cuda 9.2 driver geforce GL_NV_feature_query NVIDIA NVIDIA Graphics Driver opengl 4.6 rtx Technology vulkan 1.1

NVIDIA GeForce 397.31 Graphics Driver Released (OpenGL 4.6, Vulkan 1.1, RTX, CUDA 9.2) – Geeks3D

NVIDIA logo


Replace (2018.05.04): NVIDIA has launched a hotfix driver that fixes some bugs of 397.31:


NVIDIA has launched a brand new set of graphics drivers for all GeForce graphics playing cards. This driver is a part of NVIDIA’s Launch 396 household and comes with the help of Vulkan 1.1, NVIDIA RTX (see HERE and HERE) and CUDA 9.2.

And with household 396, NVIDIA stops the releasing of drivers for Home windows 32-bit.

Launch Highlights

NVIDIA RTXTM Know-how
Developer preview for NVIDIA RTX ray tracing know-how for DirectX 12. NVIDIA RTX helps the Microsoft DirectX Raytracing (DXR) API on NVIDIA Volta GPUs. As a way to get began with creating DirectX Raytracing purposes accelerated by RTX, you’ll want the next:
– NVIDIA Volta GPU
– NVIDIA driver model 396 or greater
– Home windows 10 RS4
– Microsoft’s DXR developer package deal, consisting of DXR-enabled D3D runtimes, HLSL compiler, and headers

Vulkan 1.1
This driver launch offers full help for the brand new Vulkan 1.1 API and passes the Vulkan Conformance Check Suite (CTS) model 1.1.Zero.three.

HD Audio
This driver provides new pattern charges 32 kHz, 88.2 kHz, and 176.four kHz to the HDMI gadget for all GPUs.

Show Driver Standalone Installer
The standalone show driver installer now removes extracted information after putting in the driving force, leaving a smaller footprint on the arduous drive.

Show Driver Libraries
Added new libraries (nvdlist.dll and nvdlistx.dll) to help Optimus and MSHybrid notebooks.

NVDECODE API
Added a brand new API that lets the shopper reconfigure the decoder decision and different submit processing parameters (such because the show decision, cropping rectangle, and facet ratio of the decoded body) with out having to destroy and recreate the decoder occasion. This API is beneficial in situations the place the decoder occasion initialization time takes up a good portion of the general decode execution time; for instance, in back-to-back decoding of a number of brief clips of various resolutions. The brand new API can be included in Video Codec SDK eight.2, which is predicted to launch in late Q2 2018.

 
GeForce 397.31 Desktop Downloads

 
GeForce 397.31 Pocket book Downloads

 

NVIDIA GeForce 391.35 + GPU Caps Viewer + GTX 1080

OpenGL API Help

The GeForce 397.31 is an OpenGL four.6 driver and exposes 406 OpenGL extensions. In comparison with earlier drivers, 397.31 provides one new OpenGL extension:


GL_NV_feature_query

Right here is the entire listing of all OpenGL extensions uncovered for a GeForce GTX 1080 on Win10 64-bit:


– GL_VENDOR: NVIDIA Company
– GL_RENDERER: GeForce GTX 1080/PCIe/SSE2
– GL_VERSION: four.6.Zero NVIDIA 397.31
– OpenGL Extensions: 406 extensions (GL=375 and WGL=31)
– 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_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_shared_exponent
– GL_EXT_texture_sRGB
– 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_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_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_conditional_render
– GL_NV_conservative_raster
– GL_NV_conservative_raster_dilate
– GL_NV_conservative_raster_pre_snap_triangles
– 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_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_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_sample_locations
– GL_NV_sample_mask_override_coverage
– 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_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_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_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_render_depth_texture
– WGL_NV_render_texture_rectangle

This driver exposes 10 OpenGL SPIR-V extensions:


– 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_stereo_view_rendering
– SPV_NV_viewport_array2

Vulkan API Help

GeForce 397.31 exposes Vulkan 1.1.70 API:


– Occasion extensions: 12
– VK_EXT_debug_report (model: 9)
– VK_EXT_display_surface_counter (model: 1)
– VK_KHR_get_physical_device_properties2 (model: 1)
– VK_KHR_get_surface_capabilities2 (model: 1)
– VK_KHR_surface (model: 25)
– VK_KHR_win32_surface (model: 6)
– VK_KHR_device_group_creation (model: 1)
– VK_KHR_external_fence_capabilities (model: 1)
– VK_KHR_external_memory_capabilities (model: 1)
– VK_KHR_external_semaphore_capabilities (model: 1)
– VK_NV_external_memory_capabilities (model: 1)
– VK_EXT_debug_utils (model: 1)
– Occasion layers: four
– VK_LAYER_NV_optimus (model: 1.1.70, impl: 1)
– VK_LAYER_RENDERDOC_Capture (model: 1.Zero.Zero, impl: 91)
– VK_LAYER_NV_nsight (model: 1.Zero.13, impl: 1)
– VK_LAYER_LUNARG_standard_validation (model: 1.Zero.70, impl: 1)
– Bodily units: 2

– [Vulkan device 0]: GeForce GTX 1080 ——————
– API model: 1.1.70
– vendorID: 4318
– deviceID: 7040
– driver model: 1665646592
– NVIDIA driver model: 397.31
– reminiscence heap rely: 2
– heap1: 8079MB
– heap2: 32706MB
– reminiscence sort rely: four
– mem sort 7 – heap index : Zero – property flag : 1
> mem property: VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
– mem sort eight – heap index : Zero – property flag : 1
> mem property: VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
– mem sort 9 – heap index : 1 – property flag : 6
> mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
> mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
– mem sort 10 – heap index : 1 – property flag : 14
> mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
> mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
> mem property: VK_MEMORY_PROPERTY_HOST_CACHED_BIT
– extensions: 53
– VK_KHR_swapchain (model: 70)
– VK_KHR_16bit_storage (model: 1)
– VK_KHR_bind_memory2 (model: 1)
– VK_KHR_dedicated_allocation (model: three)
– VK_KHR_descriptor_update_template (model: 1)
– VK_KHR_device_group (model: three)
– VK_KHR_get_memory_requirements2 (model: 1)
– VK_KHR_image_format_list (model: 1)
– VK_KHR_maintenance1 (model: 1)
– VK_KHR_maintenance2 (model: 1)
– VK_KHR_maintenance3 (model: 1)
– VK_KHR_multiview (model: 1)
– VK_KHR_push_descriptor (model: 2)
– VK_KHR_relaxed_block_layout (model: 1)
– VK_KHR_sampler_mirror_clamp_to_edge (model: 1)
– VK_KHR_sampler_ycbcr_conversion (model: 1)
– VK_KHR_shader_draw_parameters (model: 1)
– VK_KHR_storage_buffer_storage_class (model: 1)
– VK_KHR_external_memory (model: 1)
– VK_KHR_external_memory_win32 (model: 1)
– VK_KHR_external_semaphore (model: 1)
– VK_KHR_external_semaphore_win32 (model: 1)
– VK_KHR_win32_keyed_mutex (model: 1)
– VK_KHR_external_fence (model: 1)
– VK_KHR_external_fence_win32 (model: 1)
– VK_KHR_variable_pointers (model: 1)
– VK_KHX_device_group (model: 2)
– VK_KHX_multiview (model: 1)
– VK_EXT_blend_operation_advanced (model: 2)
– VK_EXT_conservative_rasterization (model: 1)
– VK_EXT_depth_range_unrestricted (model: 1)
– VK_EXT_discard_rectangles (model: 1)
– VK_EXT_post_depth_coverage (model: 1)
– VK_EXT_sample_locations (model: 1)
– VK_EXT_sampler_filter_minmax (model: 1)
– VK_EXT_shader_subgroup_ballot (model: 1)
– VK_EXT_shader_subgroup_vote (model: 1)
– VK_EXT_shader_viewport_index_layer (model: 1)
– VK_NV_dedicated_allocation (model: 1)
– VK_NV_external_memory (model: 1)
– VK_NV_external_memory_win32 (model: 1)
– VK_NV_fill_rectangle (model: 1)
– VK_NV_fragment_coverage_to_color (model: 1)
– VK_NV_framebuffer_mixed_samples (model: 1)
– VK_NV_glsl_shader (model: 1)
– VK_NV_win32_keyed_mutex (model: 1)
– VK_NV_clip_space_w_scaling (model: 1)
– VK_NV_sample_mask_override_coverage (model: 1)
– VK_NV_viewport_array2 (model: 1)
– VK_NV_viewport_swizzle (model: 1)
– VK_NV_geometry_shader_passthrough (model: 1)
– VK_NVX_device_generated_commands (model: three)
– VK_NVX_multiview_per_view_attributes (model: 1)
– system layers: 1
– VK_LAYER_NV_optimus (model: 1.1.70, impl: 1)
– system options:
– robustBufferAccess: true
– fullDrawIndexUint32: true
– imageCubeArray: true
– independentBlend: true
– geometryShader: true
– tessellationShader: true
– sampleRateShading: true
– dualSrcBlend: true
– logicOp: true
– multiDrawIndirect: true
– drawIndirectFirstInstance: true
– depthClamp: true
– depthBiasClamp: true
– fillModeNonSolid: true
– depthBounds: true
– wideLines: true
– largePoints: true
– alphaToOne: true
– multiViewport: true
– samplerAnisotropy: true
– textureCompressionETC2: false
– textureCompressionASTC_LDR: false
– textureCompressionBC: true
– occlusionQueryPrecise: true
– pipelineStatisticsQuery: true
– vertexPipelineStoresAndAtomics: true
– fragmentStoresAndAtomics: true
– shaderTessellationAndGeometryPointSize: true
– shaderImageGatherExtended: true
– shaderStorageImageExtendedFormats: true
– shaderStorageImageMultisample: true
– shaderStorageImageReadWithoutFormat: true
– shaderStorageImageWriteWithoutFormat: true
– shaderUniformBufferArrayDynamicIndexing: true
– shaderSampledImageArrayDynamicIndexing: true
– shaderStorageBufferArrayDynamicIndexing: true
– shaderStorageImageArrayDynamicIndexing: true
– shaderClipDistance: true
– shaderCullDistance: true
– shaderFloat64: true
– shaderInt64: true
– shaderInt16: true
– shaderResourceResidency: true
– shaderResourceMinLod: true
– sparseBinding: true
– sparseResidencyBuffer: true
– sparseResidencyImage2D: true
– sparseResidencyImage3D: true
– sparseResidency2Samples: true
– sparseResidency4Samples: true
– sparseResidency8Samples: true
– sparseResidency16Samples: true
– sparseResidencyAliased: true
– variableMultisampleRate: true
– inheritedQueries: true
– system limits
– 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: 18446744073709551615
– maxBoundDescriptorSets: eight
– maxPerStageDescriptorSamplers: 4000
– maxPerStageDescriptorUniformBuffers: 12
– maxPerStageDescriptorSampledImages: 16384
– maxPerStageDescriptorStorageImages: 16384
– maxPerStageDescriptorInputAttachments: eight
– maxPerStageResources: 53268
– maxDescriptorSetSamplers: 4000
– maxDescriptorSetUniformBuffers: 72
– maxDescriptorSetUniformBuffersDynamic: 72
– maxDescriptorSetStorageBuffers: 4096
– maxDescriptorSetStorageBuffersDynamic: 16
– maxDescriptorSetSampledImages: 98304
– maxDescriptorSetStorageImages: 98304
– maxDescriptorSetInputAttachments: eight
– 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: eight
– maxFragmentDualSrcAttachments: 1
– maxFragmentCombinedOutputResources: 16
– maxComputeSharedMemorySize: 49152
– maxComputeWorkGroupCount: [2147483647; 65535; 65535]
– maxComputeWorkGroupInvocations: 1536
– maxComputeWorkGroupSize: [1536; 1024; 64]
– subPixelPrecisionBits: eight
– subTexelPrecisionBits: eight
– mipmapPrecisionBits: eight
– maxDrawIndexedIndexValue: 4294967295
– maxDrawIndirectCount: 4294967295
– maxSamplerLodBias: 15.000000
– maxSamplerAnisotropy: 16.000000
– maxViewports: 16
– maxViewportDimensions: [32768; 32768]
– viewportBoundsRange: [-65536.000000 ; 65536.000000]
– viewportSubPixelBits: eight
– minMemoryMapAlignment: 64
– minTexelBufferOffsetAlignment: 16
– minUniformBufferOffsetAlignment: 256
– minStorageBufferOffsetAlignment: 32
– minTexelOffset: 4294967288
– maxTexelOffset: 7
– minTexelGatherOffset: 4294967264
– maxTexelGatherOffset: 31
– minInterpolationOffset: -Zero.500000
– maxInterpolationOffset: Zero.437500
– subPixelInterpolationOffsetBits: four
– maxFramebufferWidth: 32768
– maxFramebufferHeight: 32768
– maxFramebufferLayers: 2048
– framebufferColorSampleCounts: 15
– framebufferDepthSampleCounts: 15
– framebufferStencilSampleCounts: 31
– framebufferNoAttachmentsSampleCounts: 31
– maxColorAttachments: eight
– sampledImageColorSampleCounts: 15
– sampledImageIntegerSampleCounts: 15
– sampledImageDepthSampleCounts: 15
– sampledImageStencilSampleCounts: 31
– storageImageSampleCounts: 15
– maxSampleMaskWords: 1
– timestampComputeAndGraphics: 1
– timestampPeriod: 1.000000
– maxClipDistances: eight
– maxCullDistances: eight
– maxCombinedClipAndCullDistances: eight
– discreteQueuePriorities: 2
– pointSizeRange: [1.000000 ; 189.875000]
– lineWidthRange: [0.500000 ; 10.000000]
– pointSizeGranularity: Zero.125000
– lineWidthGranularity: Zero.125000
– strictLines: 1
– standardSampleLocations: 1
– optimalBufferCopyOffsetAlignment: 1
– optimalBufferCopyRowPitchAlignment: 1
– nonCoherentAtomSize: 64

– [Vulkan device 1]: GeForce GT 1030 ——————
– API model: 1.1.70
– vendorID: 4318
– deviceID: 7425
– driver model: 1665646592
– NVIDIA driver model: 397.31
– reminiscence heap rely: 2
– heap1: 1982MB
– heap2: 32706MB
– reminiscence sort rely: four
– mem sort 7 – heap index : Zero – property flag : 1
> mem property: VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
– mem sort eight – heap index : Zero – property flag : 1
> mem property: VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
– mem sort 9 – heap index : 1 – property flag : 6
> mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
> mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
– mem sort 10 – heap index : 1 – property flag : 14
> mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
> mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
> mem property: VK_MEMORY_PROPERTY_HOST_CACHED_BIT
– extensions: 53
– VK_KHR_swapchain (model: 70)
– VK_KHR_16bit_storage (model: 1)
– VK_KHR_bind_memory2 (model: 1)
– VK_KHR_dedicated_allocation (model: three)
– VK_KHR_descriptor_update_template (model: 1)
– VK_KHR_device_group (model: three)
– VK_KHR_get_memory_requirements2 (model: 1)
– VK_KHR_image_format_list (model: 1)
– VK_KHR_maintenance1 (model: 1)
– VK_KHR_maintenance2 (model: 1)
– VK_KHR_maintenance3 (model: 1)
– VK_KHR_multiview (model: 1)
– VK_KHR_push_descriptor (model: 2)
– VK_KHR_relaxed_block_layout (model: 1)
– VK_KHR_sampler_mirror_clamp_to_edge (model: 1)
– VK_KHR_sampler_ycbcr_conversion (model: 1)
– VK_KHR_shader_draw_parameters (model: 1)
– VK_KHR_storage_buffer_storage_class (model: 1)
– VK_KHR_external_memory (model: 1)
– VK_KHR_external_memory_win32 (model: 1)
– VK_KHR_external_semaphore (model: 1)
– VK_KHR_external_semaphore_win32 (model: 1)
– VK_KHR_win32_keyed_mutex (model: 1)
– VK_KHR_external_fence (model: 1)
– VK_KHR_external_fence_win32 (model: 1)
– VK_KHR_variable_pointers (model: 1)
– VK_KHX_device_group (model: 2)
– VK_KHX_multiview (model: 1)
– VK_EXT_blend_operation_advanced (model: 2)
– VK_EXT_conservative_rasterization (model: 1)
– VK_EXT_depth_range_unrestricted (model: 1)
– VK_EXT_discard_rectangles (model: 1)
– VK_EXT_post_depth_coverage (model: 1)
– VK_EXT_sample_locations (model: 1)
– VK_EXT_sampler_filter_minmax (model: 1)
– VK_EXT_shader_subgroup_ballot (model: 1)
– VK_EXT_shader_subgroup_vote (model: 1)
– VK_EXT_shader_viewport_index_layer (model: 1)
– VK_NV_dedicated_allocation (model: 1)
– VK_NV_external_memory (model: 1)
– VK_NV_external_memory_win32 (model: 1)
– VK_NV_fill_rectangle (model: 1)
– VK_NV_fragment_coverage_to_color (model: 1)
– VK_NV_framebuffer_mixed_samples (model: 1)
– VK_NV_glsl_shader (model: 1)
– VK_NV_win32_keyed_mutex (model: 1)
– VK_NV_clip_space_w_scaling (model: 1)
– VK_NV_sample_mask_override_coverage (model: 1)
– VK_NV_viewport_array2 (model: 1)
– VK_NV_viewport_swizzle (model: 1)
– VK_NV_geometry_shader_passthrough (model: 1)
– VK_NVX_device_generated_commands (model: three)
– VK_NVX_multiview_per_view_attributes (model: 1)
– system layers: 1
– VK_LAYER_NV_optimus (model: 1.1.70, impl: 1)
– gadget options:
– robustBufferAccess: true
– fullDrawIndexUint32: true
– imageCubeArray: true
– independentBlend: true
– geometryShader: true
– tessellationShader: true
– sampleRateShading: true
– dualSrcBlend: true
– logicOp: true
– multiDrawIndirect: true
– drawIndirectFirstInstance: true
– depthClamp: true
– depthBiasClamp: true
– fillModeNonSolid: true
– depthBounds: true
– wideLines: true
– largePoints: true
– alphaToOne: true
– multiViewport: true
– samplerAnisotropy: true
– textureCompressionETC2: false
– textureCompressionASTC_LDR: false
– textureCompressionBC: true
– occlusionQueryPrecise: true
– pipelineStatisticsQuery: true
– vertexPipelineStoresAndAtomics: true
– fragmentStoresAndAtomics: true
– shaderTessellationAndGeometryPointSize: true
– shaderImageGatherExtended: true
– shaderStorageImageExtendedFormats: true
– shaderStorageImageMultisample: true
– shaderStorageImageReadWithoutFormat: true
– shaderStorageImageWriteWithoutFormat: true
– shaderUniformBufferArrayDynamicIndexing: true
– shaderSampledImageArrayDynamicIndexing: true
– shaderStorageBufferArrayDynamicIndexing: true
– shaderStorageImageArrayDynamicIndexing: true
– shaderClipDistance: true
– shaderCullDistance: true
– shaderFloat64: true
– shaderInt64: true
– shaderInt16: true
– shaderResourceResidency: true
– shaderResourceMinLod: true
– sparseBinding: true
– sparseResidencyBuffer: true
– sparseResidencyImage2D: true
– sparseResidencyImage3D: true
– sparseResidency2Samples: true
– sparseResidency4Samples: true
– sparseResidency8Samples: true
– sparseResidency16Samples: true
– sparseResidencyAliased: true
– variableMultisampleRate: true
– inheritedQueries: true
– system limits
– 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: 18446744073709551615
– maxBoundDescriptorSets: eight
– maxPerStageDescriptorSamplers: 4000
– maxPerStageDescriptorUniformBuffers: 12
– maxPerStageDescriptorSampledImages: 16384
– maxPerStageDescriptorStorageImages: 16384
– maxPerStageDescriptorInputAttachments: eight
– maxPerStageResources: 53268
– maxDescriptorSetSamplers: 4000
– maxDescriptorSetUniformBuffers: 72
– maxDescriptorSetUniformBuffersDynamic: 72
– maxDescriptorSetStorageBuffers: 4096
– maxDescriptorSetStorageBuffersDynamic: 16
– maxDescriptorSetSampledImages: 98304
– maxDescriptorSetStorageImages: 98304
– maxDescriptorSetInputAttachments: eight
– 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: eight
– maxFragmentDualSrcAttachments: 1
– maxFragmentCombinedOutputResources: 16
– maxComputeSharedMemorySize: 49152
– maxComputeWorkGroupCount: [2147483647; 65535; 65535]
– maxComputeWorkGroupInvocations: 1536
– maxComputeWorkGroupSize: [1536; 1024; 64]
– subPixelPrecisionBits: eight
– subTexelPrecisionBits: eight
– mipmapPrecisionBits: eight
– maxDrawIndexedIndexValue: 4294967295
– maxDrawIndirectCount: 4294967295
– maxSamplerLodBias: 15.000000
– maxSamplerAnisotropy: 16.000000
– maxViewports: 16
– maxViewportDimensions: [32768; 32768]
– viewportBoundsRange: [-65536.000000 ; 65536.000000]
– viewportSubPixelBits: eight
– minMemoryMapAlignment: 64
– minTexelBufferOffsetAlignment: 16
– minUniformBufferOffsetAlignment: 256
– minStorageBufferOffsetAlignment: 32
– minTexelOffset: 4294967288
– maxTexelOffset: 7
– minTexelGatherOffset: 4294967264
– maxTexelGatherOffset: 31
– minInterpolationOffset: -Zero.500000
– maxInterpolationOffset: Zero.437500
– subPixelInterpolationOffsetBits: four
– maxFramebufferWidth: 32768
– maxFramebufferHeight: 32768
– maxFramebufferLayers: 2048
– framebufferColorSampleCounts: 15
– framebufferDepthSampleCounts: 15
– framebufferStencilSampleCounts: 31
– framebufferNoAttachmentsSampleCounts: 31
– maxColorAttachments: eight
– sampledImageColorSampleCounts: 15
– sampledImageIntegerSampleCounts: 15
– sampledImageDepthSampleCounts: 15
– sampledImageStencilSampleCounts: 31
– storageImageSampleCounts: 15
– maxSampleMaskWords: 1
– timestampComputeAndGraphics: 1
– timestampPeriod: 1.000000
– maxClipDistances: eight
– maxCullDistances: eight
– maxCombinedClipAndCullDistances: eight
– discreteQueuePriorities: 2
– pointSizeRange: [1.000000 ; 189.875000]
– lineWidthRange: [0.500000 ; 10.000000]
– pointSizeGranularity: Zero.125000
– lineWidthGranularity: Zero.125000
– strictLines: 1
– standardSampleLocations: 1
– optimalBufferCopyOffsetAlignment: 1
– optimalBufferCopyRowPitchAlignment: 1
– nonCoherentAtomSize: 64

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