




: The screen flashes once after switching to the discrete GPU-only mode in the NVIDIA Control Panel.: The primary monitor lost after resume from sleep or shutdown.: The system does not boot with two Samsung Odyssey G70A 28″ monitors are connected to the GPU.Vertical Sync options for Optimus notebook GPUs are now the same as for desktop GPUs.Added Shader Cache Size control to set the maximum amount of disk space to use for.NVIDIA Control Panel > Manage 3D Settings Additionally, this release provides optimal support for The Riftbreaker and Sword and Fairy 7. In addition, this new Game Ready Driver offers support for the latest new titles and updates, including the launch of the Crysis Remastered Trilogy and Baldur’s Gate 3 which utilize NVIDIA DLSS, as well as DLSS updates to Rise of the Tomb Raider, Shadow of the Tomb Raider, and Chivalry 2. This new Game Ready Driver provides support for Back 4 Blood, which utilizes NVIDIA DLSS to boost performance by up to 46% at 4K. NVIDIA GeForce 496.13 WHQL Driver Release Notes Game Ready Driver Below you can also find its complete changelog. You can download this new driver from here. Not only that, but this driver provides optimal support for The Riftbreaker and Sword and Fairy 7. Furthermore, this new Game Ready Driver offers support for the latest new titles and updates, including the launch of the Crysis Remastered Trilogy and Baldur’s Gate 3 which utilize NVIDIA DLSS, as well as DLSS updates to Rise of the Tomb Raider, Shadow of the Tomb Raider, and Chivalry 2. In addition, this new driver offers optimal performance in a number of games, including Back 4 Blood. In theory, this could reduce stutters when a game compiles its shaders. By using this setting, players can set the maximum amount of disk space to use for According to the release notes, the NVIDIA GeForce 496.13 WHQL driver adds a Shader Cache Size setting. So when I get stuttering the fix for me always seems to be deleting the shader.cache file and I get really steady frames after that.NVIDIA has released a brand new driver for its graphics cards. A GPU would make a terrible compiler for any language, just due to how GPU hardware works, and so the CPU often compiles shaders on-the-fly as a shader program is built and linked (a shader program is basically a collection of shaders that are treated as a single object, making it way easier to manage many shader programs), using calls to functions provided by the used API (DirectX, OpenGL, Vulkan, Metal, etc). Shaders are actually not compiled by the GPU, rather by the graphics driver for your GPU. They are saved in a cache so your GPU doesn't have to constantly compile them before they are executed. They aren't precompiled by ZOS because they have to match your hardware and settings. Shaders are small programs that are compiled by your GPU.
