New NVIDIA ForceWare Drivers

NVIDIA's Driver Downloads Page now offers new version 66.93 WHQL certified ForceWare reference drivers for NVIDIA graphic accelerators for Windows XP/2K and for WindowsXP Media Center Edition. Thanks Ian.
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18.
 
Still reboots the computer
Nov 10, 2004, 06:35
18.
Still reboots the computer Nov 10, 2004, 06:35
Nov 10, 2004, 06:35
 
Oh well. IF they fix this problem they can sell me a copy

Avatar 12670
17.
 
ti4400
Nov 10, 2004, 04:56
17.
ti4400 Nov 10, 2004, 04:56
Nov 10, 2004, 04:56
 
had problems with the .81 and the previous drivers caused flatout to reboot the computer after about 10 seconds into any race.

So gonna give these a shot as well.

Avatar 12670
16.
 
Re: No subject
Nov 9, 2004, 18:54
16.
Re: No subject Nov 9, 2004, 18:54
Nov 9, 2004, 18:54
 
"I guess it must be a specific problem with your card because I don't have that problem with my GF4.

It looks like being a GF FX and GF 6x00 only problem so your GF4 might not be affected at all...

of course normally you don't leave the pilot hanging in the net for about 5 min, so this bug might have been put very low on nvidia's todo list."

well, i think that the problem here is flat out and not nvidia drivers...
rollercoaster tycoon 3 demo Nº1 hang my pc every time i run it on my pc with a BSOD, and after they updated the demo (demo 2 and final demo) they corrected this bug...

soooo... its probably a flatout bug, or bunch of bugs!


15.
 
Re: No subject
Nov 9, 2004, 17:58
15.
Re: No subject Nov 9, 2004, 17:58
Nov 9, 2004, 17:58
 
I guess it must be a specific problem with your card because I don't have that problem with my GF4.

It looks like being a GF FX and GF 6x00 only problem so your GF4 might not be affected at all...

of course normally you don't leave the pilot hanging in the net for about 5 min, so this bug might have been put very low on nvidia's todo list.

14.
 
Re: No subject
Nov 9, 2004, 17:50
14.
Re: No subject Nov 9, 2004, 17:50
Nov 9, 2004, 17:50
 
As I was saying, using the 66.81 and a FX5200, the PC reboots if I leave the "flying pilot" stuck in the net (third game from the demo) for 3 to 5 minutes.

I guess it must be a specific problem with your card because I don't have that problem with my GF4.


This space is available for rent
13.
 
Re: No subject
Nov 9, 2004, 16:46
13.
Re: No subject Nov 9, 2004, 16:46
Nov 9, 2004, 16:46
 
to vacs:

* Why do you leave the pilot hanging in the net for about 3 to 5 min?

- Because I saw the reboot happening after I left the PC running (nature called) with the pilot stuck on the net.
It also happens during races.


* Why don't you use your beloved ATI card to play Flatout?

- I'm sure it'll work fine with an ATi card, but I'm stuck with a FX5200 and the game is a TWIMTBP title.
This comment was edited on Nov 9, 16:48.
12.
 
Re: Highlights
Nov 9, 2004, 16:06
12.
Re: Highlights Nov 9, 2004, 16:06
Nov 9, 2004, 16:06
 
That would be nice if there were a monitor that could support it.

Well, in case someone missed the point there -- it's not about displaying. It's about using the rather absurd number of specialized transistors on the GPU to do film-grade rendering in less time, and then dump it back to the HD, which is possible to do now with PCI Express. That would lead to another significant drop in CGI costs (and even more commercials using CGI ever so badly).

You still wouldn't want to use the entire 512M as a frame buffer though -- you really, really want to load textures and other stuff into the memory or else you'd be killed by transfer rates.

11.
 
Re: No subject
Nov 9, 2004, 15:54
11.
Re: No subject Nov 9, 2004, 15:54
Nov 9, 2004, 15:54
 
mat0, you're everywhere :p
As I was saying, using the 66.81 and a FX5200, the PC reboots if I leave the "flying pilot" stuck in the net (third game from the demo) for 3 to 5 minutes.
Try it.


2 questions:

* Why do you leave the pilot hanging in the net for about 3 to 5 min?

* Why don't you use your beloved ATI card to play Flatout?


I really like that idea. I think the next step for consumer-grade realtime rendering is going to be hardware ray-tracing. Would that and global illumination make pixel and vertex shading obsolete (assuming p-and-v shading is a work around hack for not being able to ray trace in real time)?

I don't think we will ever have raytracing accelerator graphiccards because there is no need for it (or GI, radiosity accelerated cards). You can attain almost the same quality as raytraced images with the help of shaders, much like Pixar's Renderman is doing it to render a scene (PRM is also a scanline render much like GeForce and Radeons and also uses shaders to enhance IQ).

The reason is obvious: Scanline rendering will always be faster than raytracing and even more when the complexitiy of the scene increases.

10.
 
Re: No subject
Nov 9, 2004, 15:51
10.
Re: No subject Nov 9, 2004, 15:51
Nov 9, 2004, 15:51
 
hehe! why are you asking me to try that? whats the point? almost every driver relase after 61.77 hangs flatout in a lot of points int he game and demo. i keep looking forward to bugbear to fix this problem...

9.
 
Re: Highlights
Nov 9, 2004, 15:51
9.
Re: Highlights Nov 9, 2004, 15:51
Nov 9, 2004, 15:51
 
Raytracing would replace pixel and vertex shading as well as various transparency hacks...
It would not replace antialiasing... only a huge resolution, as Absolution suggests, would.
That said, I'm not sure how close we are to realtime raytracing... it can be exponentially more expensive, depending on how many light "bounces" you simulate.

8.
 
Re: No subject
Nov 9, 2004, 15:15
8.
Re: No subject Nov 9, 2004, 15:15
Nov 9, 2004, 15:15
 
mat0, you're everywhere :p
As I was saying, using the 66.81 and a FX5200, the PC reboots if I leave the "flying pilot" stuck in the net (third game from the demo) for 3 to 5 minutes.
Try it.

7.
 
Re: Highlights
Nov 9, 2004, 15:14
7.
Re: Highlights Nov 9, 2004, 15:14
Nov 9, 2004, 15:14
 
I really like that idea. I think the next step for consumer-grade realtime rendering is going to be hardware ray-tracing. Would that and global illumination make pixel and vertex shading obsolete (assuming p-and-v shading is a work around hack for not being able to ray trace in real time)?

6.
 
Re: Highlights
Nov 9, 2004, 14:21
6.
Re: Highlights Nov 9, 2004, 14:21
Nov 9, 2004, 14:21
 
To use all 512MB of memory just for a single frame buffer, you'd need to run at 8000x8000, for 32-bit color and 32-bit Z-buffer
I agree it's probably a terminology mistake, but I can think of a reason to do the above.

Film grade rendering.

That would be nice if there were a monitor that could support it. Probably around 4000x4000 we won't need anti-aliasing anymore. At a certain point more pixels aren't going to help image quality on any reasonably sized monitors. Let's put that extra power towards things like real-time global illumination and ray-tracing.

5.
 
No subject
Nov 9, 2004, 14:08
5.
No subject Nov 9, 2004, 14:08
Nov 9, 2004, 14:08
 
well, Flat Out and Flat Out DEMO keeps crashing... damn! i dont want to go back to 61.77 AGAIN! this may be a bug of the game... because now it seems a joke to me...

4.
 
Re: Highlights
Nov 9, 2004, 13:20
4.
Re: Highlights Nov 9, 2004, 13:20
Nov 9, 2004, 13:20
 
To use all 512MB of memory just for a single frame buffer, you'd need to run at 8000x8000, for 32-bit color and 32-bit Z-buffer

I agree it's probably a terminology mistake, but I can think of a reason to do the above.

Film grade rendering.

3.
 
Re: Highlights
Nov 9, 2004, 13:04
Tom
3.
Re: Highlights Nov 9, 2004, 13:04
Nov 9, 2004, 13:04
Tom
 
"512 MB frame buffer" doesn't seem like correct terminology. "Frame buffer" is not the same as "all of a video card's memory". That memory is used to store multiple frame buffers and textures. To use all 512MB of memory just for a single frame buffer, you'd need to run at 8000x8000, for 32-bit color and 32-bit Z-buffer... and you would have some serious fill rate issues.

2.
 
Highlights
Nov 9, 2004, 12:45
2.
Highlights Nov 9, 2004, 12:45
Nov 9, 2004, 12:45
 
'Release Highlights' copy-pasted directly from NVIDIA.com:


Release Highlights:

Updated driver to WHQL Certified for GeForce 256 through GeForce 6 Series
Added support for GeForce 6600, GeForce 6600 GT, and GeForce 6200
Added support for SLI™
Added support for using HDTV over DVI connectors
Added support for 512 MB frame buffer GPUs
Added support for advanced DVI timing on all GeForce 6 series GPUs
Added support to recognize and display monitor name in all control panels
Added support for TV/HDTV setup in the nView Display Setup Wizard
Updated Gridlines for easier grid setup and management
Microsoft® DirectX® 9.0c and OpenGL® 1.5 support

* WHQL Certified for GeForce 256 through GeForce 6 series.

1. "Support for SLI" - only now?
2. "... 512 MB frame buffer GPUs" - next April should be interesting.

1.
 
. . .
Nov 9, 2004, 12:33
1.
. . . Nov 9, 2004, 12:33
Nov 9, 2004, 12:33
 
Finally.

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