
NVIDIA has released a new graphics driver for all GeForce graphics cards. The release 440.97 is part of the new 440 family that includes drivers from R440 to R444.
R440.97 brings the following new features and changes:
Game Ready
– Provides increased performance and the optimal gaming experience for Call of Duty: Modern Warfare and The Outer WorldsGaming Technology
– Adds support for windowed G-SYNC for OpenGL and Vulkan-based applications.Application SLI Profiles
– Added or updated the following SLI profiles: Darwin Project, The Outer Worlds (NVIDIA Turing GPUs only)New Features and Other Changes
– G-SYNC is now supported on windowed OpenGL and Vulkan applications.
– Fixed flashes or frame drops in several Notebook models when running G-SYNC in the lower of the two system refresh rates.Fixed Issues
– [FIFA 19/FIFA 20]: The game may crash to the desktop. [2690624/2713659/200559659]
– [Apex Legends]: Random flickering occurs on the screen. [2709770]
– [Star Wars: Battlefront II]: Random crashes to the desktop occur. [200550245 ]
– [Growtopia][GeForce RTX]: The game crashes when launched. [2709649]
– [Tradesmen OS3DE]: Objects are missing in the game. [2691363]
– [World of Warcraft]: Flickering occurs on the character select screen. [2684628]
– [Cinema 4D]: Trailing ghosting effect appears when moving the brush tool. [2633267]
– [Shadow Of The Tomb Raider][DirectX 12]: The game crashes after hitting a TDR error. [200549489]
– [Forza Horizon 4]: Colored corruption appears in the game during gameplay. [200544234]
– [Notebook][GeForce GTX 970M]: GPU clock cannot be boosted beyond base clock speed. [2683147]
More gaming related information about this new driver can be found HERE.
GeForce 440.97 Downloads
- win10 64-bit (desktop+notebook) @ Geeks3D
- win7/8 64-bit (desktop) @ Geeks3D
- win10 64-bit @ NVIDIA
- win7/8 64-bit @ NVIDIA

OpenGL support
GeForce 440.97 exposes OpenGL 4.6 and 429 extensions for a GeForce RTX 2080 on Windows 10 (v1903).
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: GeForce RTX 2080/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 440.97 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 429 extensions (GL=397 and WGL=32)
Compared to GeForce 436.02 (the last driver that brought changes in OpenGL), this new driver adds one extension:
– GL_EXT_texture_shadow_lod
Here is the complete list of all OpenGL extensions exposed for a GeForce RTX 2080 on Windows 10 64-bit v1809:
- 001/ GL_AMD_multi_draw_indirect - 002/ GL_AMD_seamless_cubemap_per_texture - 003/ GL_AMD_vertex_shader_viewport_index - 004/ GL_AMD_vertex_shader_layer - 005/ GL_ARB_arrays_of_arrays (OpenGL 4.3) - 006/ GL_ARB_base_instance (OpenGL 4.2) - 007/ GL_ARB_bindless_texture (OpenGL 4.4) - 008/ GL_ARB_blend_func_extended (OpenGL 3.3) - 009/ GL_ARB_buffer_storage (OpenGL 4.4) - 010/ GL_ARB_clear_buffer_object (OpenGL 4.3) - 011/ GL_ARB_clear_texture (OpenGL 4.4) - 012/ GL_ARB_clip_control (OpenGL 4.5) - 013/ GL_ARB_color_buffer_float (OpenGL 3.0) - 014/ GL_ARB_compatibility - 015/ GL_ARB_compressed_texture_pixel_storage (OpenGL 4.2) - 016/ GL_ARB_conservative_depth (OpenGL 4.2) - 017/ GL_ARB_compute_shader (OpenGL 4.3) - 018/ GL_ARB_compute_variable_group_size (OpenGL 4.3) - 019/ GL_ARB_conditional_render_inverted (OpenGL 4.5) - 020/ GL_ARB_copy_buffer (OpenGL 3.1) - 021/ GL_ARB_copy_image (OpenGL 4.3) - 022/ GL_ARB_cull_distance (OpenGL 4.5) - 023/ GL_ARB_debug_output2 (OpenGL 4.3) - 024/ GL_ARB_depth_buffer_float (OpenGL 3.0) - 025/ GL_ARB_depth_clamp (OpenGL 3.2) - 026/ GL_ARB_depth_texture - 027/ GL_ARB_derivative_control (OpenGL 4.5) - 028/ GL_ARB_direct_state_access (OpenGL 4.5) - 029/ GL_ARB_draw_buffers_blend (OpenGL 4.0) - 030/ GL_ARB_draw_buffers_blend (OpenGL 4.0) - 031/ GL_ARB_draw_indirect (OpenGL 4.0) - 032/ GL_ARB_draw_elements_base_vertex (OpenGL 3.2) - 033/ GL_ARB_draw_instanced (OpenGL 3.1) - 034/ GL_ARB_enhanced_layouts (OpenGL 4.4) - 035/ GL_ARB_ES2_compatibility - 036/ GL_ARB_ES3_compatibility (OpenGL 4.3) - 037/ GL_ARB_ES3_1_compatibility (OpenGL 4.5) - 038/ GL_ARB_ES3_2_compatibility - 039/ GL_ARB_explicit_attrib_location (OpenGL 3.3) - 040/ GL_ARB_explicit_uniform_location (OpenGL 4.3) - 041/ GL_ARB_fragment_coord_conventions (OpenGL 3.2) - 042/ GL_ARB_fragment_layer_viewport (OpenGL 4.3) - 043/ GL_ARB_fragment_program - 044/ GL_ARB_fragment_program_shadow - 045/ GL_ARB_fragment_shader - 046/ GL_ARB_fragment_shader_interlock - 047/ GL_ARB_framebuffer_no_attachments (OpenGL 4.3) - 048/ GL_ARB_framebuffer_object (OpenGL 3.0) - 049/ GL_ARB_framebuffer_sRGB (OpenGL 3.0) - 050/ GL_ARB_geometry_shader4 (OpenGL 3.2) - 051/ GL_ARB_get_program_binary (OpenGL 4.1) - 052/ GL_ARB_get_texture_sub_image (OpenGL 4.5) - 053/ GL_ARB_gl_spirv (OpenGL 4.6) - 054/ GL_ARB_gpu_shader5 (OpenGL 4.0) - 055/ GL_ARB_gpu_shader_fp64 (OpenGL 4.0) - 056/ GL_ARB_gpu_shader_int64 - 057/ GL_ARB_half_float_pixel (OpenGL 3.0) - 058/ GL_ARB_half_float_vertex - 059/ GL_ARB_imaging - 060/ GL_ARB_indirect_parameters (OpenGL 4.3) - 061/ GL_ARB_instanced_arrays (OpenGL 3.3) - 062/ GL_ARB_internalformat_query (OpenGL 4.2) - 063/ GL_ARB_internalformat_query2 (OpenGL 4.3) - 064/ GL_ARB_invalidate_subdata (OpenGL 4.3) - 065/ GL_ARB_map_buffer_alignment (OpenGL 4.2) - 066/ GL_ARB_map_buffer_range - 067/ GL_ARB_multi_bind (OpenGL 4.4) - 068/ GL_ARB_multi_draw_indirect (OpenGL 4.3) - 069/ GL_ARB_multisample - 070/ GL_ARB_multitexture - 071/ GL_ARB_occlusion_query2 (OpenGL 3.3) - 072/ GL_ARB_occlusion_query2 (OpenGL 3.3) - 073/ GL_ARB_parallel_shader_compile - 074/ GL_ARB_pipeline_statistics_query (OpenGL 4.6) - 075/ GL_ARB_pixel_buffer_object - 076/ GL_ARB_point_parameters - 077/ GL_ARB_point_sprite - 078/ GL_ARB_polygon_offset_clamp (OpenGL 4.6) - 079/ GL_ARB_post_depth_coverage - 080/ GL_ARB_program_interface_query (OpenGL 4.3) - 081/ GL_ARB_provoking_vertex (OpenGL 3.2) - 082/ GL_ARB_query_buffer_object (OpenGL 4.4) - 083/ GL_ARB_robust_buffer_access_behavior (OpenGL 4.3) - 084/ GL_ARB_robustness - 085/ GL_ARB_sample_locations - 086/ GL_ARB_sample_shading (OpenGL 4.0) - 087/ GL_ARB_sampler_objects (OpenGL 3.3) - 088/ GL_ARB_seamless_cube_map (OpenGL 3.2) - 089/ GL_ARB_seamless_cubemap_per_texture (OpenGL 4.3) - 090/ GL_ARB_separate_shader_objects (OpenGL 4.1) - 091/ GL_ARB_shader_atomic_counter_ops (OpenGL 4.6) - 092/ GL_ARB_shader_atomic_counters (OpenGL 4.2) - 093/ GL_ARB_shader_ballot - 094/ GL_ARB_shader_bit_encoding (OpenGL 3.3) - 095/ GL_ARB_shader_clock - 096/ GL_ARB_shader_draw_parameters (OpenGL 4.3) - 097/ GL_ARB_shader_group_vote (OpenGL 4.3) - 098/ GL_ARB_shader_image_load_store (OpenGL 4.2) - 099/ GL_ARB_shader_image_size (OpenGL 4.3) - 100/ GL_ARB_shader_objects - 101/ GL_ARB_shader_precision (OpenGL 4.1) - 102/ GL_ARB_shader_storage_buffer_object (OpenGL 4.3) - 103/ GL_ARB_shader_subroutine (OpenGL 4.0) - 104/ GL_ARB_shader_texture_image_samples (OpenGL 4.5) - 105/ GL_ARB_shader_texture_lod - 106/ GL_ARB_shading_language_100 - 107/ GL_ARB_shader_viewport_layer_array - 108/ GL_ARB_shading_language_420pack (OpenGL 4.2) - 109/ GL_ARB_shading_language_include - 110/ GL_ARB_shading_language_packing - 111/ GL_ARB_shadow - 112/ GL_ARB_sparse_buffer - 113/ GL_ARB_sparse_texture (OpenGL 4.3) - 114/ GL_ARB_sparse_texture2 - 115/ GL_ARB_sparse_texture_clamp - 116/ GL_ARB_spirv_extensions (OpenGL 4.6) - 117/ GL_ARB_stencil_texturing (OpenGL 4.3) - 118/ GL_ARB_sync (OpenGL 3.2) - 119/ GL_ARB_tessellation_shader (OpenGL 4.0) - 120/ GL_ARB_texture_barrier (OpenGL 4.5) - 121/ GL_ARB_texture_border_clamp - 122/ GL_ARB_texture_buffer_object (OpenGL 3.1) - 123/ GL_ARB_texture_buffer_object_rgb32 (OpenGL 4.0) - 124/ GL_ARB_texture_buffer_range (OpenGL 4.3) - 125/ GL_ARB_texture_compression_rgtc (OpenGL 3.0) - 126/ GL_ARB_texture_compression_bptc (OpenGL 4.2) - 127/ GL_ARB_texture_compression_rgtc (OpenGL 3.0) - 128/ GL_ARB_texture_cube_map_array (OpenGL 4.0) - 129/ GL_ARB_texture_cube_map_array (OpenGL 4.0) - 130/ GL_ARB_texture_env_add - 131/ GL_ARB_texture_env_combine - 132/ GL_ARB_texture_env_crossbar - 133/ GL_ARB_texture_env_dot3 - 134/ GL_ARB_texture_filter_anisotropic (OpenGL 4.6) - 135/ GL_ARB_texture_filter_minmax - 136/ GL_ARB_texture_float (OpenGL 3.0) - 137/ GL_ARB_texture_gather (OpenGL 4.0) - 138/ GL_ARB_texture_mirror_clamp_to_edge (OpenGL 4.4) - 139/ GL_ARB_texture_mirrored_repeat - 140/ GL_ARB_texture_multisample (OpenGL 3.2) - 141/ GL_ARB_texture_non_power_of_two - 142/ GL_ARB_texture_query_levels (OpenGL 4.3) - 143/ GL_ARB_texture_query_lod (OpenGL 4.0) - 144/ GL_ARB_texture_rectangle (OpenGL 3.1) - 145/ GL_ARB_texture_rg (OpenGL 3.0) - 146/ GL_ARB_texture_rgb10_a2ui (OpenGL 3.3) - 147/ GL_ARB_texture_stencil8 (OpenGL 4.4) - 148/ GL_ARB_texture_storage (OpenGL 4.2) - 149/ GL_ARB_texture_storage_multisample (OpenGL 4.3) - 150/ GL_ARB_texture_swizzle (OpenGL 3.3) - 151/ GL_ARB_texture_view (OpenGL 4.3) - 152/ GL_ARB_timer_query (OpenGL 3.3) - 153/ GL_ARB_transform_feedback2 (OpenGL 4.0) - 154/ GL_ARB_transform_feedback3 (OpenGL 4.0) - 155/ GL_ARB_transform_feedback_instanced (OpenGL 4.2) - 156/ GL_ARB_transform_feedback_overflow_query (OpenGL 4.6) - 157/ GL_ARB_transpose_matrix - 158/ GL_ARB_uniform_buffer_object (OpenGL 3.1) - 159/ GL_ARB_vertex_array_bgra (OpenGL 3.2) - 160/ GL_ARB_vertex_array_object - 161/ GL_ARB_vertex_attrib_64bit (OpenGL 4.1) - 162/ GL_ARB_vertex_attrib_binding (OpenGL 4.3) - 163/ GL_ARB_vertex_buffer_object - 164/ GL_ARB_vertex_program - 165/ GL_ARB_vertex_shader - 166/ GL_ARB_vertex_type_10f_11f_11f_rev (OpenGL 4.4) - 167/ GL_ARB_vertex_type_2_10_10_10_rev (OpenGL 3.3) - 168/ GL_ARB_viewport_array (OpenGL 4.1) - 169/ GL_ARB_window_pos - 170/ GL_ATI_draw_buffers - 171/ GL_ATI_texture_float - 172/ GL_ATI_texture_mirror_once - 173/ GL_S3_s3tc - 174/ GL_EXT_texture_env_add - 175/ GL_EXT_abgr - 176/ GL_EXT_bgra - 177/ GL_EXT_bindable_uniform - 178/ GL_EXT_blend_color - 179/ GL_EXT_blend_equation_separate - 180/ GL_EXT_blend_func_separate - 181/ GL_EXT_blend_minmax - 182/ GL_EXT_blend_subtract - 183/ GL_EXT_compiled_vertex_array - 184/ GL_EXT_Cg_shader - 185/ GL_EXT_depth_bounds_test - 186/ GL_EXT_direct_state_access - 187/ GL_EXT_draw_buffers2 - 188/ GL_EXT_draw_instanced - 189/ GL_EXT_draw_range_elements - 190/ GL_EXT_fog_coord - 191/ GL_EXT_framebuffer_blit - 192/ GL_EXT_framebuffer_multisample - 193/ GL_EXTX_framebuffer_mixed_formats - 194/ GL_EXT_framebuffer_multisample_blit_scaled - 195/ GL_EXT_framebuffer_object - 196/ GL_EXT_framebuffer_sRGB - 197/ GL_EXT_geometry_shader4 - 198/ GL_EXT_gpu_program_parameters - 199/ GL_EXT_gpu_shader4 - 200/ GL_EXT_multi_draw_arrays - 201/ GL_EXT_multiview_texture_multisample - 202/ GL_EXT_multiview_timer_query - 203/ GL_EXT_packed_depth_stencil - 204/ GL_EXT_packed_float - 205/ GL_EXT_packed_pixels - 206/ GL_EXT_pixel_buffer_object - 207/ GL_EXT_point_parameters - 208/ GL_EXT_polygon_offset_clamp - 209/ GL_EXT_post_depth_coverage - 210/ GL_EXT_provoking_vertex - 211/ GL_EXT_raster_multisample - 212/ GL_EXT_rescale_normal - 213/ GL_EXT_secondary_color - 214/ GL_EXT_separate_shader_objects - 215/ GL_EXT_separate_specular_color - 216/ GL_EXT_shader_image_load_formatted - 217/ GL_EXT_shader_image_load_store - 218/ GL_EXT_shader_integer_mix - 219/ GL_EXT_shadow_funcs - 220/ GL_EXT_sparse_texture2 - 221/ GL_EXT_stencil_two_side - 222/ GL_EXT_stencil_wrap - 223/ GL_EXT_texture3D - 224/ GL_EXT_texture_array - 225/ GL_EXT_texture_buffer_object - 226/ GL_EXT_texture_compression_dxt1 - 227/ GL_EXT_texture_compression_latc - 228/ GL_EXT_texture_compression_rgtc - 229/ GL_EXT_texture_compression_s3tc - 230/ GL_EXT_texture_cube_map - 231/ GL_EXT_texture_edge_clamp - 232/ GL_EXT_texture_env_combine - 233/ GL_EXT_texture_env_dot3 - 234/ GL_EXT_texture_filter_anisotropic - 235/ GL_EXT_texture_filter_minmax - 236/ GL_EXT_texture_integer - 237/ GL_EXT_texture_lod - 238/ GL_EXT_texture_lod_bias - 239/ GL_EXT_texture_mirror_clamp - 240/ GL_EXT_texture_object - 241/ GL_EXT_texture_shadow_lod - 242/ GL_EXT_texture_shared_exponent - 243/ GL_EXT_texture_sRGB - 244/ GL_EXT_texture_sRGB_R8 - 245/ GL_EXT_texture_sRGB_decode - 246/ GL_EXT_texture_storage - 247/ GL_EXT_texture_swizzle - 248/ GL_EXT_timer_query - 249/ GL_EXT_transform_feedback2 - 250/ GL_EXT_vertex_array - 251/ GL_EXT_vertex_array_bgra - 252/ GL_EXT_vertex_attrib_64bit - 253/ GL_EXT_window_rectangles - 254/ GL_EXT_import_sync_object - 255/ GL_IBM_rasterpos_clip - 256/ GL_IBM_texture_mirrored_repeat - 257/ GL_KHR_context_flush_control (OpenGL 4.5) - 258/ GL_KHR_debug - 259/ GL_EXT_memory_object - 260/ GL_EXT_memory_object_win32 - 261/ GL_EXT_win32_keyed_mutex - 262/ GL_KHR_parallel_shader_compile - 263/ GL_KHR_no_error (OpenGL 4.6) - 264/ GL_KHR_robust_buffer_access_behavior - 265/ GL_KHR_robustness (OpenGL 4.5) - 266/ GL_EXT_semaphore - 267/ GL_EXT_semaphore_win32 - 268/ GL_KHR_shader_subgroup - 269/ GL_KTX_buffer_region - 270/ GL_NV_alpha_to_coverage_dither_control - 271/ GL_NV_bindless_multi_draw_indirect - 272/ GL_NV_bindless_multi_draw_indirect_count - 273/ GL_NV_bindless_texture - 274/ GL_NV_blend_equation_advanced - 275/ GL_NV_blend_equation_advanced_coherent - 276/ GL_NVX_blend_equation_advanced_multi_draw_buffers - 277/ GL_NV_blend_minmax_factor - 278/ GL_NV_blend_square - 279/ GL_NV_clip_space_w_scaling - 280/ GL_NV_command_list - 281/ GL_NV_compute_program5 - 282/ GL_NV_compute_shader_derivatives - 283/ GL_NV_conditional_render - 284/ GL_NV_conservative_raster - 285/ GL_NV_conservative_raster_dilate - 286/ GL_NV_conservative_raster_pre_snap - 287/ GL_NV_conservative_raster_pre_snap_triangles - 288/ GL_NV_conservative_raster_underestimation - 289/ GL_NV_copy_depth_to_color - 290/ GL_NV_copy_image - 291/ GL_NV_depth_buffer_float - 292/ GL_NV_depth_clamp - 293/ GL_NV_draw_texture - 294/ GL_NV_draw_vulkan_image - 295/ GL_NV_ES1_1_compatibility - 296/ GL_NV_ES3_1_compatibility - 297/ GL_NV_explicit_multisample - 298/ GL_NV_feature_query - 299/ GL_NV_fence - 300/ GL_NV_fill_rectangle - 301/ GL_NV_float_buffer - 302/ GL_NV_fog_distance - 303/ GL_NV_fragment_coverage_to_color - 304/ GL_NV_fragment_program - 305/ GL_NV_fragment_program_option - 306/ GL_NV_fragment_program2 - 307/ GL_NV_fragment_shader_barycentric - 308/ GL_NV_fragment_shader_interlock - 309/ GL_NV_framebuffer_mixed_samples - 310/ GL_NV_framebuffer_multisample_coverage - 311/ GL_NV_geometry_shader4 - 312/ GL_NV_geometry_shader_passthrough - 313/ GL_NV_gpu_program4 - 314/ GL_NV_internalformat_sample_query - 315/ GL_NV_gpu_program4_1 - 316/ GL_NV_gpu_program5 - 317/ GL_NV_gpu_program5_mem_extended - 318/ GL_NV_gpu_program_fp64 - 319/ GL_NV_gpu_shader5 - 320/ GL_NV_half_float - 321/ GL_NV_light_max_exponent - 322/ GL_NV_memory_attachment - 323/ GL_NV_mesh_shader - 324/ GL_NV_multisample_coverage - 325/ GL_NV_multisample_filter_hint - 326/ GL_NV_occlusion_query - 327/ GL_NV_packed_depth_stencil - 328/ GL_NV_parameter_buffer_object - 329/ GL_NV_parameter_buffer_object2 - 330/ GL_NV_path_rendering - 331/ GL_NV_path_rendering_shared_edge - 332/ GL_NV_pixel_data_range - 333/ GL_NV_point_sprite - 334/ GL_NV_primitive_restart (OpenGL 3.1) - 335/ GL_NV_query_resource - 336/ GL_NV_query_resource_tag - 337/ GL_NV_register_combiners - 338/ GL_NV_register_combiners2 - 339/ GL_NV_representative_fragment_test - 340/ GL_NV_sample_locations - 341/ GL_NV_sample_mask_override_coverage - 342/ GL_NV_scissor_exclusive - 343/ GL_NV_shader_atomic_counters - 344/ GL_NV_shader_atomic_float - 345/ GL_NV_shader_atomic_float64 - 346/ GL_NV_shader_atomic_fp16_vector - 347/ GL_NV_shader_atomic_int64 - 348/ GL_NV_shader_buffer_load - 349/ GL_NV_shader_storage_buffer_object - 350/ GL_NV_shader_subgroup_partitioned - 351/ GL_NV_shader_texture_footprint - 352/ GL_NV_shading_rate_image - 353/ GL_NV_stereo_view_rendering - 354/ GL_NV_texgen_reflection - 355/ GL_NV_texture_barrier - 356/ GL_NV_texture_compression_vtc - 357/ GL_NV_texture_env_combine4 - 358/ GL_NV_texture_multisample - 359/ GL_NV_texture_rectangle - 360/ GL_NV_texture_rectangle_compressed - 361/ GL_NV_texture_shader - 362/ GL_NV_texture_shader2 - 363/ GL_NV_texture_shader3 - 364/ GL_NV_transform_feedback - 365/ GL_NV_transform_feedback2 - 366/ GL_NV_uniform_buffer_unified_memory - 367/ GL_NV_vertex_array_range - 368/ GL_NV_vertex_array_range2 - 369/ GL_NV_vertex_attrib_integer_64bit - 370/ GL_NV_vertex_buffer_unified_memory - 371/ GL_NV_vertex_program - 372/ GL_NV_vertex_program1_1 - 373/ GL_NV_vertex_program2 - 374/ GL_NV_vertex_program2_option - 375/ GL_NV_vertex_program3 - 376/ GL_NV_viewport_array2 - 377/ GL_NV_viewport_swizzle - 378/ GL_NVX_conditional_render - 379/ GL_NVX_linked_gpu_multicast - 380/ GL_NV_gpu_multicast - 381/ GL_NVX_gpu_multicast2 - 382/ GL_NVX_progress_fence - 383/ GL_NVX_gpu_memory_info - 384/ GL_NVX_multigpu_info - 385/ GL_NVX_nvenc_interop - 386/ GL_NV_shader_thread_group - 387/ GL_NV_shader_thread_shuffle - 388/ GL_KHR_blend_equation_advanced - 389/ GL_KHR_blend_equation_advanced_coherent - 390/ GL_OVR_multiview - 391/ GL_OVR_multiview2 - 392/ GL_SGIS_generate_mipmap - 393/ GL_SGIS_texture_lod - 394/ GL_SGIX_depth_texture - 395/ GL_SGIX_shadow - 396/ GL_SUN_slice_accum - 397/ GL_WIN_swap_hint - 398/ WGL_EXT_swap_control - 399/ WGL_ARB_buffer_region - 400/ WGL_ARB_create_context - 401/ WGL_ARB_create_context_no_error - 402/ WGL_ARB_create_context_profile - 403/ WGL_ARB_create_context_robustness - 404/ WGL_ARB_context_flush_control - 405/ WGL_ARB_extensions_string - 406/ WGL_ARB_make_current_read - 407/ WGL_ARB_multisample - 408/ WGL_ARB_pbuffer - 409/ WGL_ARB_pixel_format - 410/ WGL_ARB_pixel_format_float - 411/ WGL_ARB_render_texture - 412/ WGL_ATI_pixel_format_float - 413/ WGL_EXT_colorspace - 414/ WGL_EXT_create_context_es_profile - 415/ WGL_EXT_create_context_es2_profile - 416/ WGL_EXT_extensions_string - 417/ WGL_EXT_framebuffer_sRGB - 418/ WGL_EXT_pixel_format_packed_float - 419/ WGL_EXT_swap_control_tear - 420/ WGL_NVX_DX_interop - 421/ WGL_NV_DX_interop - 422/ WGL_NV_DX_interop2 - 423/ WGL_NV_copy_image - 424/ WGL_NV_delay_before_swap - 425/ WGL_NV_float_buffer - 426/ WGL_NV_multisample_coverage - 427/ WGL_NV_multigpu_context - 428/ WGL_NV_render_depth_texture - 429/ WGL_NV_render_texture_rectangle - OpenGL SPIR-V Extensions: 11 - SPV_KHR_post_depth_coverage - SPV_KHR_shader_atomic_counter_ops - SPV_KHR_shader_ballot - SPV_KHR_shader_draw_parameters - SPV_KHR_storage_buffer_storage_class - SPV_KHR_subgroup_vote - SPV_NV_geometry_shader_passthrough - SPV_NV_sample_mask_override_coverage - SPV_NV_shader_subgroup_partitioned - SPV_NV_stereo_view_rendering - SPV_NV_viewport_array2
Vulkan support
GeForce 440.97 exposes Vulkan 1.1.119 and 106 device extensions for a GeForce RTX 2080 on Windows 10 (v1903).
Vulkan report (from upcoming GPU Shark 2)
- Device 1 - name: GeForce RTX 2080 - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU - device ID: 10DE-1E87 - API version: 1.1.119 - NVIDIA driver version: 440.97.0.0 - VK_KHR_driver_properties information: - driverName: NVIDIA - driverID_str: VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR - driverID: 4 - conformanceVersion: 1.1.0.5 - driverInfo: 440.97 - # of extensions => 106 - 001/ VK_KHR_8bit_storage - 002/ VK_KHR_16bit_storage - 003/ VK_KHR_bind_memory2 - 004/ VK_KHR_create_renderpass2 - 005/ VK_KHR_dedicated_allocation - 006/ VK_KHR_depth_stencil_resolve - 007/ VK_KHR_descriptor_update_template - 008/ VK_KHR_device_group - 009/ VK_KHR_draw_indirect_count - 010/ VK_KHR_driver_properties - 011/ VK_KHR_external_fence - 012/ VK_KHR_external_fence_win32 - 013/ VK_KHR_external_memory - 014/ VK_KHR_external_memory_win32 - 015/ VK_KHR_external_semaphore - 016/ VK_KHR_external_semaphore_win32 - 017/ VK_KHR_get_memory_requirements2 - 018/ VK_KHR_image_format_list - 019/ VK_KHR_imageless_framebuffer - 020/ VK_KHR_maintenance1 - 021/ VK_KHR_maintenance2 - 022/ VK_KHR_maintenance3 - 023/ VK_KHR_multiview - 024/ VK_KHR_pipeline_executable_properties - 025/ VK_KHR_push_descriptor - 026/ VK_KHR_relaxed_block_layout - 027/ VK_KHR_sampler_mirror_clamp_to_edge - 028/ VK_KHR_sampler_ycbcr_conversion - 029/ VK_KHR_shader_atomic_int64 - 030/ VK_KHR_shader_draw_parameters - 031/ VK_KHR_shader_float16_int8 - 032/ VK_KHR_shader_float_controls - 033/ VK_KHR_storage_buffer_storage_class - 034/ VK_KHR_swapchain - 035/ VK_KHR_swapchain_mutable_format - 036/ VK_KHR_timeline_semaphore - 037/ VK_KHR_uniform_buffer_standard_layout - 038/ VK_KHR_variable_pointers - 039/ VK_KHR_vulkan_memory_model - 040/ VK_KHR_win32_keyed_mutex - 041/ VK_EXT_blend_operation_advanced - 042/ VK_EXT_buffer_device_address - 043/ VK_EXT_calibrated_timestamps - 044/ VK_EXT_conditional_rendering - 045/ VK_EXT_conservative_rasterization - 046/ VK_EXT_depth_clip_enable - 047/ VK_EXT_depth_range_unrestricted - 048/ VK_EXT_descriptor_indexing - 049/ VK_EXT_discard_rectangles - 050/ VK_EXT_external_memory_host - 051/ VK_EXT_fragment_shader_interlock - 052/ VK_EXT_full_screen_exclusive - 053/ VK_EXT_hdr_metadata - 054/ VK_EXT_host_query_reset - 055/ VK_EXT_index_type_uint8 - 056/ VK_EXT_inline_uniform_block - 057/ VK_EXT_line_rasterization - 058/ VK_EXT_memory_budget - 059/ VK_EXT_memory_priority - 060/ VK_EXT_pci_bus_info - 061/ VK_EXT_pipeline_creation_feedback - 062/ VK_EXT_post_depth_coverage - 063/ VK_EXT_sample_locations - 064/ VK_EXT_sampler_filter_minmax - 065/ VK_EXT_scalar_block_layout - 066/ VK_EXT_separate_stencil_usage - 067/ VK_EXT_shader_demote_to_helper_invocation - 068/ VK_EXT_shader_subgroup_ballot - 069/ VK_EXT_shader_subgroup_vote - 070/ VK_EXT_shader_viewport_index_layer - 071/ VK_EXT_subgroup_size_control - 072/ VK_EXT_texel_buffer_alignment - 073/ VK_EXT_transform_feedback - 074/ VK_EXT_vertex_attribute_divisor - 075/ VK_EXT_ycbcr_image_arrays - 076/ VK_NV_clip_space_w_scaling - 077/ VK_NV_compute_shader_derivatives - 078/ VK_NV_cooperative_matrix - 079/ VK_NV_corner_sampled_image - 080/ VK_NV_dedicated_allocation - 081/ VK_NV_dedicated_allocation_image_aliasing - 082/ VK_NV_device_diagnostic_checkpoints - 083/ VK_NV_external_memory - 084/ VK_NV_external_memory_win32 - 085/ VK_NV_fill_rectangle - 086/ VK_NV_fragment_coverage_to_color - 087/ VK_NV_fragment_shader_barycentric - 088/ VK_NV_framebuffer_mixed_samples - 089/ VK_NV_coverage_reduction_mode - 090/ VK_NV_geometry_shader_passthrough - 091/ VK_NV_mesh_shader - 092/ VK_NV_sample_mask_override_coverage - 093/ VK_NV_representative_fragment_test - 094/ VK_NV_scissor_exclusive - 095/ VK_NV_shader_image_footprint - 096/ VK_NV_shader_sm_builtins - 097/ VK_NV_shader_subgroup_partitioned - 098/ VK_NV_shading_rate_image - 099/ VK_NV_viewport_array2 - 100/ VK_NV_viewport_swizzle - 101/ VK_NV_win32_keyed_mutex - 102/ VK_NVX_binary_import - 103/ VK_NVX_device_generated_commands - 104/ VK_NVX_image_view_handle - 105/ VK_NVX_multiview_per_view_attributes - 106/ VK_NV_ray_tracing - # of layers => 1 - 001/ VK_LAYER_NV_optimus - # of memory heaps => 2 - heap 1 => 8010 MB - heap 2 => 8121 MB - # of features => 55 - 001/ robustBufferAccess => 1 - 002/ fullDrawIndexUint32 => 1 - 003/ imageCubeArray => 1 - 004/ independentBlend => 1 - 005/ geometryShader => 1 - 006/ tessellationShader => 1 - 007/ sampleRateShading => 1 - 008/ dualSrcBlend => 1 - 009/ logicOp => 1 - 010/ multiDrawIndirect => 1 - 011/ drawIndirectFirstInstance => 1 - 012/ depthClamp => 1 - 013/ depthBiasClamp => 1 - 014/ fillModeNonSolid => 1 - 015/ depthBounds => 1 - 016/ wideLines => 1 - 017/ largePoints => 1 - 018/ alphaToOne => 1 - 019/ multiViewport => 1 - 020/ samplerAnisotropy => 1 - 021/ textureCompressionETC2 => 0 - 022/ textureCompressionASTC_LDR => 0 - 023/ textureCompressionBC => 1 - 024/ occlusionQueryPrecise => 1 - 025/ pipelineStatisticsQuery => 1 - 026/ vertexPipelineStoresAndAtomics => 1 - 027/ fragmentStoresAndAtomics => 1 - 028/ shaderTessellationAndGeometryPointSize => 1 - 029/ shaderImageGatherExtended => 1 - 030/ shaderStorageImageExtendedFormats => 1 - 031/ shaderStorageImageMultisample => 1 - 032/ shaderStorageImageReadWithoutFormat => 1 - 033/ shaderStorageImageWriteWithoutFormat => 1 - 034/ shaderUniformBufferArrayDynamicIndexing => 1 - 035/ shaderSampledImageArrayDynamicIndexing => 1 - 036/ shaderStorageBufferArrayDynamicIndexing => 1 - 037/ shaderStorageImageArrayDynamicIndexing => 1 - 038/ shaderClipDistance => 1 - 039/ shaderCullDistance => 1 - 040/ shaderFloat64 => 1 - 041/ shaderInt64 => 1 - 042/ shaderInt16 => 1 - 043/ shaderResourceResidency => 1 - 044/ shaderResourceMinLod => 1 - 045/ sparseBinding => 1 - 046/ sparseResidencyBuffer => 1 - 047/ sparseResidencyImage2D => 1 - 048/ sparseResidencyImage3D => 1 - 049/ sparseResidency2Samples => 1 - 050/ sparseResidency4Samples => 1 - 051/ sparseResidency8Samples => 1 - 052/ sparseResidency16Samples => 1 - 053/ sparseResidencyAliased => 1 - 054/ variableMultisampleRate => 1 - 055/ inheritedQueries => 1 - # of hardware limits => 106 - 001/ maxImageDimension1D => 32768 - 002/ maxImageDimension2D => 32768 - 003/ maxImageDimension3D => 16384 - 004/ maxImageDimensionCube => 32768 - 005/ maxImageArrayLayers => 2048 - 006/ maxTexelBufferElements => 134217728 - 007/ maxUniformBufferRange => 65536 - 008/ maxStorageBufferRange => 4294967295 - 009/ maxPushConstantsSize => 256 - 010/ maxMemoryAllocationCount => 4096 - 011/ maxSamplerAllocationCount => 4000 - 012/ bufferImageGranularity => 1024 - 013/ sparseAddressSpaceSize => -1 - 014/ maxBoundDescriptorSets => 32 - 015/ maxPerStageDescriptorSamplers => 1048576 - 016/ maxSamplerAllocationCount => 1048576 - 017/ maxPerStageDescriptorStorageBuffers => 1048576 - 018/ maxPerStageDescriptorSampledImages => 1048576 - 019/ maxPerStageDescriptorStorageImages => 1048576 - 020/ maxPerStageDescriptorInputAttachments => 1048576 - 021/ maxPerStageResources => 4294967295 - 022/ maxDescriptorSetSamplers => 1048576 - 023/ maxDescriptorSetUniformBuffers => 1048576 - 024/ maxDescriptorSetUniformBuffersDynamic => 15 - 025/ maxDescriptorSetStorageBuffers => 1048576 - 026/ maxDescriptorSetStorageBuffersDynamic => 16 - 027/ maxDescriptorSetSampledImages => 1048576 - 028/ maxDescriptorSetStorageImages => 1048576 - 029/ maxDescriptorSetInputAttachments => 1048576 - 030/ maxVertexInputAttributes => 32 - 031/ maxVertexInputBindings => 32 - 032/ maxVertexInputAttributeOffset => 2047 - 033/ maxVertexInputBindingStride => 2048 - 034/ maxVertexOutputComponents => 128 - 035/ maxTessellationGenerationLevel => 64 - 036/ maxTessellationPatchSize => 32 - 037/ maxTessellationControlPerVertexInputComponents => 128 - 038/ maxTessellationControlPerVertexOutputComponents => 128 - 039/ maxTessellationControlPerPatchOutputComponents => 120 - 040/ maxTessellationControlTotalOutputComponents => 4216 - 041/ maxTessellationEvaluationInputComponents => 128 - 042/ maxTessellationEvaluationOutputComponents => 128 - 043/ maxGeometryShaderInvocations => 32 - 044/ maxGeometryInputComponents => 128 - 045/ maxGeometryOutputComponents => 128 - 046/ maxGeometryOutputVertices => 1024 - 047/ maxGeometryTotalOutputComponents => 1024 - 048/ maxFragmentInputComponents => 128 - 049/ maxFragmentOutputAttachments => 8 - 050/ maxFragmentDualSrcAttachments => 1 - 051/ maxFragmentCombinedOutputResources => 16 - 052/ maxComputeSharedMemorySize => 49152 - 053/ maxComputeSharedMemorySize => 2147483647 x 65535 x 65535 - 054/ maxComputeWorkGroupInvocations => 1024 - 055/ maxComputeWorkGroupSize => 1024 x 1024 x 64 - 056/ subPixelPrecisionBits => 8 - 057/ subTexelPrecisionBits => 8 - 058/ mipmapPrecisionBits => 8 - 059/ maxDrawIndexedIndexValue => 4294967295 - 060/ maxDrawIndirectCount => 4294967295 - 061/ maxSamplerLodBias => 15.000000 - 062/ maxSamplerAnisotropy => 16.000000 - 063/ maxViewports => 16 - 064/ maxViewportDimensions => 32768 x 32768 - 065/ viewportBoundsRange => -65536.000000 x 65536.000000 - 066/ viewportSubPixelBits => 8 - 067/ minMemoryMapAlignment => 64 - 068/ minTexelBufferOffsetAlignment => 16 - 069/ minUniformBufferOffsetAlignment => 64 - 070/ minStorageBufferOffsetAlignment => 16 - 071/ minTexelOffset => -8 - 072/ maxTexelOffset => 7 - 073/ minTexelGatherOffset => -32 - 074/ maxTexelGatherOffset => 31 - 075/ minInterpolationOffset => -0.500000 - 076/ maxInterpolationOffset => 0.437500 - 077/ subPixelInterpolationOffsetBits => 4 - 078/ maxFramebufferWidth => 32768 - 079/ maxFramebufferHeight => 32768 - 080/ maxFramebufferLayers => 2048 - 081/ framebufferColorSampleCounts => 15 - 082/ framebufferDepthSampleCounts => 15 - 083/ framebufferStencilSampleCounts => 31 - 084/ framebufferNoAttachmentsSampleCounts => 31 - 085/ maxColorAttachments => 8 - 086/ sampledImageColorSampleCounts => 15 - 087/ sampledImageIntegerSampleCounts => 15 - 088/ sampledImageDepthSampleCounts => 15 - 089/ sampledImageStencilSampleCounts => 31 - 090/ storageImageSampleCounts => 15 - 091/ maxSampleMaskWords => 1 - 092/ timestampComputeAndGraphics => 1 - 093/ timestampPeriod => 1.000000 - 094/ maxClipDistances => 8 - 095/ maxCullDistances => 8 - 096/ maxCombinedClipAndCullDistances => 8 - 097/ discreteQueuePriorities => 2 - 098/ pointSizeRange => 1.000000 x 2047.937500 - 099/ lineWidthRange => 1.000000 x 64.000000 - 100/ pointSizeGranularity => 0.062500 - 101/ lineWidthGranularity => 0.062500 - 102/ strictLines => 1 - 103/ standardSampleLocations => 1 - 104/ optimalBufferCopyOffsetAlignment => 1 - 105/ optimalBufferCopyRowPitchAlignment => 1 - 106/ nonCoherentAtomSize => 64
http://us.download.nvidia.com/Windows/441.08/441.08-desktop-win10-64bit-international-whql.exe
http://us.download.nvidia.com/Windows/441.08/441.08-win10-win8-win7-release-notes.pdf
Nvidia GeForce 441.08 WHQL driver for GTX 1660 Super.
https://www.nvidia.com/en-us/geforce/news/red-dead-redemption-2-pc-game-ready-driver/
Nvidia GeForce 441.12 WHQL driver.
https://www.nvidia.com/en-us/geforce/news/star-wars-jedi-fallen-order-game-ready-driver/
Nvidia GeForce 441.20 WHQL driver.
https://www.nvidia.com/en-us/geforce/news/halo-reach-game-ready-driver/
Nvidia GeForce 441.41 WHQL driver.
https://www.nvidia.com/en-us/geforce/news/nvidia-geforce-ces-2020-game-ready-driver/
Nvidia GeForce 441.87 WHQL driver.