080 Ti

  • Updated the nvidia-settings command line interface to confirm successful assignment of string attributes. This makes the behavior more consistent with other types of attribute assignments.
  • Added a workaround for DOOM Eternal, which avoids an application bug where Vulkan swapchain recreation events are not properly handled. On desktops like GNOME where the window is initially redirected to the compositor, this may prevent the game from flipping (and thus enabling G-SYNC).
  • Added a workaround for Far Cry 5 when run through DXVK, which avoids a shader race condition bug that was previously exposed by new compiler optimizations.
  • Increased the maximum limit on concurrent OpenGL contexts. This limit was previously constrained by a fixed-size internal driver resource, and is now constrained by available system memory.
  • Applications that exceed the maximum limit on concurrent OpenGL contexts will now receive a BadAlloc X error rather than crashing.
  • Fixed a bug that could cause the X server to crash upon shutdown with some configurations using GPU screens.
  • Fixed a bug that could cause rendering errors when displaying scaled MetaModes using the "Nearest" resampling method.
  • Fixed a bug that could cause NvFBC's "direct capture" to crash the X server when certain GLX calls are made during a capture.
  • Added support for VK_QUEUE_GLOBAL_PRIORITY_REALTIME_EXT from the VK_EXT_global_priority extension. This enables support for asynchronous reprojection in SteamVR.
      VK_QUEUE_GLOBAL_PRIORITY_REALTIME_EXT is supported on Pascal GPUs and newer.
      Global priorities other than VK_QUEUE_GLOBAL_PRIORITY_MEDIUM_EXT require root privileges or the CAP_SYS_NICE capability.
  • Added support for the VK_EXT_global_priority_query extension.
  • Added support for the VK_EXT_provoking_vertex extension.
  • Fixed a bug that could cause intermittent corruption in Wolfenstein: Youngblood when using NVIDIA Kepler, Maxwell, Pascal, and Volta GPUs.
  • Fixed a bug that could cause games running with DXVK to crash with Xid 31 (MMU Fault) errors when using NVIDIA Pascal GPUs.
  • Added support for the VK_EXT_extended_dynamic_state2 extension.
  • Added support for the VK_EXT_color_write_enable extension.
  • Added support for the VK_EXT_vertex_input_dynamic_state extension.
  • Added support for the VK_EXT_ycbcr_2plane_444_formats extension.
  • Added support for the VK_NV_inherited_viewport_scissor extension.
  • NvFBC's "direct capture" mode no longer causes flipping to be disabled for applications being captured. G-SYNC can now also be used simultaneously with NvFBC direct capture.
  • Enabled the NVIDIA driver, by default, to attempt to initialize SLI when using GPUs with different amounts of video memory. Previously, this was only available when bit 1 was set in the "Coolbits" X config option.
  • Updated GPU fan control to be available by default in nvidia-settings and NV-CONTROL, for GPU boards that support programmable fan control. Previously, this was only available when bit 2 was set in the "Coolbits" X config option.
  • Fixed an issue where vkCreate{Graphics,Compute}Pipeline would sometimes crash when the shaders contained resources with no set/binding.
  • Fixed a memory fault in the Vulkan driver when using some smaller dimensions of sparse images.
  • Fixed an issue with vkCmdSetViewport when firstViewport is non-zero.
  • Fixed handling of VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT for variable size descriptor bindings.
  • Changed the compression used for the FreeBSD package from gzip to xz.
  • Added gsp.bin firmware file which is used to offload the GPU initialization and management tasks on some GPUs. See the "GSP Firmware" chapter in the README for more information.