
NVIDIA has released a new driver belonging to the R460 family (from version 460.xx to 464.xx). The GeForce 460 family supports the following GPU architectures: Ampere, Turing, Volta, Pascal, Kepler and Maxwell.
The GeForce 460.79 driver brings the following changes:
Game Ready for Cyberpunk 2077
This new Game Ready Driver provides the ultimate gaming experience for Cyberpunk 2077. In addition, this driver provides optimal day-1 support for the official launch of Minecraft with RTX for Windows 10.Fixed Issues
– [Forza Motorsport 7]: The curb may display a black strip during a race on certain tracks. [2781776]
– When setting the refresh rate higher than 100Hz, the color format switches from RGB to ycbcr422. [3053990]
– [GeForce RTX 3090][SLI][G-SYNC]: When G-SYNC is enabled in SLI surround (3x monitors), the system locks up when launching a game. [3167493]
– [GeForce RTX 3-series]: NvAPI_GPU_GetGPUInfo() returns an incorrect number of GPU Tensor Cores. [3140329]
– [MPC-HC]: The video player crashes when playing 1088 pixel-width videos. [3148082]
– [5k display]: When the display is set to 5k resolution, you cannot set the color settings from the NVIDIA Control Panel > Change resolution page. Either the controls are greyed out or they revert to the default after applying any change. [200630939/3182567].
Update (2020.12.15): GeForce 460.89
Game Ready for Quake II RTX with Vulkan Ray Tracing
Our latest Game Ready Driver provides support for the Quake II RTX v1.4.0 update which enables support for the new Vulkan Ray Tracing extensions. Now, any GPU with support for Vulkan Ray Tracing can experience Quake II RTX in all its path-traced glory.
More information: Quake II RTX with Vulkan Ray Tracing Game Ready Driver Released @ nvidia.com
More about Quake II RTX: Quake II RTX: 1997’s Quake II with Ray Tracing Available on June 6th 2019
Update (2021.01.08): GeForce 461.09
The GeForce 461.09 is a mainteance release and bugfix driver.
Fixed Issues
– [GeForce Experience]: The FPS counter is activated and the overlay appears on Windows Mail and Calendar applications.[200682565]
– [GeForce GTX 750 Ti]: Blue-screen crash (UNEXPECTED KERNEL MODE TRAP) may occur. [3196164]
– [GeForce GTX 1080 Ti]: The desktop screen may flicker. [3200599]
– [GeForce GTX 1080 Ti]: The system may freeze with the screen displaying as solid color. [3203038]
– [HDR]: With HDR enabled, black levels are incorrect, notably on LG OLED TVs. [200682795/3201305]
– [Notebook][Lenovo Y740]: The notebook displays corruption after waking from sleep. [3178279]
– Blue-screen crash (0x116) may occur upon resuming from sleep mode when three 4k monitors are connected. [3054239/3195884]
Update (2021.01.08): GeForce 461.40
GeForce 461.40 brings the following changes:
Game Ready for The Medium
– This new Game Ready Driver provides support for The Medium, a new adventure-horror game that features ray tracing and our performance-accelerating NVIDIA DLSS technology.Gaming Technology
– Includes support for GeForce RTX 30 Series laptops (RTX 3080, RTX 3070, RTX 3060)Fixed Issues:
– [X4: Foundations][Vulkan]: The game may crash on GeForce RTX 30 series GPUs. [3220107]
– [X4: Foundations][Vulkan]: HUD in the game is broken. [3169099]
– [Resident Evil 2 Remake/Devil May Cry V] Games which used the RE2 engine may crash in DirectX 11 mode [200686418]
– [DaVinci Resolve]: Error 707, application crash, or application instability may occur. [3225521]
– [Adobe Premiere Pro]: The application may freeze when using Mercury Playback Engine GPU Acceleration (CUDA). [3230997/200686504]
– [Zoom][NVENC]: Webcam video image colors on the receiving end of Zoom may appear incorrect. [3205912]
– [Detroit: Become Human]: The game randomly crashes. [3203114]
– [Steam VR game]: Stuttering and lagging occur upon launching a game (without running running any GPU hardware monitoring tool in the background) [3152190]
– [Assassin’s Creed Valhalla]: The game may randomly crash after extended gameplay [200679654]
– NVIDIA Broadcast Camera filter may hang. [200691869]
– [Zoom]: Chrome browser flickers with Zoom app. [200695072]
– [G-SYNC][Surround][RTX 30 series] PC may restart when enabling NVIDIA Surround with G-SYNC enabled on RTX 30 series GPUs. [3202303]
Update (2021.03.16): GeForce 461.92
GeForce 461.92 brings the following changes:
Game Ready For NVIDIA Reflex On Overwatch’s Test Region
Our latest GeForce Game Ready driver delivers the optimum experience in the latest games, and introduces optimizations and enhancements for NVIDIA Reflex in Overwatch.Fixed Issues
– Some desktop applications may flicker or stutter when resizing the window on some PC configurations [3252200].
– [GeForce GTX 1660 SUPER]: Random flickering may appear across the top of the monitor on some PC configurations. [3184254]
– [Vulkan][Red Dead Redemption 2]: The game may display pixelated black dots or artifacts on characters’ skin. [3257041/3266614]
– [Rocket League]: Matches may take longer to load. [3244324]
– [Fortnite]: Shader cache optimizations have been made to reduce intermittent stutter on some PC configurations. [3244272]
– [Detroit: Become Human]: Game may crash when launched with Image Sharpening enabled. [3242624/200667092]
– [Dungeon & Fighter]: The game may blink when choosing characters. [200574764]
– [Zoom]: GeForce Experience In-game Overlay launches when a Zoom meeting starts. [3269577]
– Enabling NVIDIA Surround with 4K HDMI 2.1 TVs may fail. [3184849]
– Blue-screen crash may occur when connecting/disconnecting to/from the Samsung 8k TV. [3188971]
More information: New Game Ready Driver Released
Downloads
- latest version for win10 64-bit (desktop+notebook) @ Geeks3D
- latest version for win7 64-bit @ Geeks3D
- 461.92 win10 64-bit @ NVIDIA
- 461.92 win7 64-bit @ NVIDIA
- 461.40 win10 64-bit @ NVIDIA
- 461.40 win7 64-bit @ NVIDIA
- 461.09 win10 64-bit @ NVIDIA
- 461.09 win7 64-bit @ NVIDIA
- 460.89 win10 64-bit @ NVIDIA
- 460.89 win7 64-bit @ NVIDIA
- 460.79 win10 64-bit @ NVIDIA
GeForce 460.79

GeForce 460.89

GeForce 461.09

GeForce 461.40

GeForce 461.92

OpenGL support
GeForce 460.79
GeForce 460.79 exposes OpenGL 4.6 and 431 extensions for a GeForce RTX 2080 on Windows 10 (v2004). Two new extensions have found their place in this release:
– GL_NV_memory_object_sparse
– GL_NV_timeline_semaphore
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: GeForce RTX 2080/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 460.79 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 431 extensions (GL=399 and WGL=32) - GL_AMD_multi_draw_indirect - GL_AMD_seamless_cubemap_per_texture - GL_AMD_vertex_shader_viewport_index - GL_AMD_vertex_shader_layer - GL_ARB_arrays_of_arrays - GL_ARB_base_instance - GL_ARB_bindless_texture - GL_ARB_blend_func_extended - GL_ARB_buffer_storage - GL_ARB_clear_buffer_object - GL_ARB_clear_texture - GL_ARB_clip_control - GL_ARB_color_buffer_float - GL_ARB_compatibility - GL_ARB_compressed_texture_pixel_storage - GL_ARB_conservative_depth - GL_ARB_compute_shader - GL_ARB_compute_variable_group_size - GL_ARB_conditional_render_inverted - GL_ARB_copy_buffer - GL_ARB_copy_image - GL_ARB_cull_distance - GL_ARB_debug_output - GL_ARB_depth_buffer_float - GL_ARB_depth_clamp - GL_ARB_depth_texture - GL_ARB_derivative_control - GL_ARB_direct_state_access - GL_ARB_draw_buffers - GL_ARB_draw_buffers_blend - GL_ARB_draw_indirect - GL_ARB_draw_elements_base_vertex - GL_ARB_draw_instanced - GL_ARB_enhanced_layouts - GL_ARB_ES2_compatibility - GL_ARB_ES3_compatibility - GL_ARB_ES3_1_compatibility - GL_ARB_ES3_2_compatibility - GL_ARB_explicit_attrib_location - GL_ARB_explicit_uniform_location - GL_ARB_fragment_coord_conventions - GL_ARB_fragment_layer_viewport - GL_ARB_fragment_program - GL_ARB_fragment_program_shadow - GL_ARB_fragment_shader - GL_ARB_fragment_shader_interlock - GL_ARB_framebuffer_no_attachments - GL_ARB_framebuffer_object - GL_ARB_framebuffer_sRGB - GL_ARB_geometry_shader4 - GL_ARB_get_program_binary - GL_ARB_get_texture_sub_image - GL_ARB_gl_spirv - GL_ARB_gpu_shader5 - GL_ARB_gpu_shader_fp64 - GL_ARB_gpu_shader_int64 - GL_ARB_half_float_pixel - GL_ARB_half_float_vertex - GL_ARB_imaging - GL_ARB_indirect_parameters - GL_ARB_instanced_arrays - GL_ARB_internalformat_query - GL_ARB_internalformat_query2 - GL_ARB_invalidate_subdata - GL_ARB_map_buffer_alignment - GL_ARB_map_buffer_range - GL_ARB_multi_bind - GL_ARB_multi_draw_indirect - GL_ARB_multisample - GL_ARB_multitexture - GL_ARB_occlusion_query - GL_ARB_occlusion_query2 - GL_ARB_parallel_shader_compile - GL_ARB_pipeline_statistics_query - GL_ARB_pixel_buffer_object - GL_ARB_point_parameters - GL_ARB_point_sprite - GL_ARB_polygon_offset_clamp - GL_ARB_post_depth_coverage - GL_ARB_program_interface_query - GL_ARB_provoking_vertex - GL_ARB_query_buffer_object - GL_ARB_robust_buffer_access_behavior - GL_ARB_robustness - GL_ARB_sample_locations - GL_ARB_sample_shading - GL_ARB_sampler_objects - GL_ARB_seamless_cube_map - GL_ARB_seamless_cubemap_per_texture - GL_ARB_separate_shader_objects - GL_ARB_shader_atomic_counter_ops - GL_ARB_shader_atomic_counters - GL_ARB_shader_ballot - GL_ARB_shader_bit_encoding - GL_ARB_shader_clock - GL_ARB_shader_draw_parameters - GL_ARB_shader_group_vote - GL_ARB_shader_image_load_store - GL_ARB_shader_image_size - GL_ARB_shader_objects - GL_ARB_shader_precision - GL_ARB_shader_storage_buffer_object - GL_ARB_shader_subroutine - GL_ARB_shader_texture_image_samples - GL_ARB_shader_texture_lod - GL_ARB_shading_language_100 - GL_ARB_shader_viewport_layer_array - GL_ARB_shading_language_420pack - GL_ARB_shading_language_include - GL_ARB_shading_language_packing - GL_ARB_shadow - GL_ARB_sparse_buffer - GL_ARB_sparse_texture - GL_ARB_sparse_texture2 - GL_ARB_sparse_texture_clamp - GL_ARB_spirv_extensions - GL_ARB_stencil_texturing - GL_ARB_sync - GL_ARB_tessellation_shader - GL_ARB_texture_barrier - GL_ARB_texture_border_clamp - GL_ARB_texture_buffer_object - GL_ARB_texture_buffer_object_rgb32 - GL_ARB_texture_buffer_range - GL_ARB_texture_compression - GL_ARB_texture_compression_bptc - GL_ARB_texture_compression_rgtc - GL_ARB_texture_cube_map - GL_ARB_texture_cube_map_array - GL_ARB_texture_env_add - GL_ARB_texture_env_combine - GL_ARB_texture_env_crossbar - GL_ARB_texture_env_dot3 - GL_ARB_texture_filter_anisotropic - GL_ARB_texture_filter_minmax - GL_ARB_texture_float - GL_ARB_texture_gather - GL_ARB_texture_mirror_clamp_to_edge - GL_ARB_texture_mirrored_repeat - GL_ARB_texture_multisample - GL_ARB_texture_non_power_of_two - GL_ARB_texture_query_levels - GL_ARB_texture_query_lod - GL_ARB_texture_rectangle - GL_ARB_texture_rg - GL_ARB_texture_rgb10_a2ui - GL_ARB_texture_stencil8 - GL_ARB_texture_storage - GL_ARB_texture_storage_multisample - GL_ARB_texture_swizzle - GL_ARB_texture_view - GL_ARB_timer_query - GL_ARB_transform_feedback2 - GL_ARB_transform_feedback3 - GL_ARB_transform_feedback_instanced - GL_ARB_transform_feedback_overflow_query - GL_ARB_transpose_matrix - GL_ARB_uniform_buffer_object - GL_ARB_vertex_array_bgra - GL_ARB_vertex_array_object - GL_ARB_vertex_attrib_64bit - GL_ARB_vertex_attrib_binding - GL_ARB_vertex_buffer_object - GL_ARB_vertex_program - GL_ARB_vertex_shader - GL_ARB_vertex_type_10f_11f_11f_rev - GL_ARB_vertex_type_2_10_10_10_rev - GL_ARB_viewport_array - GL_ARB_window_pos - GL_ATI_draw_buffers - GL_ATI_texture_float - GL_ATI_texture_mirror_once - GL_S3_s3tc - GL_EXT_texture_env_add - GL_EXT_abgr - GL_EXT_bgra - GL_EXT_bindable_uniform - GL_EXT_blend_color - GL_EXT_blend_equation_separate - GL_EXT_blend_func_separate - GL_EXT_blend_minmax - GL_EXT_blend_subtract - GL_EXT_compiled_vertex_array - GL_EXT_Cg_shader - GL_EXT_depth_bounds_test - GL_EXT_direct_state_access - GL_EXT_draw_buffers2 - GL_EXT_draw_instanced - GL_EXT_draw_range_elements - GL_EXT_fog_coord - GL_EXT_framebuffer_blit - GL_EXT_framebuffer_multisample - GL_EXTX_framebuffer_mixed_formats - GL_EXT_framebuffer_multisample_blit_scaled - GL_EXT_framebuffer_object - GL_EXT_framebuffer_sRGB - GL_EXT_geometry_shader4 - GL_EXT_gpu_program_parameters - GL_EXT_gpu_shader4 - GL_EXT_multi_draw_arrays - GL_EXT_multiview_texture_multisample - GL_EXT_multiview_timer_query - GL_EXT_packed_depth_stencil - GL_EXT_packed_float - GL_EXT_packed_pixels - GL_EXT_pixel_buffer_object - GL_EXT_point_parameters - GL_EXT_polygon_offset_clamp - GL_EXT_post_depth_coverage - GL_EXT_provoking_vertex - GL_EXT_raster_multisample - GL_EXT_rescale_normal - GL_EXT_secondary_color - GL_EXT_separate_shader_objects - GL_EXT_separate_specular_color - GL_EXT_shader_image_load_formatted - GL_EXT_shader_image_load_store - GL_EXT_shader_integer_mix - GL_EXT_shadow_funcs - GL_EXT_sparse_texture2 - GL_EXT_stencil_two_side - GL_EXT_stencil_wrap - GL_EXT_texture3D - GL_EXT_texture_array - GL_EXT_texture_buffer_object - GL_EXT_texture_compression_dxt1 - GL_EXT_texture_compression_latc - GL_EXT_texture_compression_rgtc - GL_EXT_texture_compression_s3tc - GL_EXT_texture_cube_map - GL_EXT_texture_edge_clamp - GL_EXT_texture_env_combine - GL_EXT_texture_env_dot3 - GL_EXT_texture_filter_anisotropic - GL_EXT_texture_filter_minmax - GL_EXT_texture_integer - GL_EXT_texture_lod - GL_EXT_texture_lod_bias - GL_EXT_texture_mirror_clamp - GL_EXT_texture_object - GL_EXT_texture_shadow_lod - GL_EXT_texture_shared_exponent - GL_EXT_texture_sRGB - GL_EXT_texture_sRGB_R8 - GL_EXT_texture_sRGB_decode - GL_EXT_texture_storage - GL_EXT_texture_swizzle - GL_EXT_timer_query - GL_EXT_transform_feedback2 - GL_EXT_vertex_array - GL_EXT_vertex_array_bgra - GL_EXT_vertex_attrib_64bit - GL_EXT_window_rectangles - GL_EXT_import_sync_object - GL_IBM_rasterpos_clip - GL_IBM_texture_mirrored_repeat - GL_KHR_context_flush_control - GL_KHR_debug - GL_EXT_memory_object - GL_EXT_memory_object_win32 - GL_NV_memory_object_sparse - GL_EXT_win32_keyed_mutex - GL_KHR_parallel_shader_compile - GL_KHR_no_error - GL_KHR_robust_buffer_access_behavior - GL_KHR_robustness - GL_EXT_semaphore - GL_EXT_semaphore_win32 - GL_NV_timeline_semaphore - GL_KHR_shader_subgroup - GL_KTX_buffer_region - GL_NV_alpha_to_coverage_dither_control - GL_NV_bindless_multi_draw_indirect - GL_NV_bindless_multi_draw_indirect_count - GL_NV_bindless_texture - GL_NV_blend_equation_advanced - GL_NV_blend_equation_advanced_coherent - GL_NVX_blend_equation_advanced_multi_draw_buffers - GL_NV_blend_minmax_factor - GL_NV_blend_square - GL_NV_clip_space_w_scaling - GL_NV_command_list - GL_NV_compute_program5 - GL_NV_compute_shader_derivatives - GL_NV_conditional_render - GL_NV_conservative_raster - GL_NV_conservative_raster_dilate - GL_NV_conservative_raster_pre_snap - GL_NV_conservative_raster_pre_snap_triangles - GL_NV_conservative_raster_underestimation - GL_NV_copy_depth_to_color - GL_NV_copy_image - GL_NV_depth_buffer_float - GL_NV_depth_clamp - GL_NV_draw_texture - GL_NV_draw_vulkan_image - GL_NV_ES1_1_compatibility - GL_NV_ES3_1_compatibility - GL_NV_explicit_multisample - GL_NV_feature_query - GL_NV_fence - GL_NV_fill_rectangle - GL_NV_float_buffer - GL_NV_fog_distance - GL_NV_fragment_coverage_to_color - GL_NV_fragment_program - GL_NV_fragment_program_option - GL_NV_fragment_program2 - GL_NV_fragment_shader_barycentric - GL_NV_fragment_shader_interlock - GL_NV_framebuffer_mixed_samples - GL_NV_framebuffer_multisample_coverage - GL_NV_geometry_shader4 - GL_NV_geometry_shader_passthrough - GL_NV_gpu_program4 - GL_NV_internalformat_sample_query - GL_NV_gpu_program4_1 - GL_NV_gpu_program5 - GL_NV_gpu_program5_mem_extended - GL_NV_gpu_program_fp64 - GL_NV_gpu_shader5 - GL_NV_half_float - GL_NV_light_max_exponent - GL_NV_memory_attachment - GL_NV_mesh_shader - GL_NV_multisample_coverage - GL_NV_multisample_filter_hint - GL_NV_occlusion_query - GL_NV_packed_depth_stencil - GL_NV_parameter_buffer_object - GL_NV_parameter_buffer_object2 - GL_NV_path_rendering - GL_NV_path_rendering_shared_edge - GL_NV_pixel_data_range - GL_NV_point_sprite - GL_NV_primitive_restart - GL_NV_query_resource - GL_NV_query_resource_tag - GL_NV_register_combiners - GL_NV_register_combiners2 - GL_NV_representative_fragment_test - GL_NV_sample_locations - GL_NV_sample_mask_override_coverage - GL_NV_scissor_exclusive - GL_NV_shader_atomic_counters - GL_NV_shader_atomic_float - GL_NV_shader_atomic_float64 - GL_NV_shader_atomic_fp16_vector - GL_NV_shader_atomic_int64 - GL_NV_shader_buffer_load - GL_NV_shader_storage_buffer_object - GL_NV_shader_subgroup_partitioned - GL_NV_shader_texture_footprint - GL_NV_shading_rate_image - GL_NV_stereo_view_rendering - GL_NV_texgen_reflection - GL_NV_texture_barrier - GL_NV_texture_compression_vtc - GL_NV_texture_env_combine4 - GL_NV_texture_multisample - GL_NV_texture_rectangle - GL_NV_texture_rectangle_compressed - GL_NV_texture_shader - GL_NV_texture_shader2 - GL_NV_texture_shader3 - GL_NV_transform_feedback - GL_NV_transform_feedback2 - GL_NV_uniform_buffer_unified_memory - GL_NV_vertex_array_range - GL_NV_vertex_array_range2 - GL_NV_vertex_attrib_integer_64bit - GL_NV_vertex_buffer_unified_memory - GL_NV_vertex_program - GL_NV_vertex_program1_1 - GL_NV_vertex_program2 - GL_NV_vertex_program2_option - GL_NV_vertex_program3 - GL_NV_viewport_array2 - GL_NV_viewport_swizzle - GL_NVX_conditional_render - GL_NVX_linked_gpu_multicast - GL_NV_gpu_multicast - GL_NVX_gpu_multicast2 - GL_NVX_progress_fence - GL_NVX_gpu_memory_info - GL_NVX_multigpu_info - GL_NVX_nvenc_interop - GL_NV_shader_thread_group - GL_NV_shader_thread_shuffle - GL_KHR_blend_equation_advanced - GL_KHR_blend_equation_advanced_coherent - GL_OVR_multiview - GL_OVR_multiview2 - GL_SGIS_generate_mipmap - GL_SGIS_texture_lod - GL_SGIX_depth_texture - GL_SGIX_shadow - GL_SUN_slice_accum - GL_WIN_swap_hint - WGL_EXT_swap_control - WGL_ARB_buffer_region - WGL_ARB_create_context - WGL_ARB_create_context_no_error - WGL_ARB_create_context_profile - WGL_ARB_create_context_robustness - WGL_ARB_context_flush_control - WGL_ARB_extensions_string - WGL_ARB_make_current_read - WGL_ARB_multisample - WGL_ARB_pbuffer - WGL_ARB_pixel_format - WGL_ARB_pixel_format_float - WGL_ARB_render_texture - WGL_ATI_pixel_format_float - WGL_EXT_colorspace - WGL_EXT_create_context_es_profile - WGL_EXT_create_context_es2_profile - WGL_EXT_extensions_string - WGL_EXT_framebuffer_sRGB - WGL_EXT_pixel_format_packed_float - WGL_EXT_swap_control_tear - WGL_NVX_DX_interop - WGL_NV_DX_interop - WGL_NV_DX_interop2 - WGL_NV_copy_image - WGL_NV_delay_before_swap - WGL_NV_float_buffer - WGL_NV_multisample_coverage - WGL_NV_multigpu_context - WGL_NV_render_depth_texture - 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
GeForce 460.89
GeForce 460.89 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10. Not sure (because I didn’t checked the OpenGL extensions exposed by the RTX 3060 vs RTX 2070), but it seems that this new driver adds two new OpenGL extensions:
– GL_NV_primitive_shading_rate
– GL_NV_texture_dirty_tile_map
Update (2021.03.16): GL_NV_primitive_shading_rate and GL_NV_texture_dirty_tile_map are exposed on the RTX 30 Series only. My RTX 2070 does not expose them.
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: GeForce RTX 3060 Ti/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 460.89 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 433 extensions (GL=401 and WGL=32)
GeForce 461.09
GeForce 461.09 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10.
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: GeForce RTX 3060 Ti/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 461.09 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 433 extensions (GL=401 and WGL=32)
GeForce 461.40
GeForce 461.40 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10. Same support than 461.89.
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: GeForce RTX 3060 Ti/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 461.40 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 433 extensions (GL=401 and WGL=32)
GeForce 461.96
GeForce 461.96 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10. Same support than 461.89.
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: GeForce RTX 3060 Ti/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 461.92 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 433 extensions (GL=401 and WGL=32)
Vulkan support
GeForce 460.79
GeForce 460.79 exposes Vulkan 1.2.155 and 134 device extensions for a GeForce RTX 2080 on Windows 10 (v2004). And nice news, official Khronos raytracing extensions (Vulkan 1.2.162) have been added:
– VK_KHR_acceleration_structure
– VK_KHR_ray_query
– VK_KHR_ray_tracing_pipeline
- Device 1 - name: GeForce RTX 2080 - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU - device ID: 10DE-1E87 - API version: 1.2.155 - NVIDIA driver version: 460.79.0.0 - VK_KHR_driver_properties information: - driverName: NVIDIA - driverID_str: VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR - driverID: 4 - conformanceVersion: 1.2.0.4 - driverInfo: 460.79 - # of extensions => 134 - 001/ VK_KHR_16bit_storage - 002/ VK_KHR_8bit_storage - 003/ VK_KHR_bind_memory2 - 004/ VK_KHR_buffer_device_address - 005/ VK_KHR_copy_commands2 - 006/ VK_KHR_create_renderpass2 - 007/ VK_KHR_dedicated_allocation - 008/ VK_KHR_deferred_host_operations - 009/ VK_KHR_depth_stencil_resolve - 010/ VK_KHR_descriptor_update_template - 011/ VK_KHR_device_group - 012/ VK_KHR_draw_indirect_count - 013/ VK_KHR_driver_properties - 014/ VK_KHR_external_fence - 015/ VK_KHR_external_fence_win32 - 016/ VK_KHR_external_memory - 017/ VK_KHR_external_memory_win32 - 018/ VK_KHR_external_semaphore - 019/ VK_KHR_external_semaphore_win32 - 020/ VK_KHR_fragment_shading_rate - 021/ VK_KHR_get_memory_requirements2 - 022/ VK_KHR_image_format_list - 023/ VK_KHR_imageless_framebuffer - 024/ VK_KHR_maintenance1 - 025/ VK_KHR_maintenance2 - 026/ VK_KHR_maintenance3 - 027/ VK_KHR_multiview - 028/ VK_KHR_pipeline_executable_properties - 029/ VK_KHR_pipeline_library - 030/ VK_KHR_push_descriptor - 031/ VK_KHR_relaxed_block_layout - 032/ VK_KHR_sampler_mirror_clamp_to_edge - 033/ VK_KHR_sampler_ycbcr_conversion - 034/ VK_KHR_separate_depth_stencil_layouts - 035/ VK_KHR_shader_atomic_int64 - 036/ VK_KHR_shader_clock - 037/ VK_KHR_shader_draw_parameters - 038/ VK_KHR_shader_float16_int8 - 039/ VK_KHR_shader_float_controls - 040/ VK_KHR_shader_non_semantic_info - 041/ VK_KHR_shader_subgroup_extended_types - 042/ VK_KHR_shader_terminate_invocation - 043/ VK_KHR_spirv_1_4 - 044/ VK_KHR_storage_buffer_storage_class - 045/ VK_KHR_swapchain - 046/ VK_KHR_swapchain_mutable_format - 047/ VK_KHR_timeline_semaphore - 048/ VK_KHR_uniform_buffer_standard_layout - 049/ VK_KHR_variable_pointers - 050/ VK_KHR_vulkan_memory_model - 051/ VK_KHR_win32_keyed_mutex - 052/ VK_EXT_4444_formats - 053/ VK_EXT_blend_operation_advanced - 054/ VK_EXT_buffer_device_address - 055/ VK_EXT_calibrated_timestamps - 056/ VK_EXT_conditional_rendering - 057/ VK_EXT_conservative_rasterization - 058/ VK_EXT_custom_border_color - 059/ VK_EXT_depth_clip_enable - 060/ VK_EXT_depth_range_unrestricted - 061/ VK_EXT_descriptor_indexing - 062/ VK_EXT_discard_rectangles - 063/ VK_EXT_extended_dynamic_state - 064/ VK_EXT_external_memory_host - 065/ VK_EXT_fragment_shader_interlock - 066/ VK_EXT_full_screen_exclusive - 067/ VK_EXT_hdr_metadata - 068/ VK_EXT_host_query_reset - 069/ VK_EXT_image_robustness - 070/ VK_EXT_index_type_uint8 - 071/ VK_EXT_inline_uniform_block - 072/ VK_EXT_line_rasterization - 073/ VK_EXT_memory_budget - 074/ VK_EXT_memory_priority - 075/ VK_EXT_pci_bus_info - 076/ VK_EXT_pipeline_creation_cache_control - 077/ VK_EXT_pipeline_creation_feedback - 078/ VK_EXT_post_depth_coverage - 079/ VK_EXT_private_data - 080/ VK_EXT_robustness2 - 081/ VK_EXT_sample_locations - 082/ VK_EXT_sampler_filter_minmax - 083/ VK_EXT_scalar_block_layout - 084/ VK_EXT_separate_stencil_usage - 085/ VK_EXT_shader_atomic_float - 086/ VK_EXT_shader_demote_to_helper_invocation - 087/ VK_EXT_shader_image_atomic_int64 - 088/ VK_EXT_shader_subgroup_ballot - 089/ VK_EXT_shader_subgroup_vote - 090/ VK_EXT_shader_viewport_index_layer - 091/ VK_EXT_subgroup_size_control - 092/ VK_EXT_texel_buffer_alignment - 093/ VK_EXT_tooling_info - 094/ VK_EXT_transform_feedback - 095/ VK_EXT_vertex_attribute_divisor - 096/ VK_EXT_ycbcr_image_arrays - 097/ VK_NV_acquire_winrt_display - 098/ VK_NV_clip_space_w_scaling - 099/ VK_NV_compute_shader_derivatives - 100/ VK_NV_cooperative_matrix - 101/ VK_NV_corner_sampled_image - 102/ VK_NV_coverage_reduction_mode - 103/ VK_NV_cuda_kernel_launch - 104/ VK_NV_dedicated_allocation - 105/ VK_NV_dedicated_allocation_image_aliasing - 106/ VK_NV_device_diagnostic_checkpoints - 107/ VK_NV_device_diagnostics_config - 108/ VK_NV_device_generated_commands - 109/ VK_NV_external_memory - 110/ VK_NV_external_memory_win32 - 111/ VK_NV_fill_rectangle - 112/ VK_NV_fragment_coverage_to_color - 113/ VK_NV_fragment_shader_barycentric - 114/ VK_NV_fragment_shading_rate_enums - 115/ VK_NV_framebuffer_mixed_samples - 116/ VK_NV_geometry_shader_passthrough - 117/ VK_NV_mesh_shader - 118/ VK_NV_ray_tracing - 119/ VK_NV_representative_fragment_test - 120/ VK_NV_sample_mask_override_coverage - 121/ VK_NV_scissor_exclusive - 122/ VK_NV_shader_image_footprint - 123/ VK_NV_shader_sm_builtins - 124/ VK_NV_shader_subgroup_partitioned - 125/ VK_NV_shading_rate_image - 126/ VK_NV_viewport_array2 - 127/ VK_NV_viewport_swizzle - 128/ VK_NV_win32_keyed_mutex - 129/ VK_NVX_binary_import - 130/ VK_NVX_image_view_handle - 131/ VK_NVX_multiview_per_view_attributes - 132/ VK_KHR_acceleration_structure - 133/ VK_KHR_ray_query - 134/ VK_KHR_ray_tracing_pipeline - # of layers => 1 - 001/ VK_LAYER_NV_optimus - # of memory heaps => 3 - heap 1 => 8010 MB - heap 2 => 8157 MB - heap 3 => 246 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 => 1099511627775 - 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
GeForce 460.89
GeForce 460.89 exposes Vulkan 1.2.155. It has the same Vulkan support than previous GeForce 460.79.
- Device 1 - name: GeForce RTX 3060 Ti - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU - device ID: 10DE-2486 - API version: 1.2.155 - NVIDIA driver version: 460.89.0.0 - VK_KHR_driver_properties information: - driverName: NVIDIA - driverID_str: VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR - driverID: 4 - conformanceVersion: 1.2.0.4 - driverInfo: 460.89 - # of extensions => 134
GeForce 461.09
GeForce 461.09 exposes Vulkan 1.2.155. It has the same Vulkan support than previous GeForce 460.89.
- Device 1 - name: GeForce RTX 3060 Ti - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU - device ID: 10DE-2486 - API version: 1.2.155 - NVIDIA driver version: 461.9.0.0 - VK_KHR_driver_properties information: - driverName: NVIDIA - driverID_str: VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR - driverID: 4 - conformanceVersion: 1.2.0.4 - driverInfo: 461.09 - # of extensions => 134
GeForce 461.40
GeForce 461.40 exposes Vulkan 1.2.155. It has the same Vulkan support than previous GeForce 460.89.
- Device 1 - name: GeForce RTX 3060 Ti - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU - device ID: 10DE-2486 - API version: 1.2.155 - NVIDIA driver version: 461.40.0.0 - VK_KHR_driver_properties information: - driverName: NVIDIA - driverID_str: VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR - driverID: 4 - conformanceVersion: 1.2.0.4 - driverInfo: 461.40 - # of extensions => 134
GeForce 461.92
GeForce 461.92 exposes Vulkan 1.2.155. It has the same Vulkan support than previous GeForce 460.89.
- Device 1 - name: GeForce RTX 3060 Ti - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU - device ID: 10DE-2486 - API version: 1.2.155 - NVIDIA driver version: 461.92.0.0 - VK_KHR_driver_properties information: - driverName: NVIDIA - driverID_str: VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR - driverID: 4 - conformanceVersion: 1.2.0.4 - driverInfo: 461.92 - # of extensions => 134
This driver silently adds support for:
DEV_2230&SUBSYS_14591028 “NVIDIA RTX A6000” ; Dell
DEV_2230&SUBSYS_1459103C “NVIDIA RTX A6000” ; HP
DEV_2230&SUBSYS_145910DE “NVIDIA RTX A6000” ; NVIDIA
DEV_2230&SUBSYS_145917AA “NVIDIA RTX A6000” ; Lenovo
***ATTENTION!!!***
Be careful installing this new driver on GTX 1080Ti
Source:
https://www.reddit.com/r/nvidia/comments/k9tith/game_ready_driver_46079_faqdiscussion/gf7frrl/?context=8&depth=9
461.09 claims to have a flicker fix for 1080 Ti
https://www.nvidia.com/en-us/geforce/news/quake-ii-rtx-vulkan-ray-tracing-game-ready-driver/
Nvidia GeForce 460.89 WHQL driver.
https://us.download.nvidia.com/Windows/461.09/461.09-desktop-win10-64bit-international-whql.exe
https://us.download.nvidia.com/Windows/461.09/461.09-win10-win8-win7-release-notes.pdf
Nvidia Geforce 461.09 WHQL driver.
461.40 released, links in forum
Thanks!
451.51 Hotfix released, links in forum
https://www.nvidia.com/en-us/geforce/news/geforce-rtx-3060-game-ready-driver/
Nvidia GeForce 461.72 graphics driver for RTX 3060.
https://www.nvidia.com/en-us/geforce/news/outriders-game-ready-driver/
https://us.download.nvidia.com/Windows/465.89/465.89-desktop-win10-64bit-international-whql.exe
https://us.download.nvidia.com/Windows/465.89/465.89-win10-win8-win7-release-notes.pdf
Nvidia GeForce 465.89 WHQL driver with OpenCL 3.0 support.