
NVIDIA has released a new WHQL gaming driver for Windows 10 and Windows 11. This new GeForce 511.23 brings the following changes:
Game Ready for God of War
This new Game Ready Driver provides the best day-0 gaming experience for God of War, which utilizes NVIDIA DLSS to maximize performance and NVIDIA Reflex to minimize latency. In addition, this new Game Ready Driver offers support for the latest new titles and updates including Tom Clancy’s Rainbow Six Extraction, Hitman III, The Anacrusis, GRIT, and Monster Hunter Rise.Gaming Technology
– Includes support for NVIDIA DLDSR (Deep Learning Dynamic Super Resolution)New Features and Other Changes
– Added support for Windows11 Dynamic Refresh Rate.
– Added support for CUDA 11.6.
– The NVIDIA OpenCL driver has added support for new provisional extension specifications released by Khronos.
– Added new OpenCL compiler technology as an opt-in feature.
– Added support for the NVIDIA GeForce RTX 3080 (12GB) GPU.Fixed Issues
– Flicker/disappearing text occurs when 12-bit color is used. [3358884]
– Random flickering occurs across the top of the screen when using desktop applications. [3427298]
– In multi-monitor configurations, the screen may display random black screen flicker. [3405228]
– [Detroit Become Human]: Random stuttering/freezing occurs in the game. [3389250]
– [HDR][G-Sync]: Mouse pointer gets stuck after turning on HDR from the Windows Control Panel or after toggling G-Sync from the NVIDIA control panel. [200762998]NVIDIA OpenCL Vulkan Interop
Starting with R510 driver version 511.09, the NVIDIA OpenCL driver has added support for the following new provisional extension specifications released by Khronos. The specifications are for OpenCL external semaphore and external memory.
– cl_khr_semaphore
– cl_khr_external_semaphore
– cl_khr_external_memoryNVIDIA OpenCL Compiler Upgrade
The NVIDIA OpenCL driver uses an embedded OpenCL Just-In-Time (JIT) compiler based on the legacy 3.4 versions of the NVVM optimizer component and CLANG compiler front-end. NVIDIA plans to upgrade its OpenCL JIT compiler to use version 7.0 of the CLANG front-end and NVVM optimizer component.NVIDIA is rolling out the newer OpenCL compiler technology as an opt-in feature in this driver release with the default OpenCL compiler remaining unchanged. Eventually, the default OpenCL compiler will be switched to use the CLANG 7.0 and NVVM 7.0 components, replacing the old compiler.
NVIDIA is releasing this new compiler as an opt-in feature in order to seek feedback from our OpenCL customers. In a subsequent driver release, the default compiler will be switched to use the CLANG 7.0 and NVVM 7.0 components, replacing the old compiler.
We have chosen this approach to ensure that this feature is meeting functional and performance expectations for key use-cases and improve on our quality for the final switch over.
CUDA 11.6 release notes are available HERE.
Update (2022.02.07): GeForce 511.65
Game Ready for Dying Light 2 Stay Human
This new Game Ready Driver provides the best day-0 gaming experience for Dying Light 2 Stay Human, which utilizes NVIDIA DLSS to maximize performance and features several DirectX 12 Ultimate ray-traced effects. In addition, this new Game Ready Driver offers support for the latest new titles and updates including Sifu.Gaming Technology
– Includes support for GeForce RTX 3080 Ti and RTX 3070 Ti notebooksFixed Issues
– [Windows11][Far Cry 6]: Geometric corruption occurs in the benchmark and in gameplay. [3441540]
– Multiple apps report stutter (or light to poor hitching) due to allocation creation. [3426466]
– [Notebook]: With Advanced Optimus configured in dGPU mode, notebook will display a black screen. [3502766]
– Some 3440×1440 monitors may display a black screen when selecting a DLDSR resolution. [3502478]
– [DirectX 12]: GeForce Experience Freestyle filters may cause game to flicker. [3496529]
– [Forza Horizon]: The game freezes when applying livery or vinyl to certain cars when ray tracing is enabled. [3506220/3506340]
Update (2022.02.15): GeForce 511.79
Game Ready
This new Game Ready Driver provides the best day-0 gaming experience for Elden Ring, GRID Legends, Total War: Warhammer III, and Martha is Dead featuring NVIDIA DLSS. In addition, this
new Game Ready Driver offers support for the latest updates including Destiny 2: The Witch Queen and the introduction of NVIDIA Reflex in iRacing.Fixed Issues
– [Call of Duty: Vanguard][Assassins Creed Valhalla]: The games may display random corruption or white/black screen. [3503111/3525655]
– [Battlefield 2042]: The game may display color flashes on the screen. [3503086]
– [Corel Paint Shop Pro XI]: The application cannot be launched. [3510891]
– [G-SYNC]: After disabling G-SYNC on G-SYNC Compatible monitor and TV, G-SYNC cannot be re-enabled through the NVIDIA Control Panel. [3523157]
– Digital Vibrance is reset when monitor goes to sleep. [3519430
Update (2022.03.23): GeForce 512.15
Game Ready for Ghostwire: Tokyo
This new Game Ready Driver provides the best day-0 gaming experience for Ghostwire: Tokyo, which features ray-traced reflections and shadows and utilizes NVIDIA DLSS for an up to an 2X performance boost. In addition, this new Game Ready Driver offers support for Tiny Tina’s Wonderlands as well as the addition of NVIDIA DLAA to Chorus, Jurassic World Evolution 2, and No Man’s Sky.Fixed Issues
– [Advanced Optimus]: Brightness levels do not change properly when display set to NVIDIA GPU only mode with HDR set to off. [3497181]
– Increased registry reads by DWM.exe when GPU is connected to G-SYNC/G-SYNC Compatible display [3535493]
– [NVIDIA Advanced Optimus][Ampere] Putting notebook to sleep by closing the lid and then waking up the notebook may cause Windows to reboot when in dGPU mode. [3444252]
– The native resolution for a DVI or HDMI display may not be available from the display settings if the display contains an invalid EDID.[3502752]
– [Adobe Substance Sampler/Stager]: Fixed Optimus profile to run on dGPU by default. [3557257]
– [Enscape]: Shadow rendering is incorrect. [3530584]
– [Solidworks Visualize Boost]: When the application process is running in the background, the GPU memory clock may operate at lower clock speeds. [3417407]
– [Adobe Premiere Pro]: Adobe Media Encoder could crash due to out of memory error when encoding multiple R3D 8k files. [3532477]
– [Foundry Nuke]: CUDA and OpenCL kernel return incorrect result. [3497442]
Downloads
- latest version for win10/win11 64-bit (desktop+notebook) @ Geeks3D
- 512.15 win10/win11 64-bit @ NVIDIA
- 511.79 win10/win11 64-bit @ NVIDIA
- 511.65 win10/win11 64-bit @ NVIDIA
- 511.23 win10/win11 64-bit @ NVIDIA
GeForce 511.23
GeForce 511.65
GeForce 511.79
GeForce 512.15
OpenGL support
GeForce 511.23
GeForce 511.23 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10 (v21H1). This is the same support than previous R465 family (see HERE).
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 511.23 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 433 extensions (GL=401 and WGL=32)
GeForce 511.65
GeForce 511.65 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10 (v21H1). This is the same support than previous R465 family (see HERE).
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 511.65 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 433 extensions (GL=401 and WGL=32)
GeForce 511.79
GeForce 511.79 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10 (v21H1). This is the same support than previous R465 family (see HERE).
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 511.79 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 433 extensions (GL=401 and WGL=32)
GeForce 512.15
GeForce 512.15 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10 (v21H1). This is the same support than previous R465 family (see HERE).
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 512.15 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 433 extensions (GL=401 and WGL=32)
Vulkan support
GeForce 511.23
GeForce 511.23 exposes Vulkan 1.2.194 and 159 device extensions for a GeForce RTX 3060 Ti on Windows 10. This driver adds 10 new device extensions:
– VK_KHR_dynamic_rendering
– VK_KHR_format_feature_flags2
– VK_KHR_maintenance4
– VK_KHR_shader_integer_dot_product
– VK_EXT_border_color_swizzle
– VK_EXT_depth_clip_control
– VK_EXT_image_view_min_lod
– VK_EXT_load_store_op_none
– VK_EXT_pageable_device_local_memory
– VK_EXT_primitive_topology_list_restart
- [ device 0 ] - name: NVIDIA GeForce RTX 3060 Ti - deviceID: 10DE-2486 (4318-9350) - API version (raw): 4202690 - API version: 1.2.194 - NVIDIA driver: 511.23.0.0 - # of extensions: 159 VK_KHR_16bit_storage VK_KHR_8bit_storage VK_KHR_acceleration_structure VK_KHR_bind_memory2 VK_KHR_buffer_device_address VK_KHR_copy_commands2 VK_KHR_create_renderpass2 VK_KHR_dedicated_allocation VK_KHR_deferred_host_operations VK_KHR_depth_stencil_resolve VK_KHR_descriptor_update_template VK_KHR_device_group VK_KHR_draw_indirect_count VK_KHR_driver_properties VK_KHR_dynamic_rendering VK_KHR_external_fence VK_KHR_external_fence_win32 VK_KHR_external_memory VK_KHR_external_memory_win32 VK_KHR_external_semaphore VK_KHR_external_semaphore_win32 VK_KHR_format_feature_flags2 VK_KHR_fragment_shading_rate VK_KHR_get_memory_requirements2 VK_KHR_image_format_list VK_KHR_imageless_framebuffer VK_KHR_maintenance1 VK_KHR_maintenance2 VK_KHR_maintenance3 VK_KHR_maintenance4 VK_KHR_multiview VK_KHR_pipeline_executable_properties VK_KHR_pipeline_library VK_KHR_present_id VK_KHR_present_wait VK_KHR_push_descriptor VK_KHR_ray_query VK_KHR_ray_tracing_pipeline VK_KHR_relaxed_block_layout VK_KHR_sampler_mirror_clamp_to_edge VK_KHR_sampler_ycbcr_conversion VK_KHR_separate_depth_stencil_layouts VK_KHR_shader_atomic_int64 VK_KHR_shader_clock VK_KHR_shader_draw_parameters VK_KHR_shader_float16_int8 VK_KHR_shader_float_controls VK_KHR_shader_integer_dot_product VK_KHR_shader_non_semantic_info VK_KHR_shader_subgroup_extended_types VK_KHR_shader_subgroup_uniform_control_flow VK_KHR_shader_terminate_invocation VK_KHR_spirv_1_4 VK_KHR_storage_buffer_storage_class VK_KHR_swapchain VK_KHR_swapchain_mutable_format VK_KHR_synchronization2 VK_KHR_timeline_semaphore VK_KHR_uniform_buffer_standard_layout VK_KHR_variable_pointers VK_KHR_vulkan_memory_model VK_KHR_win32_keyed_mutex VK_KHR_workgroup_memory_explicit_layout VK_KHR_zero_initialize_workgroup_memory VK_EXT_4444_formats VK_EXT_blend_operation_advanced VK_EXT_border_color_swizzle VK_EXT_buffer_device_address VK_EXT_calibrated_timestamps VK_EXT_color_write_enable VK_EXT_conditional_rendering VK_EXT_conservative_rasterization VK_EXT_custom_border_color VK_EXT_depth_clip_control VK_EXT_depth_clip_enable VK_EXT_depth_range_unrestricted VK_EXT_descriptor_indexing VK_EXT_discard_rectangles VK_EXT_extended_dynamic_state VK_EXT_extended_dynamic_state2 VK_EXT_external_memory_host VK_EXT_fragment_shader_interlock VK_EXT_full_screen_exclusive VK_EXT_hdr_metadata VK_EXT_host_query_reset VK_EXT_image_robustness VK_EXT_image_view_min_lod VK_EXT_index_type_uint8 VK_EXT_inline_uniform_block VK_EXT_line_rasterization VK_EXT_load_store_op_none VK_EXT_memory_budget VK_EXT_memory_priority VK_EXT_multi_draw VK_EXT_pageable_device_local_memory VK_EXT_pci_bus_info VK_EXT_pipeline_creation_cache_control VK_EXT_pipeline_creation_feedback VK_EXT_post_depth_coverage VK_EXT_primitive_topology_list_restart VK_EXT_private_data VK_EXT_provoking_vertex VK_EXT_queue_family_foreign VK_EXT_robustness2 VK_EXT_sample_locations VK_EXT_sampler_filter_minmax VK_EXT_scalar_block_layout VK_EXT_separate_stencil_usage VK_EXT_shader_atomic_float VK_EXT_shader_demote_to_helper_invocation VK_EXT_shader_image_atomic_int64 VK_EXT_shader_subgroup_ballot VK_EXT_shader_subgroup_vote VK_EXT_shader_viewport_index_layer VK_EXT_subgroup_size_control VK_EXT_texel_buffer_alignment VK_EXT_tooling_info VK_EXT_transform_feedback VK_EXT_vertex_attribute_divisor VK_EXT_vertex_input_dynamic_state VK_EXT_ycbcr_2plane_444_formats VK_EXT_ycbcr_image_arrays VK_NV_acquire_winrt_display VK_NV_clip_space_w_scaling VK_NV_compute_shader_derivatives VK_NV_cooperative_matrix VK_NV_corner_sampled_image VK_NV_coverage_reduction_mode VK_NV_cuda_kernel_launch VK_NV_dedicated_allocation VK_NV_dedicated_allocation_image_aliasing VK_NV_device_diagnostic_checkpoints VK_NV_device_diagnostics_config VK_NV_device_generated_commands VK_NV_external_memory VK_NV_external_memory_win32 VK_NV_fill_rectangle VK_NV_fragment_coverage_to_color VK_NV_fragment_shader_barycentric VK_NV_fragment_shading_rate_enums VK_NV_framebuffer_mixed_samples VK_NV_geometry_shader_passthrough VK_NV_inherited_viewport_scissor VK_NV_mesh_shader VK_NV_ray_tracing VK_NV_ray_tracing_motion_blur VK_NV_representative_fragment_test VK_NV_sample_mask_override_coverage VK_NV_scissor_exclusive VK_NV_shader_image_footprint VK_NV_shader_sm_builtins VK_NV_shader_subgroup_partitioned VK_NV_shading_rate_image VK_NV_viewport_array2 VK_NV_viewport_swizzle VK_NV_win32_keyed_mutex VK_NVX_binary_import VK_NVX_image_view_handle VK_NVX_multiview_per_view_attributes - memory heaps: 3 - heap 1: 8050 kB - heap 2: 8149 kB - heap 3: 214 kB - Features (55) -> robustBufferAccess: 1 -> fullDrawIndexUint32: 1 -> imageCubeArray: 1 -> independentBlend: 1 -> geometryShader: 1 -> tessellationShader: 1 -> sampleRateShading: 1 -> dualSrcBlend: 1 -> logicOp: 1 -> multiDrawIndirect: 1 -> drawIndirectFirstInstance: 1 -> depthClamp: 1 -> depthBiasClamp: 1 -> fillModeNonSolid: 1 -> depthBounds: 1 -> wideLines: 1 -> largePoints: 1 -> alphaToOne: 1 -> multiViewport: 1 -> samplerAnisotropy: 1 -> textureCompressionETC2: 0 -> textureCompressionASTC_LDR: 0 -> textureCompressionBC: 1 -> occlusionQueryPrecise: 1 -> pipelineStatisticsQuery: 1 -> vertexPipelineStoresAndAtomics: 1 -> fragmentStoresAndAtomics: 1 -> shaderTessellationAndGeometryPointSize: 1 -> shaderImageGatherExtended: 1 -> shaderStorageImageExtendedFormats: 1 -> shaderStorageImageMultisample: 1 -> shaderStorageImageReadWithoutFormat: 1 -> shaderStorageImageWriteWithoutFormat: 1 -> shaderUniformBufferArrayDynamicIndexing: 1 -> shaderSampledImageArrayDynamicIndexing: 1 -> shaderStorageBufferArrayDynamicIndexing: 1 -> shaderStorageImageArrayDynamicIndexing: 1 -> shaderClipDistance: 1 -> shaderCullDistance: 1 -> shaderFloat64: 1 -> shaderInt64: 1 -> shaderInt16: 1 -> shaderResourceResidency: 1 -> shaderResourceMinLod: 1 -> sparseBinding: 1 -> sparseResidencyBuffer: 1 -> sparseResidencyImage2D: 1 -> sparseResidencyImage3D: 1 -> sparseResidency2Samples: 1 -> sparseResidency4Samples: 1 -> sparseResidency8Samples: 1 -> sparseResidency16Samples: 1 -> sparseResidencyAliased: 1 -> variableMultisampleRate: 1 -> inheritedQueries: 1 - Limits (106) -> maxImageDimension1D: 32768 -> maxImageDimension2D: 32768 -> maxImageDimension3D: 16384 -> maxImageDimensionCube: 32768 -> maxImageArrayLayers: 2048 -> maxTexelBufferElements: 134217728 -> maxUniformBufferRange: 65536 -> maxStorageBufferRange: 4294967295 -> maxPushConstantsSize: 256 -> maxMemoryAllocationCount: 4096 -> maxSamplerAllocationCount: 4000 -> bufferImageGranularity: 1024 -> sparseAddressSpaceSize: 1099511627775 -> maxBoundDescriptorSets: 32 -> maxPerStageDescriptorSamplers: 1048576 -> maxSamplerAllocationCount: 1048576 -> maxPerStageDescriptorStorageBuffers: 1048576 -> maxPerStageDescriptorSampledImages: 1048576 -> maxPerStageDescriptorStorageImages: 1048576 -> maxPerStageDescriptorInputAttachments: 1048576 -> maxPerStageResources: 4294967295 -> maxDescriptorSetSamplers: 1048576 -> maxDescriptorSetUniformBuffers: 1048576 -> maxDescriptorSetUniformBuffersDynamic: 15 -> maxDescriptorSetStorageBuffers: 1048576 -> maxDescriptorSetStorageBuffersDynamic: 16 -> maxDescriptorSetSampledImages: 1048576 -> maxDescriptorSetStorageImages: 1048576 -> maxDescriptorSetInputAttachments: 1048576 -> maxVertexInputAttributes: 32 -> maxVertexInputBindings: 32 -> maxVertexInputAttributeOffset: 2047 -> maxVertexInputBindingStride: 2048 -> maxVertexOutputComponents: 128 -> maxTessellationGenerationLevel: 64 -> maxTessellationPatchSize: 32 -> maxTessellationControlPerVertexInputComponents: 128 -> maxTessellationControlPerVertexOutputComponents: 128 -> maxTessellationControlPerPatchOutputComponents: 120 -> maxTessellationControlTotalOutputComponents: 4216 -> maxTessellationEvaluationInputComponents: 128 -> maxTessellationEvaluationOutputComponents: 128 -> maxGeometryShaderInvocations: 32 -> maxGeometryInputComponents: 128 -> maxGeometryOutputComponents: 128 -> maxGeometryOutputVertices: 1024 -> maxGeometryTotalOutputComponents: 1024 -> maxFragmentInputComponents: 128 -> maxFragmentOutputAttachments: 8 -> maxFragmentDualSrcAttachments: 1 -> maxFragmentCombinedOutputResources: 4294967295 -> maxComputeSharedMemorySize: 49152 -> maxComputeSharedMemorySize: [2147483647 ; 65535 ; 65535] -> maxComputeWorkGroupInvocations: 1024 -> maxComputeWorkGroupSize: [1024 ; 1024 ; 64] -> subPixelPrecisionBits: 8 -> subTexelPrecisionBits: 8 -> mipmapPrecisionBits: 8 -> maxDrawIndexedIndexValue: 4294967295 -> maxDrawIndirectCount: 4294967295 -> maxSamplerLodBias: 15.000000 -> maxSamplerAnisotropy: 16.000000 -> maxViewports: 16 -> maxViewportDimensions: [32768 ; 32768] -> viewportBoundsRange: [-65536.000000 ; 65536.000000] -> viewportSubPixelBits: 8 -> minMemoryMapAlignment: 64 -> minTexelBufferOffsetAlignment: 16 -> minUniformBufferOffsetAlignment: 64 -> minStorageBufferOffsetAlignment: 16 -> minTexelOffset: -8 -> maxTexelOffset: 7 -> minTexelGatherOffset: -32 -> maxTexelGatherOffset: 31 -> minInterpolationOffset: -0.500000 -> maxInterpolationOffset: 0.437500 -> subPixelInterpolationOffsetBits: 4 -> maxFramebufferWidth: 32768 -> maxFramebufferHeight: 32768 -> maxFramebufferLayers: 2048 -> framebufferColorSampleCounts: 15 -> framebufferDepthSampleCounts: 15 -> framebufferStencilSampleCounts: 31 -> framebufferNoAttachmentsSampleCounts: 31 -> maxColorAttachments: 8 -> sampledImageColorSampleCounts: 15 -> sampledImageIntegerSampleCounts: 15 -> sampledImageDepthSampleCounts: 15 -> sampledImageStencilSampleCounts: 31 -> storageImageSampleCounts: 15 -> maxSampleMaskWords: 1 -> timestampComputeAndGraphics: 1 -> timestampPeriod: 1.000000 -> maxClipDistances: 8 -> maxCullDistances: 8 -> maxCombinedClipAndCullDistances: 8 -> discreteQueuePriorities: 2 -> pointSizeRange: [1.000000 ; 2047.937500] -> lineWidthRange: [1.000000 ; 64.000000] -> pointSizeGranularity: 0.062500 -> lineWidthGranularity: 0.062500 -> strictLines: 1 -> standardSampleLocations: 1 -> optimalBufferCopyOffsetAlignment: 1 -> optimalBufferCopyRowPitchAlignment: 1 -> nonCoherentAtomSize: 64 - VK_EXT_pci_bus_info -> pciDomain: 0 -> pciBus: 7 -> pciDevice: 0 -> pciFunction: 0 - VK_KHR_driver_properties -> driverName: NVIDIA -> driverID: VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR -> driverInfo: 511.23 -> conformanceVersion: 1.2.0.8 - VK_NV_mesh_shader -> maxDrawMeshTasksCount: 65535 -> maxTaskWorkGroupInvocations: 32 -> maxTaskWorkGroupSize: [32 ; 1 ; 1] -> maxTaskTotalMemorySize: 16384 -> maxTaskOutputCount: 65535 -> maxMeshWorkGroupInvocations: 32 -> maxMeshWorkGroupSize: [32 ; 1 ; 1] -> maxMeshTotalMemorySize: 16384 -> maxMeshOutputVertices: 256 -> maxMeshOutputPrimitives: 512 -> maxMeshMultiviewViewCount: 4 -> meshOutputPerVertexGranularity: 32 -> meshOutputPerPrimitiveGranularity: 32 - VK_NV_ray_tracing -> shaderGroupHandleSize: 32 -> maxRecursionDepth: 31 -> maxShaderGroupStride: 4096 -> shaderGroupBaseAlignment: 64 -> maxGeometryCount: 16777215 -> maxInstanceCount: 16777215 -> maxTriangleCount: 536870911 -> maxDescriptorSetAccelerationStructures: 1048576
GeForce 511.65
GeForce 511.65 exposes Vulkan 1.3.194 and 160 device extensions for a GeForce RTX 3060 Ti on Windows 10. I don’t know why the version of Vulkan is 1.3.194 because Vulkan 1.3 has been introduced with Vulkan 1.3.204…
This driver adds 1 new device extension compared to 511.23:
– VK_KHR_global_priority
- [ device 0 ] - name: NVIDIA GeForce RTX 3060 Ti - deviceID: 10DE-2486 (4318-9350) - API version (raw): 4206786 - API version: 1.3.194 - NVIDIA driver: 511.65.0.0 - # of extensions: 160
GeForce 511.79
GeForce 511.79 exposes Vulkan 1.3.194 and 160 device extensions for a GeForce RTX 3060 Ti on Windows 10.
- [ device 0 ] - name: NVIDIA GeForce RTX 3060 Ti - deviceID: 10DE-2486 (4318-9350) - API version (raw): 4206786 - API version: 1.3.194 - NVIDIA driver: 511.79.0.0 - # of extensions: 160
GeForce 512.15
GeForce 512.15 exposes Vulkan 1.3.194 and 160 device extensions for a GeForce RTX 3060 Ti on Windows 10.
- [ device 0 ] - name: NVIDIA GeForce RTX 3060 Ti - deviceID: 10DE-2486 (4318-9350) - API version (raw): 4206786 - API version: 1.3.194 - NVIDIA driver: 512.15.0.0 - # of extensions: 160
OpenCL support
This new driver adds the following extensions compared to the previous 497.29:
– cl_khr_pci_bus_info
– cl_khr_external_semaphore
– cl_khr_external_memory
– cl_khr_external_semaphore_win32
- Num OpenCL platforms: 1 - CL_PLATFORM_NAME: NVIDIA CUDA - CL_PLATFORM_VENDOR: NVIDIA Corporation - CL_PLATFORM_VERSION: OpenCL 3.0 CUDA 11.6.58 - CL_PLATFORM_PROFILE: FULL_PROFILE - Num devices: 1 - CL_DEVICE_NAME: NVIDIA GeForce RTX 3060 Ti - CL_DEVICE_VENDOR: NVIDIA Corporation - CL_DRIVER_VERSION: 511.23 - CL_DEVICE_PROFILE: FULL_PROFILE - CL_DEVICE_VERSION: OpenCL 3.0 CUDA - CL_DEVICE_TYPE: GPU - CL_DEVICE_VENDOR_ID: 0x10DE - CL_DEVICE_MAX_COMPUTE_UNITS: 38 - CL_DEVICE_MAX_CLOCK_FREQUENCY: 1740MHz - CL_NV_DEVICE_COMPUTE_CAPABILITY_MAJOR: 8 - CL_NV_DEVICE_COMPUTE_CAPABILITY_MINOR: 6 - CL_NV_DEVICE_REGISTERS_PER_BLOCK: 65536 - CL_NV_DEVICE_WARP_SIZE: 32 - CL_NV_DEVICE_GPU_OVERLAP: 1 - CL_NV_DEVICE_KERNEL_EXEC_TIMEOUT: 1 - CL_NV_DEVICE_INTEGRATED_MEMORY: 0 - CL_DEVICE_ADDRESS_BITS: 32 - CL_DEVICE_MAX_MEM_ALLOC_SIZE: 2097024KB - CL_DEVICE_GLOBAL_MEM_SIZE: 8191MB - CL_DEVICE_MAX_PARAMETER_SIZE: 4352 - CL_DEVICE_GLOBAL_MEM_CACHELINE_SIZE: 128 Bytes - CL_DEVICE_GLOBAL_MEM_CACHE_SIZE: 1064KB - CL_DEVICE_ERROR_CORRECTION_SUPPORT: NO - CL_DEVICE_LOCAL_MEM_TYPE: Local (scratchpad) - CL_DEVICE_LOCAL_MEM_SIZE: 48KB - CL_DEVICE_MAX_CONSTANT_BUFFER_SIZE: 64KB - CL_DEVICE_MAX_WORK_ITEM_DIMENSIONS: 3 - CL_DEVICE_MAX_WORK_ITEM_SIZES: [1024 ; 1024 ; 64] - CL_DEVICE_MAX_WORK_GROUP_SIZE: 1024 - CL_EXEC_NATIVE_KERNEL: 6939380 - CL_DEVICE_IMAGE_SUPPORT: YES - CL_DEVICE_MAX_READ_IMAGE_ARGS: 256 - CL_DEVICE_MAX_WRITE_IMAGE_ARGS: 32 - CL_DEVICE_IMAGE2D_MAX_WIDTH: 32768 - CL_DEVICE_IMAGE2D_MAX_HEIGHT: 32768 - CL_DEVICE_IMAGE3D_MAX_WIDTH: 16384 - CL_DEVICE_IMAGE3D_MAX_HEIGHT: 16384 - CL_DEVICE_IMAGE3D_MAX_DEPTH: 16384 - CL_DEVICE_MAX_SAMPLERS: 32 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_CHAR: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_SHORT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_INT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_LONG: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_FLOAT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_DOUBLE: 1 - CL_DEVICE_EXTENSIONS: 24 - Extensions: - cl_khr_global_int32_base_atomics - cl_khr_global_int32_extended_atomics - cl_khr_local_int32_base_atomics - cl_khr_local_int32_extended_atomics - cl_khr_fp64 - cl_khr_3d_image_writes - cl_khr_byte_addressable_store - cl_khr_icd - cl_khr_gl_sharing - cl_nv_compiler_options - cl_nv_device_attribute_query - cl_nv_pragma_unroll - cl_nv_d3d10_sharing - cl_khr_d3d10_sharing - cl_nv_d3d11_sharing - cl_nv_copy_opts - cl_nv_create_buffer - cl_khr_int64_base_atomics - cl_khr_int64_extended_atomics - cl_khr_device_uuid - cl_khr_pci_bus_info - cl_khr_external_semaphore - cl_khr_external_memory - cl_khr_external_semaphore_win32
https://www.nvidia.com/download/driverResults.aspx/186092/en-us
Nvidia GeForce 511.32 WHQL driver for RTX 3050 only.
https://www.nvidia.com/en-us/geforce/news/dying-light-2-stay-human-3070-ti-3080-ti-laptops-game-ready-driver/
Nvidia GeForce 511.65 WHQL driver.
511.72 hotfix
https://nvidia.custhelp.com/app/answers/detail/a_id/5320
https://developer.nvidia.com/vulkan-driver
Vulkan 1.3 General Release Driver Downloads
Vulkan 1.3, including support for the Vulkan Ray Tracing extensions, is available for Windows and Linux in our general release drivers here
511.65 is the first Vulkan 1.3 release according to Nvidia.
https://us.download.nvidia.com/Windows/511.65/511.65-win11-win10-release-notes.pdf
This release supports the following APIs
Vulkan 1.3
https://www.nvidia.com/en-us/geforce/news/elden-ring-destiny-2-witch-queen-total-war-warhammer-3-game-ready-driver/
Nvidia GeForce 511.79 WHQL driver
512.15 Studio
https://www.nvidia.com/download/driverResults.aspx/187303