Home NVIDIA Nvidia Driver Software 446.14 WHQL Release Notes

Nvidia Driver Software 446.14 WHQL Release Notes

Game ready driver for Valorant.

What’s New in Version 446.14 WHQL

GeForce Game Ready Driver

Game Ready Drivers provide the best possible gaming experience for all major new releases. Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day-1.

Game Ready for the Valorant

The new Game Ready Driver provides the latest performance optimizations, profiles, and bug fixes for Valorant. In addition, this release also provides optimal support for Minecraft Dungeons, Disintegration, and Crucible.

New Features and Other Changes

  • Added Variable Rate Supersampling (VRSS) support for Onward.

Application Profiles

Added or updated the following SLI profiles for NVIDIA Turing GPUs:

  • ACE COMBAT 7: SKIES UNKNOWN
  • Blacksad: Under the Skin
  • Blair Witch
  • Close to the Sun
  • Hell Let Loose
  • Journey To The Savage Planet
  • Monster Energy Supercross 3
  • MotoGP 19
  • MXGP 2019 – The Official Motocross Videogame
  • eFootball PES 2020
  • World War 3

Added or updated the following SLI profiles for all supported NVIDIA GPUs:

  • Druidstone: The Secret of the Menhir Forest
  • Phoenix Point
  • Tamarin
  • Will To Live Online
  • Yakuza Kiwami 2

Discontinued Support

3D Vision–Beginning with Release 430, the NVIDIA driver no longer supports the following 3D Vision technologies and features:

  • NVIDIA 3D Stereoscopic Driver, including the 3D Vision driver and USB (emitter) driver
  • NVAPI-based stereo APIs for Direct3D applications.

NVIDIA Kepler GPUs for Notebooks–

  • Beginning with Release 430, the NVIDIA driver no longer supports NVIDIA GPUs for notebooks based on the Kepler architecture.

32-bit Operating Systems–

  • Beginning with Release 396, NVIDIA is no longer releasing Game Ready drivers for 32-bit operating systems for any GPU architecture.

Limitations in This Release

The following features are not currently supported or have limited support in this driver release:

Image Sharpening Feature

  • Scaling is not supported on MSHybrid systems
  • HDR displays driven by pre-Turing GPUs will not support scaling
  • Scaling will not work with VR
  • Scaling will not work with displays using YUV420 format
  • Scaling uses aspect ratio scaling and will not use integer scaling
  • Sharpening will not work with HDR displays
  • GPU scaling engages when games are played only in full-screen mode, and not in windowed or borderless windowed mode
  • Some G-SYNC displays have a 6-tap/64-phase scaler which scales better than that offered by Turing’s 5-tap/32-phase scaler
  • To avoid accidentally triggering scaling by applications or DWM, first change to the desired (< native) resolution from the NVIDIA Control Panel and then launch the application
  • Turing’s 5-tap upscaler may not engage on certain monitors depending on the monitor’s vblank timing
  • Turing’s 5-tap upscaler may not engage if the input resolution is greater than 2560px in either the x or y dimension
  • Scaling is turned off automatically when switching display devices
  • “Restore Defaults” option in the control panel currently does not revert the upscaling resolution

Behavior Change in NvEncCreateBitstreamBuffer API of Video Codec SDK

In the NVIDIA driver, Release 415 and later, the behavior of the Video Codec SDK API (NvEncCreateBitstreamBuffer) has been changed to return NV_ENC_ERR_UNIMPLEMENTED instead of NV_ENC_SUCCESS when the encoder instance is configured to run in the motion estimation-only mode. As an indirect consequence of this change, the AppEncME sample application from the Video Codec SDK prior to SDK version 8.2.16 will crash due to a bug in the NvEncoder class.

The latest version of the SDK fixes this bug that affects the AppEncME sample application. NVIDIA recommends downloading the latest version from https://developer.nvidia.com/nvidia-video-codec-sdk.

Crescent Bay and OSVR Headsets on Multiple GPU Systems

With Release 367 and future NVIDIA drivers, Crescent Bay and Open Source Virtual Reality development kit headsets will not work with VRWorks Direct Mode in systems that contain GPUs from multiple vendors (for example, NVIDIA and Intel). For such systems, please disable the Intel integrated graphics (from the system BIOS) in order to use Direct Mode.

Experimental OpenCL 2.0 Features

Select features in OpenCL 2.0 are available in the driver for evaluation purposes only. The following are the features as well as a description of known issues with these features in the driver:

Device side enqueue–

  • The current implementation is limited to 64-bit platforms only
  • OpenCL 2.0 allows kernels to be enqueued with global_work_size larger than the compute capability of the NVIDIA GPU. The current implementation supports only combinations of global_work_size and local_work_size that are within the compute capability of the NVIDIA GPU. The maximum supported CUDA grid and block size of NVIDIA GPUs is available at http://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#compute-capabilities. For a given grid dimension, the global_work_size can be determined by CUDA grid size x CUDA block size.
  • For executing kernels (whether from the host or the device), OpenCL 2.0 supports non-uniform ND-ranges where global_work_size does not need to be divisible by the local_work_size. This capability is not yet supported in the NVIDIA driver, and therefore not supported for device side kernel enqueues.

Shared virtual memory–

  • The current implementation of shared virtual memory is limited to 64-bit platforms only.

Changes and Fixed Issues in Version 446.14

The following sections list the important changes and the most common issues resolved in this version. This list is only a subset of the total number of changes made in this driver version. The NVIDIA bug number is provided for reference.

Fixed Issues in this Release

  • [Notebook]: Notebooks with Maxwell generation GPUs may experience higher GPU utilization during game play leading to reduced battery life and higher temperatures. [2929921/200608270]
  • [SLI]: Major frame time spikes occur in multiple games.[2903264]
  • [HDR]: Some games may appear very bright when HDR is enabled. [2909218]
  • [Overwatch]: Improved game stability. [2938981]
  • [Monster Hunter World Iceborne]: Artifacts appear in the game. [2903858]
  • [Resident Evil 3 Remake][DirectX 12]: Some objects in the game may flicker. [2938095]
  • [F1 2019]: The game may randomly crash to the desktop. [200608572]
  • Fixed an issue where the shader cache was sometimes incorrectly purged upon launching an application. [2937218]
  • Fixed driver installation issue on Colorful GeForce GTX 1650. [2919568]
  • Corsair iCUE program triggers Geforce Overlay. [200614189]

Open Issues in Version 446.14 WHQL

Windows 7 Issues

  • [Notebook][H-Clone]: With the integrated graphics processor as the clone source, display settings cannot be changed from the NVIDIA Control Panel. [200594188]

Windows 10 Issues

  • [VR}: HDCP errors occur with Valve Index VR. [2967616]
  • [Call of Duty: Modern Warfare]: Color banding occurs in the game after enabling Image Sharpening from the NVIDIA Control Panel. [2889337]
  • [Notebook][H-Clone]: With the integrated graphics processor as the clone source, display settings cannot be changed from the NVIDIA Control Panel. [200594188]
  • [SLI][Doom Eternal]: Corruption occurs in the game upon opening the Steam overlay. [200593967]
  • [Call of Duty – Warzone]: Freestyle does not work. (200593020)
  • [Forza Motorsport 7]: The curb may display a black strip during a race on certain tracks. [2781776]
  • [Zombie Army: Dead War 4][Ansel/Freestyle]: The Ansel & Freestyle tabs are unselectable. [2810884]
  • [Tom Clancy’s Rainbow Six Siege][Vulkan][G-SYNC]: When playing the game in Vulkan mode with G-SYNC enabled, flickering occurs after switching the game between full-screen and windowed mode.[200578641]

To work around, either disable G-SYNC or play using an API other than Vulkan.

Avatar
Charles Leverehttps://www.riverbankwebdesign.ca/
Charles Levere is the editor-in-chief (dork-in-chief) of Urban Dork. When he is not writing, or tinkering with hardware, he is most likely playing one of his favorite video games. He also loves being near the water, kayaking, water skiing or anything that gets him on the water and in the sun.

LEAVE A REPLY

Please enter your comment!
Please enter your name here

Most Popular

AMD launches Ryzen and Athlon 3000 C-Series mobile processors

What's the skinny? Today marks the launch of AMD's Ryzen and Athlon 300 C-series mobile processors intended for Chromebooks. AMD says these...

Microsoft to buy ZeniMax Media, parent company of game studios like Bethesda and ID Software

What's the skinny? Microsoft announced today that they are purchasing ZeniMax Media, which is the parent company of game developer studios like...

Cyberpunk 2077 system requirements have been released

What's the skinny? During Night City Wire: Episode 3, developer CD Projekt Red revealed the minimum and recommended system requirements for Cyberpunk...

PC games released on this day: Crysis Remastered, WWE 2K Battlegrounds

Today we have two games being released on PC. The first is Crysis Remastered, the game that sparked the forever "can it...

Recent Comments