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NVIDIA Releases GeForce 551.23 WHQL, Supports RTX 4070 Ti SUPER, RTX Video HDR

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NVIDIA today released the latest version of its GeForce software. Version 551.23 WHQL comes with support for the new GeForce RTX 4070 Ti SUPER graphics card, which is available from today. The drivers also introduce an interesting feature called RTX Video HDR. The feature attempts to construct HDR for standard dynamic range videos using AI, accelerated by the Tensor cores on NVIDIA GeForce RTX GPUs. You globally enable it through the NVIDIA Control Panel, in the "adjust video image settings" section. The drivers also introduce support for Ultra Low Latency Mode with DirectX 12 based games.

In addition, the GeForce 551.23 WHQL adds Game Ready optimization for "Enshrouded," including support for DLSS 2, "Like a Dragon: Infinite Wealth," including DLSS 3 Frame Generation support; "Tekken 8," including DLSS 2; and "Suicide Squad: Kill the Justice League," including DLSS 2. These are the first drivers to support the Open Beta of NVIDIA RTX Remix, a game development toolkit that helps create remasters of older game titles. A bug that caused "Forza Horizon 4" to freeze or crash with Ansel has been fixed. A random screen flickering issue with RTX 4060 Ti with desktop apps, has been fixed. A horizontal band appearing with G-SYNC over HDMI, has also been fixed.

DOWNLOAD: NVIDIA GeForce 551.23 WHQL



Technology
  • Adds support for the GeForce RTX 4070 Ti SUPER GPU.
  • RTX Video HDR available for all GeForce RTX GPUs
  • NVIDIA Ultra Low Latency Mode is now compatible with DirectX 12 titles.
Game Ready
  • Enshrouded
  • Like A Dragon: Infinite Wealth
  • TEKKEN 8
  • Suicide Squad: Kill the Justice League.
GFE Optimal Settings
  • Enshrouded
  • Like A Dragon: Infinite Wealth
Fixed Gaming Bugs
  • Forza Horizon 4: Ansel/Freestyle filters cause application to freeze or crash [4253513]
Fixed General Bugs
  • RTX 4060 Ti: Display may randomly flicker with a black bar on the top of the screen when using desktop apps [4239893]
  • Horizontal band may appear when cloning a G-SYNC display to HDMI monitor [4103923 / 4343427]
Known Issues
  • [Netflix] Display issues for videos when using Edge browser. Recommend using Windows Netflix application as workaround. [4388454]
  • GeForce GTX 10/RTX 20 series: PC may randomly freeze when Windows Hardware-Accelerated GPU Scheduling and NVIDIA SLI are both enabled [4009884]
  • Potential stutter may be observed when scrolling in web browsers on certain system configurations [4362307]

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The drivers also introduce an interesting feature called RTX Video HDR. The feature attempts to construct HDR for standard dynamic range videos using AI, accelerated by the Tensor cores on NVIDIA GeForce RTX GPUs.
There's already a similar setting for this under Windows, how's this different?

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"NVIDIA Ultra Low Latency Mode is now compatible with DirectX 12 titles."
Uh, is no one going to acknowledge this? This, if it works, is huge. One of the reasons for creating Reflex was that, to my understanding, the driver is fundamentally incapable of manipulating the frame-buffer size on low-level APIs like DX12 and Vulkan. As such, an in-engine, dev implemented solution was needed. I have no idea what dirty hack NV has created with this, I only hope it's not on the level of hacking DWM for Windowed G-Sync which was a mess. I am looking forward for someone with LDAT on, like, BlurBusters or something, to test it properly.
 
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There's already a similar setting for this under Windows, how's this different?

That setting doesn't do anything similar. I don't know if anyone has nailed down exactly what it does, but it's not anything useful. It'll do things like alter the colors of the video. The Nvidia setting first did upscaling of video content, and now it turns SDR video into HDR.
 
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"NVIDIA Ultra Low Latency Mode is now compatible with DirectX 12 titles."
Uh, is no one going to acknowledge this? This, if it works, is huge. One of the reasons for creating Reflex was that, to my understanding, the driver is fundamentally incapable of manipulating the frame-buffer size on low-level APIs like DX12 and Vulkan. As such, an in-engine, dev implemented solution was needed. I have no idea what dirty hack NV has created with this, I only hope it's not on the level of hacking DWM for Windowed G-Sync which was a mess. I am looking forward for someone with LDAT on, like, BlurBusters or something, to test it properly.
I seem to be having issues with Reflex and LLM at least in CP2077. Turning any of it on will eat some frames.
Ultra LLM is doing the proper fps cap under max refresh now but performance is rather poor still compared to everything off...or my cpu doesn't have enough headroom for Reflex or LLM Ultra?

I get better performance with LLM ON instead of Ultra with regards to LLM. Regards to Reflex, On performs better than On+Boosted.
LLM ON and Reflex Off is the best performing combination of the two as far as fps goes if one has to be on. Both off gives me the most fps.
11700K + 3090.
 
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That setting doesn't do anything similar.
Well it certainly does over here. I disabled it exactly for this reason, it was doing way OTT fake HDR on streams/videos online.
The Nvidia setting first did upscaling of video content, and now it turns SDR video into HDR.
Probably making good use of those Tensor cores, generally liking where this is going although we still need a lot of work into this!
 
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I seem to be having issues with Reflex and LLM at least in CP2077. Turning any of it on will eat some frames.
Ultra LLM is doing the proper fps cap under max refresh now but performance is rather poor still compared to everything off...or my cpu doesn't have enough headroom for Reflex or LLM Ultra?

I get better performance with LLM ON instead of Ultra with regards to LLM. Regards to Reflex, On performs better than On+Boosted.
LLM ON and Reflex Off is the best performing combination of the two as far as fps goes if one has to be on. Both off gives me the most fps.
11700K + 3090.
We discussed this in another thread, if you remember. I will reiterate - previous to this driver LLM did nothing in DX12 games. Straight up. And yes, both LLM and Reflex, when enabled, will lower your maximum potential framerate. You are removing or reducing the frame-buffer, after all. This is normal. It alleviates the potential latency when GPU bound at a cost of some performance. LLM On will have less effect than Ultra, yes, because On leaves the buffer at 1 frame, while Ultra eliminates it completely. Same with Reflex, really, even NV themselves recommend sticking to On. Boost is only useful when the hardware outmatches the task to the point where the GPU might go to power saving. Boost avoids it by, essentially, forcing the NV CP “Prefer maximum performance” energy mode.
 
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