r/nvidia • • 5d ago

Discussion Game Ready Driver 621.01 FAQ/Discussion

412 Upvotes

Driver Article Here: Link Here

Direct Download Links

  • Game Ready Driver 621.01: Link Here
  • RTX Spark (arm64) Game Ready Driver 621.01: Link Here

New feature and fixes in driver 621.01:

Game Ready

This new Game Ready Driver provides the best gaming experience for the latest new games and updates supporting DLSS and RTX technologies including Phantom Blade Zero, Call of Duty: Modern Warfare 4, NBA 2K27, Cyberpunk 2077, and Crimson Desert Enhanced: Charting the Unknown.

NVIDIA RTX Spark Game Ready

This new RTX Spark Game Ready Driver provides the best gaming experience for the latest new games and updates supporting DLSS and RTX technologies including Phantom Blade Zero, NBA 2K27, Cyberpunk 2077, and Crimson Desert Enhanced: Charting the Unknown.

What’s New in Release 620

Adds the latest performance improvements, bug fixes, and driver enhancements.

From the Game Ready Driver article:

Following the installation of our new GeForce Game Ready Driver, all GeForce RTX gamers will also benefit from Advanced Shader Delivery in Call of DutyⓇ: Modern Warfare 4Ⓡ.

Microsoft’s new Advanced Shader Delivery solves this by offloading the heavy lifting to the cloud. Using DirectX 12, Windows 11, and the Microsoft Agility SDK, developers capture shaders into a State Object Database (SODB), allowing Microsoft’s cloud network to precompile shaders for hundreds of thousands of hardware and driver combinations

When you download or update a supported title, the exact Precompiled Shader Database (PSDB) tailored to your rig is bundled with your download via the Xbox PC app, meaning ASD-supported games purchased from the Microsoft store will offer a seamless experience.

By delivering ready-to-run shader files straight to your drive, Advanced Shader Delivery lets you skip the compilation screen entirely. Better yet, with a near-100% cache hit rate, it eliminates mid-game "just-in-time" shader compilation, wiping out CPU spikes and frame stutters in titles like Gears of War: E-Day, and Call of DutyⓇ: Modern Warfare 4Ⓡ.

Fixed Gaming Bugs

  • FIXED Wuthering Waves: May crash during gameplay when using NVIDIA Freestyle filters with DLSS Frame Generation enabled. [5747079]
  • FIXED Star Citizen: Resolves a crash that may be seen when using Vulkan API. [6680590]
  • FIXED Surviving Mars: Relaunched may crash during gameplay after updating to R595 drivers. [5965452]

Fixed General Bugs

  • FIXED QHD monitor running at 360 Hz may have occasional black flash during gameplay. [4846825]
  • FIXED When gaming on a 360Hz G-SYNC Pulsar monitor, FPS may drop to 320FPS. [6408986]
  • FIXED Meta Horizon Link stream may freeze when connected over USB. [6292679]
  • FIXED Intermittent dimming may be observed on certain ASUS notebooks after updating to R615 drivers. [6807011]

RTX Spark Fixed General Bugs

  • FIXED ASUS ProArt P16 / ASUS ProArt P14: Intermittent flickering may be observed [6913940]

Open Issues

Includes additional open issues from GeForce Forums

  • N/A

Driver Downloads and Tools

Information & Documentation

  • Driver Download Page: Nvidia Download Page
  • Latest Game Ready Driver: 621.01 WHQL - Game Ready Driver Release Notes
  • Latest RTX Spark Game Ready Driver: 621.01 WHQL - RTX Spark Game Ready Driver Release Notes
  • Latest Studio Driver: 617.42 WHQL - Studio Driver Release Notes
  • High Bandwidth Monitors and GPU Scaling Behavior - Link Here
    • High bandwidth monitors are those that support display modes requiring high pixel clock rates, which in turn demand more GPU resources. The threshold for what qualifies as "high bandwidth" varies by product. On Blackwell GPUs, any mode operating above 1620 MHz is considered high bandwidth. For instance, the 7680x4320@60Hz mode defined in the CTA-861-H specification runs at 2376 MHz, making it a high bandwidth mode for Blackwell.
    • These monitors typically support display scaling natively. However, in some single-monitor setups, users may still prefer GPU scaling. When multiple monitors are connected to a GPU and at least one of them is high bandwidth, that monitor will default to display scaling only. GPU scaling is disabled in this case due to bandwidth limitations. Notably, display scaling can be more efficient than GPU scaling in such scenarios, as it reduces the bandwidth load on display cables—especially at higher refresh rates.
    • When GPU scaling is not enabled for a monitor, only the modes supported by the monitor itself will appear in both the Windows and NVIDIA control panels. Additionally, the "Display scaling" option will be pre-selected in the "Adjust desktop size and position" section of the NVIDIA Control Panel.
  • Notes on NVIDIA Control Panel - From GeForce Forum
    • Please note: With the introduction of our most recent NVIDIA App update, all actively supported NVIDIA Control Panel features for GeForce users have been modernized and transitioned to the new client.
    • After 20 years of dedicated service, the classic NVIDIA Control Panel is officially retiring for Game Ready and Studio Drivers. For NVIDIA RTX PRO users, the NVIDIA Control Panel will continue to be supported until we have migrated professional features to the NVIDIA app.
    • Existing installs of the NVIDIA Control Panel will remain on users’ systems, unless they perform a clean installation, and users who still need the NVIDIA Control Panel can continue to download it from the Microsoft Store, but we won’t be adding features, fixes, or other changes.

Feedback & Discussion Forums

Having Issues with your driver and want to fully clean the driver? Use DDU (Display Driver Uninstaller)

Before you start - Make sure you Submit Feedback for your Nvidia Driver Issue - Link Here

There is only one real way for any of these problems to get solved, and that’s if the Driver Team at Nvidia knows what those problems are. So in order for them to know what’s going on it would be good for any users who are having problems with the drivers to Submit Feedback to Nvidia. A guide to the information that is needed to submit feedback can be found here.

Additionally, if you see someone having the same issue you are having in this thread, reply and mention you are having the same issue. The more people that are affected by a particular bug, the higher the priority that bug will receive from NVIDIA!!

Common Troubleshooting Steps

  • Be sure you are on the latest build of Windows
  • Please visit the following link for DDU guide which contains full detailed information on how to do Fresh Driver Install.
  • If your driver still crashes after DDU reinstall, try going to Go to Nvidia Control Panel -> Managed 3D Settings -> Power Management Mode: Prefer Maximum Performance

Common Questions

  • Is it safe to upgrade to <insert driver version here>? Fact of the matter is that the result will differ person by person due to different configurations. The only way to know is to try it yourself. My rule of thumb is to wait a few days. If there’s no confirmed widespread issue, I would try the new driver.
  • Bear in mind that people who have no issues tend to not post on Reddit or forums. Unless there is significant coverage about specific driver issue, chances are they are fine. Try it yourself and you can always DDU and reinstall old driver if needed.
  • My color is washed out after upgrading/installing driver. Help! Try going to the Nvidia Control Panel -> Change Resolution -> Scroll all the way down -> Output Dynamic Range = FULL.
  • My game is stuttering when processing physics calculation Try going to the Nvidia Control Panel and to the Surround and PhysX settings and ensure the PhysX processor is set to your GPU

Remember, driver codes are extremely complex and there are billions of different possible configurations between hardware and software. Driver will never be perfect and there will always be issues for some people. Two people with the same hardware configuration might not have the same experience with the same driver versions. Again, I encourage folks who installed the driver to post their experience here good or bad.


r/nvidia • • 13d ago

News [Official] DLSS 5 Comes To Hogwarts Legacy & RTX Spark, Powered By 2X Faster Model

604 Upvotes

Full Article: https://www.nvidia.com/en-us/geforce/news/dlss-5-faster-ai-model-hogwarts-legacy-rtx-spark-laptops/

2026: A Year Of Relentless DLSS Innovation

Over the past 8 years, we’ve continuously innovated on DLSS, bringing new features, faster performance, and enhanced image quality.

This year has been our busiest yet, introducing DLSS 3D-Guided Neural Rendering, Dynamic Multi Frame Generation and higher Frame Generation multipliers, and delivering 2nd generation transformer AI model improvements across the entire suite of DLSS technologies.

DLSS 3D-Guided Neural Rendering Model Performance Gets 2X Faster

Through a combination of systematic pipeline optimizations and neural model refinements, the performance of DLSS 5’s 3D-Guided Neural Rendering model is improving by 2X this week, enabling even more gamers to enjoy DLSS 5’s transformative uplift in lighting and materials at higher frames rates and settings.

The DLSS 5 October update shrinks the footprint by 24% to roughly 118 million parameters while reducing 4K VRAM usage by 20%. The result is half the GPU overhead of the September version while maintaining comparable visual fidelity.

The new, more performant DLSS 5 model will debut in NBA 2K27 on October 16th on GeForce RTX 50 Series GPUs, RTX Spark laptops, and GeForce NOW, boosting frame rates by up to 1.4X. And it will ship by default with future DLSS 5 games.

DLSS 5 Coming To Hogwarts Legacy On November 5th

NVIDIA DLSS 5 with 3D-Guided Neural Rendering is coming to Hogwarts Legacy on November 5th, for GeForce RTX 50 Series, GeForce NOW, and RTX Spark.

NVIDIA DLSS 5 with 3D-Guided Neural Rendering elevates image quality, realism and immersion to new heights.

Where other DLSS technologies focus on reconstructing existing scene data to deliver higher-resolution images, additional frames, or cleaner ray-traced lighting, DLSS Neural Rendering takes the next step by using AI to generate the lifelike lighting and material details that real-time performance constraints have forced developers to strip away, allowing them to realize their original artistic vision.

Neural Rendering uses the game engine’s rendered frame, complete with its artist-designed geometry, textures, and lighting buffers, as an unyielding foundation. DLSS Neural Rendering becomes the final rendering stage of the graphics pipeline, infusing scenes with lifelike lighting and materials while ensuring the engine frame defines what must remain, and the artist directs what may change.

On GeForce RTX PCs and laptops, Hogwarts Legacy already includes support for DLSS Multi Frame Generation and Ray Reconstruction, accelerating and enhancing its ray-traced graphics that immerse players in the world of the famous school.

In a new update launching November 5th, DLSS Neural Rendering will be added to Hogwarts Legacy, and its other DLSS technologies upgraded to their newest versions. Avalanche Software has taken advantage of DLSS 5’s SDK controls to tune the integration to maintain the artistic intent and style of the game.

DLSS 5 Coming To Where Winds Meet

Where Winds Meet is a Wuxia open-world action-adventure RPG developed by Everstone Studio, offering a stunning open world, engaging action-adventure gameplay, deep RPG progression, and long-term free live-service updates for players. It has more than 100 million players worldwide and has reached a peak of over 250,000 concurrent players on Steam, currently holding a Steam rating of Very Positive (with over 116,000 reviews and still climbing).

Where Winds Meet includes support for DLSS Multi Frame Generation and Super Resolution, and in the near future support for DLSS 3D-Guided Neural Rendering will be introduced, further enhancing its world and characters. There was a ton of community demand for official support, and the developers were equally impressed with the visual upgrade to the game. 

New, Faster Performance Mode For Frame Generation Enters Beta

Today, via a new NVIDIA app beta update, we’re introducing a new faster Performance Mode for Frame Generation, for GeForce RTX 40 Series and GeForce RTX 50 Series GPUs, and RTX Spark laptops.

DLSS Multi Frame Generation and Frame Generation utilize two AI models, one that leverages game data such as motion vectors and depth to understand object motion between the two rendered frames, and a second model to calculate optical flow for elements like UI or ray-traced effects.

Labeled “Preset C,” in the NVIDIA app’s Frame Generation override, this new Performance Mode replaces the second AI model with a faster and lighter algorithm to boost frame rates for DLSS Frame Generation, Multi Frame Generation, and Dynamic Multi Frame Generation, with minor trade-offs in image quality. On a GeForce RTX 5060, this Performance Mode for Frame Generation is up to 35% faster.

To apply Preset C to your games:

  • Download and install our newest NVIDIA app update via our website, or from inside the app itself
  • Open the app, and in Settings --> About, tick “Opt in to access Beta or experimental features”
  • Wait a moment for the beta update to download, then click the on-screen message to install
  • Once installed, open the “Graphics” section of the new NVIDIA app beta and select a supported Frame Generation, Multi Frame Generation or Dynamic Frame Generation game (alternatively, select “Global Settings” at the top of the window and apply to every supported game in your library)
  • Scroll to “Driver Settings”
  • Click “DLSS Override - Model Presets”
  • Click “Custom”
  • Open the “Frame Generation” drop-down and choose “Preset C”
  • Click “Apply”

DLSS 5 Update For RTX Remix Launching October 23rd

Classic PC games are remembered for their incredible stories, characters and gameplay, but dated visuals can make them tough for modern players to enjoy. NVIDIA RTX Remix changes that. Built for RTX PCs, our modding platform uses cutting-edge path tracing, accelerated by DLSS, to reimagine timeless titles, letting longtime fans and a new generation experience era-defining games in stunning detail.

On October 23rd, we’re adding DLSS 5 with the new, faster 3D-Guided Neural Rendering model, and the faster Performance Mode for Frame Generation to RTX Remix, giving modders even more options and tools for remastering classic games.


r/nvidia • • 15h ago

Rumor NVIDIA reportedly not accepting RTX 5090 orders from board partners, even backorders are unavailable

Thumbnail
videocardz.com
575 Upvotes

r/nvidia • • 12h ago

Discussion GPU unlocks (FP32 accumulation): Why can it be unlocked on Turing (RTX 20), Ampere (RTX 30) and Ada (RTX 40) but no consumer Blackwell (RTX 50) and some misconceptions.

216 Upvotes

Hello guys, hoping you're doing fine. Wall of text next I know, but I want to get this info out of my chest, all hand written lol.

I wanted to make this post explaining some things about GPU unlocks that have been going on lately.

First of all, does affect gaming performance?

None known at the moment, except if somehow NVIDIA uses FP32 accumulation for DLSS or FG, which I doubt. I'm almost sure they use FP16 accumulation (or lower precisions) there, because if they used FP32 accumulation the perf hit would be insane on consumer cards.

What are these GPU unlocks doing?

NVIDIA on purpose neuters tensor core performance when using FP32 accumulation (FP16, BF16, FP8 and TF32 inputs accumulating in FP32, which is what most AI/LLM/ML tasks use), for market segmentation. Normal FP32 on the CUDA cores (no tensor cores) is NOT affected.

Consumer and prosumer GPUs use the exact same die (like GB202 between the 5090 and 6000 PRO, AD102 between the 4090 and 6000 Ada, or even literally 1:1 with the 3090 Ti vs A6000, both with the same core amounts and 84 SMs).

How it works: the speed of each kind of tensor operation is set by fuses burned at the factory. On consumer cards, the fuse for "FP16/BF16 with FP32 accumulation" says HALF_SPEED, on the pro cards it says FULL_SPEED. These fuses don't cut any circuit, the GPU just reads them at boot and runs at that speed. The GPU also has an override register that can set them back to FULL_SPEED, but it's locked so only NVIDIA's most privileged firmware can write to it, not your PC.

The unlocks open that lock and write FULL_SPEED on the override. With that, the consumer cards gain all the neutered performance imposed by NVIDIA. It doesn't give you more SMs, VRAM or anything like that, a 4090 is still a 4090, it just runs those instructions at the same rate a pro card does.

Why can Turing, Ampere and Ada be unlocked? And what is unlocked on these cards?

On these generations, the NVIDIA driver itself loads a small NVIDIA-signed firmware called the "Booter" onto a security microcontroller inside the GPU (SEC2, a "Falcon"), to start the GSP. The Booter runs in the highest privilege mode of the GPU (Heavy Secure, HS), which is exactly the one allowed to open the lock.

In June 2026, Jon Pry published a paper ("A Canary in the Crypto Mine") showing that the Booter of the newer drivers has a buffer overflow: it copies its "signature" data using a length that you control, so you can overflow its stack (including the stack canary that is supposed to stop exactly this) and take control of the Booter while it is running in HS mode. The signature check still passes, because it is NVIDIA's own signed code running, the bug is inside it.

With that, the unlock reuses instructions from NVIDIA's own Booter to open the lock, writes FULL_SPEED on the override, resets the card and lets the normal NVIDIA driver load. The unlock survives resets and driver reloads, but it's lost when you power off, which is why it runs on every boot before the NVIDIA driver loads.

This was first done on mining cards (CMP 170HX: FP32 from 1/32 to full speed, and 10GB to 80GB of VRAM), and then ported to GeForce:

What gets unlocked:

  • FP16 with FP32 accumulation (Turing, Ampere, Ada)
  • BF16 with FP32 accumulation (Ampere, Ada; Turing has no BF16)
  • TF32 (Ampere, Ada)
  • FP8 with FP32 accumulation (Ada; Turing and Ampere have no FP8)

Some numbers from those repos: 4090 FP16/BF16 with FP32 acc goes from 165 to 331 TFLOPS (raw instruction rate), 3090 Ti BF16 GEMM from 87 to 157 TFLOPS, 2080 Ti FP16 with FP32 acc from 47 to 94 TFLOPS. Real-world GEMMs gain less than 2x because the cards then hit their power limit (more on that below).

Why can't consumer Blackwell be unlocked?

The funny part is that on Blackwell the limitation is EXACTLY the same thing: same fuses, same override registers. I checked on my own cards: the 5090/5080/5070 Ti have the FP32 accumulation fuses set, and the 6000 PRO/4000 PRO don't. So it's not a hardware difference there either.

What changed is the door. Starting with Hopper, and consumer Blackwell too, the root of trust of the GPU is the FSP (Foundation Security Processor), a RISC-V core that boots from its own ROM as soon as the GPU powers on, before the driver even loads. On Blackwell:

  • There's no Booter to abuse. The driver just sends the FSP a message with a hash + RSA-3K signature of the next firmware, and the FSP verifies and boots it. The Linux kernel docs literally say: "There is no SEC2 involvement, no Booter ucode, and no FWSEC-FRTS stage". I also checked it myself: in NVIDIA's 615 driver source the Booter only exists for Turing, Ampere and Ada (TU102, TU116, GA100, GA102, AD102), and the RTX 50 VBIOSes don't carry the Falcon firmware (FWSEC) that older cards did.
  • The firmware the driver ships for Blackwell is encrypted, and the debug and production images are the exact same encrypted bytes. The Ada payload was built from analysis of the decrypted debug Booter, on Blackwell there's no such shortcut.
  • NVIDIA has said it uses SPARK (a formally verifiable programming language) to prove its most critical RISC-V firmware free of runtime errors, and a buffer overflow like the one used on the older cards is exactly that kind of error.

So, with what is known today, it can't be done. It isn't "impossible forever", but someone would need a brand new vulnerability in a way harder target. And if someone ever gets there, the unlock itself would very likely be the same couple of register writes.

FP4 is not affected, but all the rest is (FP16/BF16/FP8/TF32 with FP32 accumulation).

In which tasks is the unlock has most of the effect?

I will put some examples on my 6000 PRO vs 5090s, former using 400W and latter 600W, at how much is the impact in performance because the NVIDIA neutering.

  • Training: Like LoRAs, finetuning, etc.
    • Example: Using the same batch size for 25GB VRAM to train a diffusion LoRA, my 6000 PRO is 70-90% faster than my 5090.
  • Diffusion: Models that do txt2img, txt2vid, img2img, img2vid, txt2aud, etc.
    • Example: My 6000 PRO not using fp16 accumulation is about 30-40% faster than my 5090. If using fp16 accumulation, it is 15% faster.
  • Prefill on LLMs: Heavily affected as well, since even when a model is marked as "int8" or "mixed precision" etc, the inference parts that the GPU uses include FP32 accumulation parts, except if explicitly set to not use them.
    • Example: My 6000 PRO on vLLM on a model that fits on a 5090 as well, it's 50-70% faster. On llamacpp, instead is about 30-40% faster.
  • TG with big batching: TG with a single batch is mostly bandwidth bound, and it uses FP32 acc instructions, but since it is so little in comparison with the need of bandwidth, it isn't a limitation. On the other hand, when you use batches with batch size 2, 4, 8, etc, compute again starts to being a bottleneck and then you have a performance impact.
    • Example: Same results as previous point.

In which tasks the unlocks makes no difference:

  • TG with batch size 1: almost entirely bandwidth bound.
  • CUDA compute without tensor cores (normal FP32).
  • INT4/INT8 tensor operations.
  • FP4 on Blackwell (not neutered to begin with).
  • GEMM operations with FP16 accumulation instead, but those aren't very used.
  • Gaming.

Is there a risk by unlocking the cards, like burning the card, crashes, etc? Short answer: NO.

And again, NO. For the love of god guys, stop repeating this nonsense.

The cards are still limited by their max power limit. They won't magically use 200% of your power budget with an unlock, they will just use the cores more efficiently.

Let me explain: if you have a 3090 power limited at 300W, and without the unlock you were seeing only 250W in use, but after the unlock it uses 300W, it's not because the unlock did malicious things to your card. It's because the card can NOW stretch its legs and use the power to do more work. Real example from the Ada repo: an unlocked 4090 doing the same GEMMs peaked at 346W vs 313W stock, still under its 450W limit.

If you were getting X performance at Y < max TDP, and now you get more than X performance at max TDP, obviously the card will be hotter, but that's still inside the POWER LIMIT YOU SET, not above it.

Power spikes: those are normal on every card, and if you're using it to the full extent of its capabilities they can be more common. Are they risky? No, assuming you have a PSU with the wattage NVIDIA recommends per GPU.

So what ARE the actual risks then? They're about the unlock process, not your card:

  • It runs an exploit on NVIDIA's firmware before the driver loads. If something fails mid-way, the tools stop and you need a full power off before trying again (a reboot isn't enough). Read the repo instructions, especially on laptops and multi-GPU setups.
  • NVIDIA could patch it in future drivers, or even burn anti-rollback fuses so the old Booter stops being accepted. That wouldn't damage your card, it would just close the door for good.

"But, NVIDIA bins the dies to make these work 24/7 on the prosumer side but not on consumer, that's why they're locked!!!11"

Also incorrect. NVIDIA uses the EXACT SAME dies for their consumer GPUs and their prosumer GPUs, and the FP32 accumulation speed has nothing to do with binning: the 3090 Ti and the A6000 have the exact same specs. The half speed is just a value written in a fuse that the firmware reads.

Unlocking a card will not make it die sooner, nor will it crack the die or something.

Sorry I have to repeat this again and again, but the amount of pure fury I get from reading comments like these made me do this.

The model I run says it is Q8, or FP6, or 4bit, or INT4, or anything that doesn't mention FP32, am I affected?

It depends on how the GPU actually does the math, not on the name of the quant:

  • If the kernel dequantizes the weights to FP16/BF16 and multiplies on the tensor cores with FP32 accumulation, you're affected. That's the case for FP16/BF16 models and most vLLM paths, including AWQ/GPTQ with Marlin kernels (the weights are INT4, but the math is FP16 with FP32 accumulation).
  • FP8 (W8A8) also accumulates in FP32, so it's affected too (Ada and Blackwell).
  • If the kernel uses integer tensor math (INT8 x INT8), it isn't affected. A lot of llama.cpp's quantized matmuls work like this, which is one reason llama.cpp sees a smaller gap than vLLM.
  • Attention (like FlashAttention) almost always uses FP16/BF16 with FP32 accumulation, so long contexts get hit even on quantized models.
  • FP4 (NVFP4/MXFP4) on Blackwell: not affected.

Example: on a modded 48GB 4090, a quantized MoE model on an inference server got no gain at all after the unlock (0.98x on 8K prefill), while the FP16/BF16 matmuls doubled.

That's what I have for now, if you guys have any more questions, let me know!


r/nvidia • • 16h ago

Build/Photos My first Nvidia GPU in 25 years – it's a completely new world.

Post image
163 Upvotes

DLSS is something unique, anyway there’s so much to discover and games I want to replay now.

About my PC:

CASE: Fractal Design Meshify 2
FANS: be quiet! silent wings 3, 4x140mm, 3x120mm
PSU: be quiet! straight power 11, Platinum 1000W
M2.SSD: Kingston A2000, 1024GB
M2.SSD: Samsung 980 PRO, 500GB
MB: Asus Rog Strix B550-E Gaming
RAM: Kingston Fury, 4x8GB, 3600mhz
COOLING: Arctic Liquid Freezer III Pro, 360mm AIO
GPU: ASUS Astral RTX 5080 OC
CPU: AMD Ryzen 7 5800X3D


r/nvidia • • 10h ago

Discussion Extreme 5070Ti undervolting - 0.67v @ 1890mhz

Post image
8 Upvotes

r/nvidia • • 24m ago

Question DLSS 4.5 question (Cyberpunk 2077)

Thumbnail
• Upvotes

Thanks in advance!


r/nvidia • • 1d ago

Discussion Phantom Blade Zero Official System Requirements

Thumbnail
gallery
177 Upvotes

r/nvidia • • 1d ago

Discussion Do I use preset m or recommendation for highest graphics on cyberpunk 2077?

26 Upvotes

I want the maximum quality I can get idk which option do I use?


r/nvidia • • 15h ago

Question A400 4GB good enough for non-gaming/CAD use?

4 Upvotes

I'm mainly a software developer and never play any games, do video-editing etc. But I need a GPU to run 3x 2K monitors at 240Hz, maybe leave room for 4K monitors at 240Hz for future as well.

Would this card be able to easily handle that?


r/nvidia • • 1d ago

News NVIDIA's open-source path tracer gets 20% faster with RTXPT 1.9

Thumbnail
videocardz.com
469 Upvotes

r/nvidia • • 1d ago

Build/Photos Rebuilt my 5090 heater

Thumbnail
gallery
461 Upvotes

My replacement RTX 5090 FE just came back from RMA after the 12VHPWR connector melted, so I had to rebuild my PC again. NVIDIA's RMA was surprisingly very helpful and even allowed me to get a full replacement even if I didn't have the original proof of payment!

Case: FormD T1 V2.1 Silver with CNC Aluminum Side Panels
CPU: AMD Ryzen 7 9850X3D
GPU: NVIDIA RTX 5090 Founders Edition
Motherboard: Asus ROG Strix B850-I
RAM: T-Create 64GB DDR5 6000Mhz CL34
Storage: WD SN8100 4TB PCIE Gen 5 NVME + WD SN7100 2TB PCIE Gen 4 NVME
PSU: Corsair SF1000 SFX
CPU Cooler: EK Basic 240mm AIO with 1 x Phanteks T30 and 1 x Silverstone Air Slimmer 120
Others:
- Custom PSU Cables from Cablester on Etsy
- FormD T1 V2.1 Flipped 5090/5080 Founders Edition Travel Kit / Gen 5 Riser Cable
- FormD T1 Fittings Pack
- FormD T1 USB-C front port
- CNC Aluminum Power Button
- CNC Aluminum FormD T1 Gen 5 Riser Lock Bar
- CNC Aluminum AirTag Holder
- Apple AirTag 2
- Aluminum RAM Heatsinks
- 120mm Fan Grill for the Phanteks T30


r/nvidia • • 1d ago

Build/Photos A nice deep cleaning and she lives again and running about 5 degrees cooler. 9950x3d and 5090FE

Thumbnail
gallery
110 Upvotes

r/nvidia • • 7h ago

Discussion Best noise and temps among these 5080 cards?

Thumbnail
0 Upvotes

r/nvidia • • 2d ago

News NVIDIA simplifies DLSS 5 modding for classic PC games with RTX Remix 1.6

Thumbnail
videocardz.com
491 Upvotes

r/nvidia • • 1d ago

Opinion RTX 5070 at 1440p — DLSS 4 Preset K vs. DLSS 4.5 Presets L/M

18 Upvotes

I have an RTX 5070 and a 1440p monitor, and I’m trying to determine which DLSS settings provide the best overall image quality and performance.
I’m considering these options:

DLSS 4 — Preset K at Quality
DLSS 4.5 — Preset L at Quality, Balanced, Performance, or Ultra Performance
DLSS 4.5 — Preset M at Quality, Balanced, Performance, or Ultra Performance

Since DLSS 4.5 Presets L and M are designed to work with the newer transformer model, I’m wondering whether using them at lower rendering resolutions, such as Performance or Ultra Performance, can produce image quality comparable to or better than DLSS 4 Preset K at Quality.

I’m particularly interested in:
Overall image quality and sharpness at 1440p
Fine details, foliage, and distant objects
Ghosting, shimmering, and temporal stability in motion

Performance differences on an RTX 5070
Whether DLSS 4.5 at Performance or Ultra Performance can compete visually with DLSS 4 at Quality

My priority is the best possible image quality at 1440p while maintaining good performance.

For anyone who has tested these presets, which combination would you recommend? Is DLSS 4 Preset K at Quality still the best overall choice, or can DLSS 4.5 Preset L or M at Performance or Ultra Performance deliver a better balance of image quality and FPS?


r/nvidia • • 21h ago

Discussion DLSS Presets, Scaling & Frame Gen at 1440p?

0 Upvotes

How do you optimize ultra-demanding AAA titles on RTX 4070 Ti at 1440p? (Custom DLSS scales, 12GB VRAM limits, Reflex & Frame-Pacing setup)

While running DLDSR 2.25x is a breeze for older titles and DLAA handles lighter workloads effortlessly, heavy AAA games especially Path Tracing or UE5 titles, force a much tighter balancing act on my RTX 4070 Ti at 1440p. I wanted to open a thread on how you dial in settings for maximum visual fidelity and low input latency when a game pushes the GPU to its absolute limit.

  1. DLSS Custom Scaling & SDK Presets

When native 1440p or DLAA isn't viable:

Are you sticking to standard DLSS Quality (67%) or forcing custom internal resolution scales via DLSSTweaks (e.g., 75%–80% / ~1108p–1152p internal)?

Are you overriding default game DLLs to force Preset K or testing DLSS 4.5 Transformer Presets (L/M) for thin-geometry stability and less smearing on fast camera rotations?

2.Sync, Reflex, and Frame Rate Capping Pipeline

My baseline stack for zero tearing and minimum latency:

G-Sync: ON (Global)

V-Sync: ON (NVIDIA Control Panel) / OFF (In-Game)

NVIDIA Reflex: ON / ON + BOOST (letting Reflex auto-cap frame rate below display refresh rate)

Questions:

In games without Reflex, do you prefer in-game limiters, NVCP Max Frame Rate caps, reflex inside afterburner? or RTSS (RivaTuner) for frame-time line smoothing despite the tiny latency penalty?

How are you handling post-processing sharpening, bypassing built-in DLSS sharpeners for ReShade passes like Depth-Aware RCAS (DA-RCAS), or running zero sharpening?

Curious to hear your exact profiles, configs, and VRAM management strategies for heavy hitters like Cyberpunk 2077 (Path Tracing), Alan Wake 2, or Black Myth: Wukong.

For example in ac black flag resynced I use: custom dlss 80% preset dlss, frame gen on, RCAS 0.22 sharpening with renodx HDR and reflex inside afterburner. What do you think?


r/nvidia • • 15h ago

Benchmarks 5070TI Speedway score increase with 621.01

Post image
0 Upvotes

With my overclock/undervolt combo of 3120mhz core and +3000mem at .975mv, I used to average 8150-8200 in speedway. With the new driver, I am seeing an average of 8700. Anyone else notice a measurable increase with the latest driver? Note that I only use MSI Afterburner and haven't bothered with my Xbar. I've been running the same profile for 8 months now with zero crashing, artifacting, or instability in games or benchmarks. Steel nomad seems to be unchanged averaging around 7550-7600.


r/nvidia • • 1d ago

Discussion Nvidia's RTX Spark has an NPU it barely mentions, and I spent a week figuring out what it actually is

Thumbnail
xda-developers.com
35 Upvotes

r/nvidia • • 18h ago

Question Whis is worth of money a RTX Spark laptop or A laptop with 5050 graphic card ??

0 Upvotes

I need to run Blender, and to play some games.


r/nvidia • • 1d ago

Benchmarks RTX 5080 3DMark Benchmarks Results

18 Upvotes

Here are the graphics scores only from the different 3DMark benchmarks I've run so far while using the 5080, comparing various NVIDIA driver versions. The aim is simply to see the difference in scores using the gpu stock values.

It's just ddu old driverr > install new driver > run all 3dmark

No task/background process is killed before the benches.


r/nvidia • • 2d ago

Question 5080FE undervolt and OC

8 Upvotes

Has anyone tried an undervolt and OC on this card on the latest drivers?

What are your settings and benchmark results?
Also interested in how stable it is in-game

FE only


r/nvidia • • 2d ago

Build/Photos ROG Astral RTX 5090 finally settled into the setup ❤️✨

Post image
79 Upvotes

Current rig: 5800X3D / ROG Astral RTX 5090 / 32GB DDR4 / ASUS TUF X570-PLUS Wi-Fi / 4K 240Hz ROG OLED. Still loving this card 😮‍💨😍


r/nvidia • • 3d ago

News Portal with RTX and Half-Life 2 RTX demo now support DLSS 5 Neural Rendering

Thumbnail
videocardz.com
240 Upvotes

r/nvidia • • 1d ago

Discussion RTX PRO 4000 Blackwell SFF: +67% generation on Qwen3.8 27B, different scaling on Qwen3.6 35B A3B

Post image
0 Upvotes

I ran an experiment on one RTX PRO 4000 Blackwell SFF: 24 GB GDDR7, factory 70 W, no auxiliary power connector.

Using u/panchovix’s loader and patched NVIDIA open kernel modules, I loaded a modified VBIOS into memory, raised the power limit to 120 W, and tested memory and core offsets. No EEPROM flash or soldering.

Across 158 benchmark requests, I tested Qwen3.8 27B with DFlash2 and Qwen3.6 35B A3B. What surprised me was how differently they answered “does more power help?”

With zero clock offsets, 27B kept gaining up to 120 W, while 35B A3B was almost flat between 106 and 120 W. After combined power and clock tuning, the best observed 27B generation result was 35.04 → 58.53 tok/s (+67%): 120 W, VRAM +20%, core +180 MHz. That 67% is not the gain from memory OC alone.

The memory sweep was more interesting. At 120 W with the core offset held at zero, pushing VRAM from +20% to +33.3% slightly reduced 27B generation: 57.70 → 56.91 tok/s. It is a small difference with few repetitions, so it needs more testing. The actual SM clock also fell. That is consistent with memory and compute sharing a power budget, but I did not isolate the cause.

On 35B A3B, memory +33.3% instead gave +19.8% generation versus no memory OC at 120 W. Prefill barely changed in that sweep.

My takeaway: the fastest profile is not necessarily the one with the biggest numbers in the panel, but the one that shortens your actual workload. Prefill versus decode matters, especially with longer prompts.

120 W without auxiliary power is not a free lunch. It exceeds the standard 75 W PCIe slot budget, and a GPU temperature sensor cannot tell me the temperature of the slot contacts. This is an experiment, not a long-term safety claim.

For context: these headline comparisons use 8,000 input tokens, ECC OFF. There were only 1–3 requests per configuration; 158 is the whole study. The 70 W baseline used the same modified VBIOS, not factory firmware. The models also used different quantization/speculative-decoding settings, so this is not a controlled dense-versus-MoE comparison.

Full write-up and CSVs on my blog.

Disclosure: I ran the measurements and wrote the source text in Polish. AI helped translate and edit the English, including clarifying the benchmark limitations. The linked blog is mine.