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AMD Releases Adrenalin 25.6.2 Beta Drivers

btarunr

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AMD late Friday released the latest version of AMD Software Adrenalin drivers. Version 25.6.2 Beta comes with optimization for "The Alters" and "FBC: Firebreak." It also adds FSR 4 support for "The Alters," "Delta Force," "Dragonkin: The Banished," and "RoadCraft." The drivers fix a handful new issues. To begin with an issue that causes Oculus Rift S HMD to put out a green tint on Radeon RX 7000 series GPUs has been fixed. Stuttering and lower than expected performance noticed when using alt+tab to switch windows and streaming with Discord on machines with multiple monitors has been fixed.

An intermittent application crash or driver timeout observed when playing "Marvel's Spider-Man 2" with ray tracing enabled on Radeon RX 9060 XT has been fixed. An application crash observed when first launching "The Last of Us Part I" on RX 9060 XT has been fixed. Lower than expected performance when playing "Warhammer 40,000: Darktide" on RX 9070 series GPUs has been fixed. Grab the drivers from the link below.

DOWNLOAD: AMD Software Adrenalin 25.6.2 Beta



New Game Support
  • The Alters
  • FBC: Firebreak
New Game Support for AMD FidelityFX Super Resolution 4 (FSR 4)
  • The Alters
  • Delta Force
  • Dragonkin: The Banished
  • RoadCraft
Fixed Issues and Improvements
  • Oculus Rift S may display with a green tint on AMD Radeon RX 7000 series GPUs.
  • Stutter and lower than expected performance may be observed when using alt-tab and streaming to Discord with multiple monitors.
  • Intermittent application crash or driver timeout may be observed while playing Marvel's Spider-Man 2 with Ray Tracing enabled on Radeon RX 9060 XT.
  • Intermittent application crash may be observed when first launching The Last of Us Part I on Radeon RX 9060 XT graphics products.
  • Lower than expected performance may be observed while playing Warhammer 40,000: Darktide on Radeon RX 9070 series graphics products.
Known Issues
  • Texture flickering or corruption may appear while playing The Elder Scrolls IV: Oblivion Remastered with AMD FidelityFX Super Resolution enabled on Radeon RX 9070 XT. Users experiencing this issue are recommended to disable AMD FidelityFX Super Resolution as a temporary workaround.
  • Stutter may be observed while playing games with some VR headsets at 80 Hz or 90 Hz refresh rate on some AMD Radeon Graphics Products such as the Radeon RX 7000 series. Users experiencing this issue are recommended to change the refresh rate as a temporary workaround.
  • Intermittent system or application crash may be observed while playing Cyberpunk 2077 on some AMD Radeon Graphics Products such as the Radeon RX 7000 series and Radeon RX 9000 series.
  • Intermittent application crash or driver timeout may be observed while playing Monster Hunter Wilds with Radeon Anti-Lag and Instant Replay enabled.
  • Stutter may be observed while playing Call of Duty : Warzone Season 03 'Verdansk' map on some AMD Graphics Products.
  • Stutter and lower than expected performance may be observed while playing 4K resolution YouTube videos in Chrome. Users experiencing this issue are recommended to play videos in full screen as a temporary workaround.
  • Intermittent application crash may be observed while playing FBC: Firebreak on some AMD Ryzen AI 300 series and some AMD Ryzen 7000 series APU products.
  • 25.6.1 WHQL (June 5th, 2025)

View at TechPowerUp Main Site
 
Do AMD or nVidia write and sell games? So why do they do the work for game developers?
For decades, GPU manufacturers provided a driver for their GPUs operating within a given API. In turn, the developer wrote a game using the functions of a given API. This worked well and for a long time.

Today? It's an anomaly that a GPU manufacturer has to do the work for game developers and write patch code for every single AAA game that is released on the market for their own money.
Developing GPUs by constantly adding separate execution units responsible only for single functions, constantly increasing GPU complexity + greed of game producers who save man-hours and ignore optimization problems.
And here we have a pathology in which expensive commercial AAA games have performance and stability problems until GPU manufacturers write appropriate patch code for the next one of a thousand games for their own money.
I hope that something will happen on the GPU and GPU software market that will end this pathology. Maybe we need to hit rock bottom first to bounce back? Because we have now entered the era of UE5 and normalizing the pathology of pretty graphics obtained at low developer cost and at the cost of terrible optimization.
Something in this space must change and will change.
 
So why do they do the work for game developers?
Because they made the hardware.. if they want people to use it, they have to support their product. Game devs make the game.. right?

You pay for hardware and software devs. Nothing is free..

I remember when Nvidia drivers were like 100mb.. Getting pretty close to 1GB now. And GPU's from both camps are hella pricey. Wonder why..
 
Do AMD or nVidia write and sell games? So why do they do the work for game developers?
For decades, GPU manufacturers provided a driver for their GPUs operating within a given API. In turn, the developer wrote a game using the functions of a given API. This worked well and for a long time.

Today? It's an anomaly that a GPU manufacturer has to do the work for game developers and write patch code for every single AAA game that is released on the market for their own money.
Developing GPUs by constantly adding separate execution units responsible only for single functions, constantly increasing GPU complexity + greed of game producers who save man-hours and ignore optimization problems.
And here we have a pathology in which expensive commercial AAA games have performance and stability problems until GPU manufacturers write appropriate patch code for the next one of a thousand games for their own money.
I hope that something will happen on the GPU and GPU software market that will end this pathology. Maybe we need to hit rock bottom first to bounce back? Because we have now entered the era of UE5 and normalizing the pathology of pretty graphics obtained at low developer cost and at the cost of terrible optimization.
Something in this space must change and will change.
Low-level APIs(DX12 and Vulkan) were intended to reduce the need for AMD and Nvidia to intervene through drivers. However, that never really happened. Around 99% of developers lack the expertise to fully understand the low-level interaction between hardware and software. To make matters worse, corporate executives push studios with tight budgets(They invest more in marketing and superfluous stuff than in the game itself) and devalue talent in favor of boosting profit margins. :p

What might break this "pathology" is the stagnation of hardware, as we're approaching the limits of silicon and chips can only become larger and more expensive. Meanwhile, software holds far greater potential than all the remaining silicon-based hardware advancements likely to emerge in the next few years.
 
No crashes, but I'm still occasionally getting odd Memory Controller Load values reported by GPU-Z.

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As a regular AMD graphic card buyer I'm very upset with the amd drivers. too bad intel and nvidia does not really sell quality.

Less user interface nonsense in w11 pro. A user interface in the gnu userspace.
Less optimisations for CP2077 and other stuff. More working on old bugs for existing hardware.

AMD should fix first the BUG report button. Maybe it is totally broken. Or they do not bother at all reading those issues.

All those windows 10 and 11 pro user interface issues could be solved when the user interface would be made open source in gpl. There is nothing to loose for amd to open source the user interface in the first place for windows. Kinda annoying to see still the same issues years after years with the user interface, power consumption, fan curve, fan behaviour, game profile behaviour, w11 pro gui behaviour and such.
 
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Low-level APIs(DX12 and Vulkan) were intended to reduce the need for AMD and Nvidia to intervene through drivers. However, that never really happened. Around 99% of developers lack the expertise to fully understand the low-level interaction between hardware and software. To make matters worse, corporate executives push studios with tight budgets(They invest more in marketing and superfluous stuff than in the game itself) and devalue talent in favor of boosting profit margins. :p

Seconding this, and for those that don't know how "game ready" drivers work and how Nvidia/AMD will literally rewrite entire suites of shaders for individual games, I'll let Rich Geldreich from Valve explain how Nvidia does it. Keep in mind this is circa-2014 and things have gotten more expansive (for lack of a better term) since then.


Historically, this vendor will do things like internally replace entire shaders for key titles to make them perform better (sometimes much better). Most drivers probably do stuff like this occasionally, but this vendor will stop at nothing for performance. What does this mean to the PC game industry or graphics devs? It means you, as "Joe Graphics Developer", have little chance of achieving the same technical feats in your title (even if you use the exact same algorithms!) because you don't have an embedded vendor driver engineer working specifically on your title making sure the driver does exactly the right thing (using low-level optimized shaders) when your specific game or engine is running. It also means that, historically, some of the PC graphics legends you know about aren't quite as smart or capable as history paints them to be, because they had a lot of help.

Keep in mind a lot of things have changed since that blog post was written and this doesn't just apply to OpenGL, it is done for literally any API a game might use or in whatever shader language. Some of these shader replacements are done so the game will even run at all at an appreciable framerate.

And yes they do cheat a bit to make commonly benchmarked games run faster.

That's why drivers are huge now. The actual core files that light the screen up aren't that large (they're still larger than 10 years ago) but they're under 100mb. It's everything else they put into the package that makes things huge.
 
Do AMD or nVidia write and sell games? So why do they do the work for game developers?
For decades, GPU manufacturers provided a driver for their GPUs operating within a given API. In turn, the developer wrote a game using the functions of a given API. This worked well and for a long time.

Today? It's an anomaly that a GPU manufacturer has to do the work for game developers and write patch code for every single AAA game that is released on the market for their own money.
Developing GPUs by constantly adding separate execution units responsible only for single functions, constantly increasing GPU complexity + greed of game producers who save man-hours and ignore optimization problems.
And here we have a pathology in which expensive commercial AAA games have performance and stability problems until GPU manufacturers write appropriate patch code for the next one of a thousand games for their own money.
I hope that something will happen on the GPU and GPU software market that will end this pathology. Maybe we need to hit rock bottom first to bounce back? Because we have now entered the era of UE5 and normalizing the pathology of pretty graphics obtained at low developer cost and at the cost of terrible optimization.
Something in this space must change and will change.
The amount of time that a new driver introduced bugs in games that were previously playable tells me that they aren't exactly doing the developers' jobs entirely. Just look at the patch notes and all the issues that AMD discovered. The PC is too complex ever to expect the stability of a console. 20 years ago, Nvidia and AMD still had to fix issues and improve performance in games. It's just that they've become more proactive about it. You don't even really need those game-ready drivers (unless the old driver breaks the game). I've been playing new games with old studio drivers, and it was fine.
 
The amount of time that a new driver introduced bugs in games that were previously playable tells me that they aren't exactly doing the developers' jobs entirely. Just look at the patch notes and all the issues that AMD discovered. The PC is too complex ever to expect the stability of a console. 20 years ago, Nvidia and AMD still had to fix issues and improve performance in games. It's just that they've become more proactive about it. You don't even really need those game-ready drivers (unless the old driver breaks the game). I've been playing new games with old studio drivers, and it was fine.

Well, plus you have to consider that you aren't ever going to improve the situation either by only ever optimizing on a per game basis. If you want true improvement to the optimization of games you need to tackle the root cause. Optimizations baked into the game engine or plugins that assist devs are going to do far far more than optimizing games one by one.
 
I'm gonna skip these because of Oblivion issues and they don't address anything else I'd be interested in.
 
Keep in mind a lot of things have changed since that blog post was written and this doesn't just apply to OpenGL, it is done for literally any API a game might use or in whatever shader language. Some of these shader replacements are done so the game will even run at all at an appreciable framerate.
I don't know who you are quoting but every GPU vendor does this, this is how games are optimized "via drivers".
 
25.6.2 Gave me a black screen and driver timeouts. 25.5.1 is good though.

Also was dropping frames on YouTube. Hmmm, not good
 
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I don't know who you are quoting but every GPU vendor does this, this is how games are optimized "via drivers".
I mean yeah, that's mainly it. Not to say there isn't other ways to optimize via drivers but that is the most common.
 
I forgot I had to update my drivers, but chances are there aren't any specific fixes for the 5700 XT so... I can't be bothered. I don't play anything newer than 2023.
 
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