
NVIDIA has released a new graphics driver for all GeForce graphics cards that brings the following new features:
Game Ready
Provides increased performance and the optimal gaming experience for Apex Legends, Battlefield V, Forza Horizon 4, Strange Brigade, and World War Z.Gaming Technology
– Adds Beta support for GPU Integer Scaling.
– Adds Beta support for Ultra-Low Latency Mode.
– Adds support for new Freestyle Sharpen Filter.
– Adds support for new G-SYNC compatible monitors.Fixed Issues
– [SLI][Shadow of the Tomb Raider]: The game crashes with “DXGI DEVICE HUNG Error” while being launched. [200541075]
– [AutoCAD 2017][Maya]: White screen or blue-screen crash may occur. [2511117]
– Mouse cursor may not render correctly after exiting a game. [2645203]
– [NVIDIA Control Panel – Russian]: There is a typographical error in the Manage 3D Settings->DSR settings text. [2659281]
GeForce 436.02 Downloads
- win10 64-bit (desktop+notebook) @ Geeks3D
- win7/8 64-bit (desktop) @ Geeks3D
- win10 64-bit @ NVIDIA
- win7/8 64-bit @ NVIDIA

Here are some details about the new features:
GPU Integer Scaling: Sharper Upscaling for Retro and Pixel Art Games
Retro and Pixel Art games like FTL, Hotline Miami, and Terarria are loved by many in our GeForce community. When played on higher-resolution displays, though, many pixel art games have to scale to fit the display, resulting in a blurry image. To address this, our community requested an image scaling mode called Integer Scaling, which preserves detail on pixel-art games when the resolution is increased.
Well, we’ve heard the call, and thanks to a hardware-accelerated programmable scaling filter available in Turing, GPU Integer Scaling is finally possible!
So if you have a GeForce RTX or GeForce GTX 16-Series GPU, and have installed our new Game Ready Driver, you can enable an Integer Scaling beta in the NVIDIA Control Panel, in the “Adjust Desktop Size and Position” Display menu.

Ultra-Low Latency Mode
The NVIDIA Control Panel has — for over 10 years — enabled GeForce gamers to adjust the “Maximum Pre-Rendered Frames”, the number of frames buffered in the render queue. By reducing the number of frames in the render queue, new frames are sent to your GPU sooner, reducing latency and improving responsiveness.
With the release of our Gamescom Game Ready Driver, we’re introducing a new Ultra-Low Latency Mode that enables ‘just in time’ frame scheduling, submitting frames to be rendered just before the GPU needs them. This further reduces latency by up to 33%:

Freestyle Sharpen Filter
GeForce Experience can optimize games, update drivers, record gameplay, stream, capture in-game photos, and much more. One feature, NVIDIA Freestyle, allows gamers to apply and stack custom filters to personalize their gaming experience.
As part of our new Game Ready Driver, we are releasing a new Sharpen Freestyle filter with improved image quality and performance compared to our existing “Detail” Freestyle filter. The image quality of the new filter is improved, and the performance impact is roughly half that of the prior filter.
More information about this new driver can be found HERE.
OpenGL support
GeForce 436.02 exposes OpenGL 4.6 and 428 extensions for a GeForce RTX 2080 on Windows 10 (v1809).
- GL_VENDOR: NVIDIA Corporation - GL_RENDERER: GeForce RTX 2080/PCIe/SSE2 - GL_VERSION: 4.6.0 NVIDIA 436.02 - GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA - OpenGL Extensions: 428 extensions (GL=396 and WGL=32)
Compared to previous GeForce 436.61, this new driver adds the following 9 extensions:
– GL_EXT_multiview_texture_multisample
– GL_EXT_multiview_timer_query
– GL_KHR_shader_subgroup
– GL_NV_shader_subgroup_partitioned
– GL_NVX_linked_gpu_multicast
– GL_NV_gpu_multicast
– GL_NVX_gpu_multicast2
– GL_NVX_progress_fence
– WGL_NV_multigpu_context
Here is the complete list of all OpenGL extensions exposed for a GeForce RTX 2080 on Windows 10 64-bit v1809:
- 001/ GL_AMD_multi_draw_indirect - 002/ GL_AMD_seamless_cubemap_per_texture - 003/ GL_AMD_vertex_shader_viewport_index - 004/ GL_AMD_vertex_shader_layer - 005/ GL_ARB_arrays_of_arrays (OpenGL 4.3) - 006/ GL_ARB_base_instance (OpenGL 4.2) - 007/ GL_ARB_bindless_texture (OpenGL 4.4) - 008/ GL_ARB_blend_func_extended (OpenGL 3.3) - 009/ GL_ARB_buffer_storage (OpenGL 4.4) - 010/ GL_ARB_clear_buffer_object (OpenGL 4.3) - 011/ GL_ARB_clear_texture (OpenGL 4.4) - 012/ GL_ARB_clip_control (OpenGL 4.5) - 013/ GL_ARB_color_buffer_float (OpenGL 3.0) - 014/ GL_ARB_compatibility - 015/ GL_ARB_compressed_texture_pixel_storage (OpenGL 4.2) - 016/ GL_ARB_conservative_depth (OpenGL 4.2) - 017/ GL_ARB_compute_shader (OpenGL 4.3) - 018/ GL_ARB_compute_variable_group_size (OpenGL 4.3) - 019/ GL_ARB_conditional_render_inverted (OpenGL 4.5) - 020/ GL_ARB_copy_buffer (OpenGL 3.1) - 021/ GL_ARB_copy_image (OpenGL 4.3) - 022/ GL_ARB_cull_distance (OpenGL 4.5) - 023/ GL_ARB_debug_output2 (OpenGL 4.3) - 024/ GL_ARB_depth_buffer_float (OpenGL 3.0) - 025/ GL_ARB_depth_clamp (OpenGL 3.2) - 026/ GL_ARB_depth_texture - 027/ GL_ARB_derivative_control (OpenGL 4.5) - 028/ GL_ARB_direct_state_access (OpenGL 4.5) - 029/ GL_ARB_draw_buffers_blend (OpenGL 4.0) - 030/ GL_ARB_draw_buffers_blend (OpenGL 4.0) - 031/ GL_ARB_draw_indirect (OpenGL 4.0) - 032/ GL_ARB_draw_elements_base_vertex (OpenGL 3.2) - 033/ GL_ARB_draw_instanced (OpenGL 3.1) - 034/ GL_ARB_enhanced_layouts (OpenGL 4.4) - 035/ GL_ARB_ES2_compatibility - 036/ GL_ARB_ES3_compatibility (OpenGL 4.3) - 037/ GL_ARB_ES3_1_compatibility (OpenGL 4.5) - 038/ GL_ARB_ES3_2_compatibility - 039/ GL_ARB_explicit_attrib_location (OpenGL 3.3) - 040/ GL_ARB_explicit_uniform_location (OpenGL 4.3) - 041/ GL_ARB_fragment_coord_conventions (OpenGL 3.2) - 042/ GL_ARB_fragment_layer_viewport (OpenGL 4.3) - 043/ GL_ARB_fragment_program - 044/ GL_ARB_fragment_program_shadow - 045/ GL_ARB_fragment_shader - 046/ GL_ARB_fragment_shader_interlock - 047/ GL_ARB_framebuffer_no_attachments (OpenGL 4.3) - 048/ GL_ARB_framebuffer_object (OpenGL 3.0) - 049/ GL_ARB_framebuffer_sRGB (OpenGL 3.0) - 050/ GL_ARB_geometry_shader4 (OpenGL 3.2) - 051/ GL_ARB_get_program_binary (OpenGL 4.1) - 052/ GL_ARB_get_texture_sub_image (OpenGL 4.5) - 053/ GL_ARB_gl_spirv (OpenGL 4.6) - 054/ GL_ARB_gpu_shader5 (OpenGL 4.0) - 055/ GL_ARB_gpu_shader_fp64 (OpenGL 4.0) - 056/ GL_ARB_gpu_shader_int64 - 057/ GL_ARB_half_float_pixel (OpenGL 3.0) - 058/ GL_ARB_half_float_vertex - 059/ GL_ARB_imaging - 060/ GL_ARB_indirect_parameters (OpenGL 4.3) - 061/ GL_ARB_instanced_arrays (OpenGL 3.3) - 062/ GL_ARB_internalformat_query (OpenGL 4.2) - 063/ GL_ARB_internalformat_query2 (OpenGL 4.3) - 064/ GL_ARB_invalidate_subdata (OpenGL 4.3) - 065/ GL_ARB_map_buffer_alignment (OpenGL 4.2) - 066/ GL_ARB_map_buffer_range - 067/ GL_ARB_multi_bind (OpenGL 4.4) - 068/ GL_ARB_multi_draw_indirect (OpenGL 4.3) - 069/ GL_ARB_multisample - 070/ GL_ARB_multitexture - 071/ GL_ARB_occlusion_query2 (OpenGL 3.3) - 072/ GL_ARB_occlusion_query2 (OpenGL 3.3) - 073/ GL_ARB_parallel_shader_compile - 074/ GL_ARB_pipeline_statistics_query (OpenGL 4.6) - 075/ GL_ARB_pixel_buffer_object - 076/ GL_ARB_point_parameters - 077/ GL_ARB_point_sprite - 078/ GL_ARB_polygon_offset_clamp (OpenGL 4.6) - 079/ GL_ARB_post_depth_coverage - 080/ GL_ARB_program_interface_query (OpenGL 4.3) - 081/ GL_ARB_provoking_vertex (OpenGL 3.2) - 082/ GL_ARB_query_buffer_object (OpenGL 4.4) - 083/ GL_ARB_robust_buffer_access_behavior (OpenGL 4.3) - 084/ GL_ARB_robustness - 085/ GL_ARB_sample_locations - 086/ GL_ARB_sample_shading (OpenGL 4.0) - 087/ GL_ARB_sampler_objects (OpenGL 3.3) - 088/ GL_ARB_seamless_cube_map (OpenGL 3.2) - 089/ GL_ARB_seamless_cubemap_per_texture (OpenGL 4.3) - 090/ GL_ARB_separate_shader_objects (OpenGL 4.1) - 091/ GL_ARB_shader_atomic_counter_ops (OpenGL 4.6) - 092/ GL_ARB_shader_atomic_counters (OpenGL 4.2) - 093/ GL_ARB_shader_ballot - 094/ GL_ARB_shader_bit_encoding (OpenGL 3.3) - 095/ GL_ARB_shader_clock - 096/ GL_ARB_shader_draw_parameters (OpenGL 4.3) - 097/ GL_ARB_shader_group_vote (OpenGL 4.3) - 098/ GL_ARB_shader_image_load_store (OpenGL 4.2) - 099/ GL_ARB_shader_image_size (OpenGL 4.3) - 100/ GL_ARB_shader_objects - 101/ GL_ARB_shader_precision (OpenGL 4.1) - 102/ GL_ARB_shader_storage_buffer_object (OpenGL 4.3) - 103/ GL_ARB_shader_subroutine (OpenGL 4.0) - 104/ GL_ARB_shader_texture_image_samples (OpenGL 4.5) - 105/ GL_ARB_shader_texture_lod - 106/ GL_ARB_shading_language_100 - 107/ GL_ARB_shader_viewport_layer_array - 108/ GL_ARB_shading_language_420pack (OpenGL 4.2) - 109/ GL_ARB_shading_language_include - 110/ GL_ARB_shading_language_packing - 111/ GL_ARB_shadow - 112/ GL_ARB_sparse_buffer - 113/ GL_ARB_sparse_texture (OpenGL 4.3) - 114/ GL_ARB_sparse_texture2 - 115/ GL_ARB_sparse_texture_clamp - 116/ GL_ARB_spirv_extensions (OpenGL 4.6) - 117/ GL_ARB_stencil_texturing (OpenGL 4.3) - 118/ GL_ARB_sync (OpenGL 3.2) - 119/ GL_ARB_tessellation_shader (OpenGL 4.0) - 120/ GL_ARB_texture_barrier (OpenGL 4.5) - 121/ GL_ARB_texture_border_clamp - 122/ GL_ARB_texture_buffer_object (OpenGL 3.1) - 123/ GL_ARB_texture_buffer_object_rgb32 (OpenGL 4.0) - 124/ GL_ARB_texture_buffer_range (OpenGL 4.3) - 125/ GL_ARB_texture_compression_rgtc (OpenGL 3.0) - 126/ GL_ARB_texture_compression_bptc (OpenGL 4.2) - 127/ GL_ARB_texture_compression_rgtc (OpenGL 3.0) - 128/ GL_ARB_texture_cube_map_array (OpenGL 4.0) - 129/ GL_ARB_texture_cube_map_array (OpenGL 4.0) - 130/ GL_ARB_texture_env_add - 131/ GL_ARB_texture_env_combine - 132/ GL_ARB_texture_env_crossbar - 133/ GL_ARB_texture_env_dot3 - 134/ GL_ARB_texture_filter_anisotropic (OpenGL 4.6) - 135/ GL_ARB_texture_filter_minmax - 136/ GL_ARB_texture_float (OpenGL 3.0) - 137/ GL_ARB_texture_gather (OpenGL 4.0) - 138/ GL_ARB_texture_mirror_clamp_to_edge (OpenGL 4.4) - 139/ GL_ARB_texture_mirrored_repeat - 140/ GL_ARB_texture_multisample (OpenGL 3.2) - 141/ GL_ARB_texture_non_power_of_two - 142/ GL_ARB_texture_query_levels (OpenGL 4.3) - 143/ GL_ARB_texture_query_lod (OpenGL 4.0) - 144/ GL_ARB_texture_rectangle (OpenGL 3.1) - 145/ GL_ARB_texture_rg (OpenGL 3.0) - 146/ GL_ARB_texture_rgb10_a2ui (OpenGL 3.3) - 147/ GL_ARB_texture_stencil8 (OpenGL 4.4) - 148/ GL_ARB_texture_storage (OpenGL 4.2) - 149/ GL_ARB_texture_storage_multisample (OpenGL 4.3) - 150/ GL_ARB_texture_swizzle (OpenGL 3.3) - 151/ GL_ARB_texture_view (OpenGL 4.3) - 152/ GL_ARB_timer_query (OpenGL 3.3) - 153/ GL_ARB_transform_feedback2 (OpenGL 4.0) - 154/ GL_ARB_transform_feedback3 (OpenGL 4.0) - 155/ GL_ARB_transform_feedback_instanced (OpenGL 4.2) - 156/ GL_ARB_transform_feedback_overflow_query (OpenGL 4.6) - 157/ GL_ARB_transpose_matrix - 158/ GL_ARB_uniform_buffer_object (OpenGL 3.1) - 159/ GL_ARB_vertex_array_bgra (OpenGL 3.2) - 160/ GL_ARB_vertex_array_object - 161/ GL_ARB_vertex_attrib_64bit (OpenGL 4.1) - 162/ GL_ARB_vertex_attrib_binding (OpenGL 4.3) - 163/ GL_ARB_vertex_buffer_object - 164/ GL_ARB_vertex_program - 165/ GL_ARB_vertex_shader - 166/ GL_ARB_vertex_type_10f_11f_11f_rev (OpenGL 4.4) - 167/ GL_ARB_vertex_type_2_10_10_10_rev (OpenGL 3.3) - 168/ GL_ARB_viewport_array (OpenGL 4.1) - 169/ GL_ARB_window_pos - 170/ GL_ATI_draw_buffers - 171/ GL_ATI_texture_float - 172/ GL_ATI_texture_mirror_once - 173/ GL_S3_s3tc - 174/ GL_EXT_texture_env_add - 175/ GL_EXT_abgr - 176/ GL_EXT_bgra - 177/ GL_EXT_bindable_uniform - 178/ GL_EXT_blend_color - 179/ GL_EXT_blend_equation_separate - 180/ GL_EXT_blend_func_separate - 181/ GL_EXT_blend_minmax - 182/ GL_EXT_blend_subtract - 183/ GL_EXT_compiled_vertex_array - 184/ GL_EXT_Cg_shader - 185/ GL_EXT_depth_bounds_test - 186/ GL_EXT_direct_state_access - 187/ GL_EXT_draw_buffers2 - 188/ GL_EXT_draw_instanced - 189/ GL_EXT_draw_range_elements - 190/ GL_EXT_fog_coord - 191/ GL_EXT_framebuffer_blit - 192/ GL_EXT_framebuffer_multisample - 193/ GL_EXTX_framebuffer_mixed_formats - 194/ GL_EXT_framebuffer_multisample_blit_scaled - 195/ GL_EXT_framebuffer_object - 196/ GL_EXT_framebuffer_sRGB - 197/ GL_EXT_geometry_shader4 - 198/ GL_EXT_gpu_program_parameters - 199/ GL_EXT_gpu_shader4 - 200/ GL_EXT_multi_draw_arrays - 201/ GL_EXT_multiview_texture_multisample - 202/ GL_EXT_multiview_timer_query - 203/ GL_EXT_packed_depth_stencil - 204/ GL_EXT_packed_float - 205/ GL_EXT_packed_pixels - 206/ GL_EXT_pixel_buffer_object - 207/ GL_EXT_point_parameters - 208/ GL_EXT_polygon_offset_clamp - 209/ GL_EXT_post_depth_coverage - 210/ GL_EXT_provoking_vertex - 211/ GL_EXT_raster_multisample - 212/ GL_EXT_rescale_normal - 213/ GL_EXT_secondary_color - 214/ GL_EXT_separate_shader_objects - 215/ GL_EXT_separate_specular_color - 216/ GL_EXT_shader_image_load_formatted - 217/ GL_EXT_shader_image_load_store - 218/ GL_EXT_shader_integer_mix - 219/ GL_EXT_shadow_funcs - 220/ GL_EXT_sparse_texture2 - 221/ GL_EXT_stencil_two_side - 222/ GL_EXT_stencil_wrap - 223/ GL_EXT_texture3D - 224/ GL_EXT_texture_array - 225/ GL_EXT_texture_buffer_object - 226/ GL_EXT_texture_compression_dxt1 - 227/ GL_EXT_texture_compression_latc - 228/ GL_EXT_texture_compression_rgtc - 229/ GL_EXT_texture_compression_s3tc - 230/ GL_EXT_texture_cube_map - 231/ GL_EXT_texture_edge_clamp - 232/ GL_EXT_texture_env_combine - 233/ GL_EXT_texture_env_dot3 - 234/ GL_EXT_texture_filter_anisotropic - 235/ GL_EXT_texture_filter_minmax - 236/ GL_EXT_texture_integer - 237/ GL_EXT_texture_lod - 238/ GL_EXT_texture_lod_bias - 239/ GL_EXT_texture_mirror_clamp - 240/ GL_EXT_texture_object - 241/ GL_EXT_texture_shared_exponent - 242/ GL_EXT_texture_sRGB - 243/ GL_EXT_texture_sRGB_R8 - 244/ GL_EXT_texture_sRGB_decode - 245/ GL_EXT_texture_storage - 246/ GL_EXT_texture_swizzle - 247/ GL_EXT_timer_query - 248/ GL_EXT_transform_feedback2 - 249/ GL_EXT_vertex_array - 250/ GL_EXT_vertex_array_bgra - 251/ GL_EXT_vertex_attrib_64bit - 252/ GL_EXT_window_rectangles - 253/ GL_EXT_import_sync_object - 254/ GL_IBM_rasterpos_clip - 255/ GL_IBM_texture_mirrored_repeat - 256/ GL_KHR_context_flush_control (OpenGL 4.5) - 257/ GL_KHR_debug - 258/ GL_EXT_memory_object - 259/ GL_EXT_memory_object_win32 - 260/ GL_EXT_win32_keyed_mutex - 261/ GL_KHR_parallel_shader_compile - 262/ GL_KHR_no_error (OpenGL 4.6) - 263/ GL_KHR_robust_buffer_access_behavior - 264/ GL_KHR_robustness (OpenGL 4.5) - 265/ GL_EXT_semaphore - 266/ GL_EXT_semaphore_win32 - 267/ GL_KHR_shader_subgroup - 268/ GL_KTX_buffer_region - 269/ GL_NV_alpha_to_coverage_dither_control - 270/ GL_NV_bindless_multi_draw_indirect - 271/ GL_NV_bindless_multi_draw_indirect_count - 272/ GL_NV_bindless_texture - 273/ GL_NV_blend_equation_advanced - 274/ GL_NV_blend_equation_advanced_coherent - 275/ GL_NVX_blend_equation_advanced_multi_draw_buffers - 276/ GL_NV_blend_minmax_factor - 277/ GL_NV_blend_square - 278/ GL_NV_clip_space_w_scaling - 279/ GL_NV_command_list - 280/ GL_NV_compute_program5 - 281/ GL_NV_compute_shader_derivatives - 282/ GL_NV_conditional_render - 283/ GL_NV_conservative_raster - 284/ GL_NV_conservative_raster_dilate - 285/ GL_NV_conservative_raster_pre_snap - 286/ GL_NV_conservative_raster_pre_snap_triangles - 287/ GL_NV_conservative_raster_underestimation - 288/ GL_NV_copy_depth_to_color - 289/ GL_NV_copy_image - 290/ GL_NV_depth_buffer_float - 291/ GL_NV_depth_clamp - 292/ GL_NV_draw_texture - 293/ GL_NV_draw_vulkan_image - 294/ GL_NV_ES1_1_compatibility - 295/ GL_NV_ES3_1_compatibility - 296/ GL_NV_explicit_multisample - 297/ GL_NV_feature_query - 298/ GL_NV_fence - 299/ GL_NV_fill_rectangle - 300/ GL_NV_float_buffer - 301/ GL_NV_fog_distance - 302/ GL_NV_fragment_coverage_to_color - 303/ GL_NV_fragment_program - 304/ GL_NV_fragment_program_option - 305/ GL_NV_fragment_program2 - 306/ GL_NV_fragment_shader_barycentric - 307/ GL_NV_fragment_shader_interlock - 308/ GL_NV_framebuffer_mixed_samples - 309/ GL_NV_framebuffer_multisample_coverage - 310/ GL_NV_geometry_shader4 - 311/ GL_NV_geometry_shader_passthrough - 312/ GL_NV_gpu_program4 - 313/ GL_NV_internalformat_sample_query - 314/ GL_NV_gpu_program4_1 - 315/ GL_NV_gpu_program5 - 316/ GL_NV_gpu_program5_mem_extended - 317/ GL_NV_gpu_program_fp64 - 318/ GL_NV_gpu_shader5 - 319/ GL_NV_half_float - 320/ GL_NV_light_max_exponent - 321/ GL_NV_memory_attachment - 322/ GL_NV_mesh_shader - 323/ GL_NV_multisample_coverage - 324/ GL_NV_multisample_filter_hint - 325/ GL_NV_occlusion_query - 326/ GL_NV_packed_depth_stencil - 327/ GL_NV_parameter_buffer_object - 328/ GL_NV_parameter_buffer_object2 - 329/ GL_NV_path_rendering - 330/ GL_NV_path_rendering_shared_edge - 331/ GL_NV_pixel_data_range - 332/ GL_NV_point_sprite - 333/ GL_NV_primitive_restart (OpenGL 3.1) - 334/ GL_NV_query_resource - 335/ GL_NV_query_resource_tag - 336/ GL_NV_register_combiners - 337/ GL_NV_register_combiners2 - 338/ GL_NV_representative_fragment_test - 339/ GL_NV_sample_locations - 340/ GL_NV_sample_mask_override_coverage - 341/ GL_NV_scissor_exclusive - 342/ GL_NV_shader_atomic_counters - 343/ GL_NV_shader_atomic_float - 344/ GL_NV_shader_atomic_float64 - 345/ GL_NV_shader_atomic_fp16_vector - 346/ GL_NV_shader_atomic_int64 - 347/ GL_NV_shader_buffer_load - 348/ GL_NV_shader_storage_buffer_object - 349/ GL_NV_shader_subgroup_partitioned - 350/ GL_NV_shader_texture_footprint - 351/ GL_NV_shading_rate_image - 352/ GL_NV_stereo_view_rendering - 353/ GL_NV_texgen_reflection - 354/ GL_NV_texture_barrier - 355/ GL_NV_texture_compression_vtc - 356/ GL_NV_texture_env_combine4 - 357/ GL_NV_texture_multisample - 358/ GL_NV_texture_rectangle - 359/ GL_NV_texture_rectangle_compressed - 360/ GL_NV_texture_shader - 361/ GL_NV_texture_shader2 - 362/ GL_NV_texture_shader3 - 363/ GL_NV_transform_feedback - 364/ GL_NV_transform_feedback2 - 365/ GL_NV_uniform_buffer_unified_memory - 366/ GL_NV_vertex_array_range - 367/ GL_NV_vertex_array_range2 - 368/ GL_NV_vertex_attrib_integer_64bit - 369/ GL_NV_vertex_buffer_unified_memory - 370/ GL_NV_vertex_program - 371/ GL_NV_vertex_program1_1 - 372/ GL_NV_vertex_program2 - 373/ GL_NV_vertex_program2_option - 374/ GL_NV_vertex_program3 - 375/ GL_NV_viewport_array2 - 376/ GL_NV_viewport_swizzle - 377/ GL_NVX_conditional_render - 378/ GL_NVX_linked_gpu_multicast - 379/ GL_NV_gpu_multicast - 380/ GL_NVX_gpu_multicast2 - 381/ GL_NVX_progress_fence - 382/ GL_NVX_gpu_memory_info - 383/ GL_NVX_multigpu_info - 384/ GL_NVX_nvenc_interop - 385/ GL_NV_shader_thread_group - 386/ GL_NV_shader_thread_shuffle - 387/ GL_KHR_blend_equation_advanced - 388/ GL_KHR_blend_equation_advanced_coherent - 389/ GL_OVR_multiview - 390/ GL_OVR_multiview2 - 391/ GL_SGIS_generate_mipmap - 392/ GL_SGIS_texture_lod - 393/ GL_SGIX_depth_texture - 394/ GL_SGIX_shadow - 395/ GL_SUN_slice_accum - 396/ GL_WIN_swap_hint - 397/ WGL_EXT_swap_control - 398/ WGL_ARB_buffer_region - 399/ WGL_ARB_create_context - 400/ WGL_ARB_create_context_no_error - 401/ WGL_ARB_create_context_profile - 402/ WGL_ARB_create_context_robustness - 403/ WGL_ARB_context_flush_control - 404/ WGL_ARB_extensions_string - 405/ WGL_ARB_make_current_read - 406/ WGL_ARB_multisample - 407/ WGL_ARB_pbuffer - 408/ WGL_ARB_pixel_format - 409/ WGL_ARB_pixel_format_float - 410/ WGL_ARB_render_texture - 411/ WGL_ATI_pixel_format_float - 412/ WGL_EXT_colorspace - 413/ WGL_EXT_create_context_es_profile - 414/ WGL_EXT_create_context_es2_profile - 415/ WGL_EXT_extensions_string - 416/ WGL_EXT_framebuffer_sRGB - 417/ WGL_EXT_pixel_format_packed_float - 418/ WGL_EXT_swap_control_tear - 419/ WGL_NVX_DX_interop - 420/ WGL_NV_DX_interop - 421/ WGL_NV_DX_interop2 - 422/ WGL_NV_copy_image - 423/ WGL_NV_delay_before_swap - 424/ WGL_NV_float_buffer - 425/ WGL_NV_multisample_coverage - 426/ WGL_NV_multigpu_context - 427/ WGL_NV_render_depth_texture - 428/ WGL_NV_render_texture_rectangle
Vulkan support
GeForce 436.02 exposes Vulkan 1.1.109 and 98 device extensions for a GeForce RTX 2080 on Windows 10 (v1809).
Vulkan report (from upcoming GPU Shark 2)
- Device 1 - name: GeForce RTX 2080 - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU - device ID: 10DE-1E87 - API version: 1.1.109 - NVIDIA driver version: 436.2.0.0 - VK_KHR_driver_properties information: - driverName: NVIDIA - driverID_str: VK_DRIVER_ID_NVIDIA_PROPRIETARY_KHR - driverID: 4 - conformanceVersion: 1.1.0.5 - driverInfo: 436.02 - # of extensions => 98 - 001/ VK_KHR_8bit_storage - 002/ VK_KHR_16bit_storage - 003/ VK_KHR_bind_memory2 - 004/ VK_KHR_create_renderpass2 - 005/ VK_KHR_dedicated_allocation - 006/ VK_KHR_depth_stencil_resolve - 007/ VK_KHR_descriptor_update_template - 008/ VK_KHR_device_group - 009/ VK_KHR_draw_indirect_count - 010/ VK_KHR_driver_properties - 011/ VK_KHR_external_fence - 012/ VK_KHR_external_fence_win32 - 013/ VK_KHR_external_memory - 014/ VK_KHR_external_memory_win32 - 015/ VK_KHR_external_semaphore - 016/ VK_KHR_external_semaphore_win32 - 017/ VK_KHR_get_memory_requirements2 - 018/ VK_KHR_image_format_list - 019/ VK_KHR_imageless_framebuffer - 020/ VK_KHR_maintenance1 - 021/ VK_KHR_maintenance2 - 022/ VK_KHR_maintenance3 - 023/ VK_KHR_multiview - 024/ VK_KHR_push_descriptor - 025/ VK_KHR_relaxed_block_layout - 026/ VK_KHR_sampler_mirror_clamp_to_edge - 027/ VK_KHR_sampler_ycbcr_conversion - 028/ VK_KHR_shader_atomic_int64 - 029/ VK_KHR_shader_draw_parameters - 030/ VK_KHR_shader_float16_int8 - 031/ VK_KHR_shader_float_controls - 032/ VK_KHR_storage_buffer_storage_class - 033/ VK_KHR_swapchain - 034/ VK_KHR_swapchain_mutable_format - 035/ VK_KHR_uniform_buffer_standard_layout - 036/ VK_KHR_variable_pointers - 037/ VK_KHR_vulkan_memory_model - 038/ VK_KHR_win32_keyed_mutex - 039/ VK_EXT_blend_operation_advanced - 040/ VK_EXT_buffer_device_address - 041/ VK_EXT_calibrated_timestamps - 042/ VK_EXT_conditional_rendering - 043/ VK_EXT_conservative_rasterization - 044/ VK_EXT_depth_clip_enable - 045/ VK_EXT_depth_range_unrestricted - 046/ VK_EXT_descriptor_indexing - 047/ VK_EXT_discard_rectangles - 048/ VK_EXT_external_memory_host - 049/ VK_EXT_fragment_shader_interlock - 050/ VK_EXT_full_screen_exclusive - 051/ VK_EXT_hdr_metadata - 052/ VK_EXT_host_query_reset - 053/ VK_EXT_inline_uniform_block - 054/ VK_EXT_memory_budget - 055/ VK_EXT_memory_priority - 056/ VK_EXT_pci_bus_info - 057/ VK_EXT_pipeline_creation_feedback - 058/ VK_EXT_post_depth_coverage - 059/ VK_EXT_sample_locations - 060/ VK_EXT_sampler_filter_minmax - 061/ VK_EXT_scalar_block_layout - 062/ VK_EXT_separate_stencil_usage - 063/ VK_EXT_shader_subgroup_ballot - 064/ VK_EXT_shader_subgroup_vote - 065/ VK_EXT_shader_viewport_index_layer - 066/ VK_EXT_transform_feedback - 067/ VK_EXT_vertex_attribute_divisor - 068/ VK_EXT_ycbcr_image_arrays - 069/ VK_NV_clip_space_w_scaling - 070/ VK_NV_compute_shader_derivatives - 071/ VK_NV_cooperative_matrix - 072/ VK_NV_corner_sampled_image - 073/ VK_NV_dedicated_allocation - 074/ VK_NV_dedicated_allocation_image_aliasing - 075/ VK_NV_device_diagnostic_checkpoints - 076/ VK_NV_external_memory - 077/ VK_NV_external_memory_win32 - 078/ VK_NV_fill_rectangle - 079/ VK_NV_fragment_coverage_to_color - 080/ VK_NV_fragment_shader_barycentric - 081/ VK_NV_framebuffer_mixed_samples - 082/ VK_NV_coverage_reduction_mode - 083/ VK_NV_geometry_shader_passthrough - 084/ VK_NV_mesh_shader - 085/ VK_NV_sample_mask_override_coverage - 086/ VK_NV_representative_fragment_test - 087/ VK_NV_scissor_exclusive - 088/ VK_NV_shader_image_footprint - 089/ VK_NV_shader_subgroup_partitioned - 090/ VK_NV_shading_rate_image - 091/ VK_NV_viewport_array2 - 092/ VK_NV_viewport_swizzle - 093/ VK_NV_win32_keyed_mutex - 094/ VK_NVX_binary_import - 095/ VK_NVX_device_generated_commands - 096/ VK_NVX_image_view_handle - 097/ VK_NVX_multiview_per_view_attributes - 098/ VK_NV_ray_tracing - # of layers => 1 - 001/ VK_LAYER_NV_optimus - # of memory heaps => 2 - heap 1 => 8010 MB - heap 2 => 8121 MB - # of features => 55 - 001/ robustBufferAccess => 1 - 002/ fullDrawIndexUint32 => 1 - 003/ imageCubeArray => 1 - 004/ independentBlend => 1 - 005/ geometryShader => 1 - 006/ tessellationShader => 1 - 007/ sampleRateShading => 1 - 008/ dualSrcBlend => 1 - 009/ logicOp => 1 - 010/ multiDrawIndirect => 1 - 011/ drawIndirectFirstInstance => 1 - 012/ depthClamp => 1 - 013/ depthBiasClamp => 1 - 014/ fillModeNonSolid => 1 - 015/ depthBounds => 1 - 016/ wideLines => 1 - 017/ largePoints => 1 - 018/ alphaToOne => 1 - 019/ multiViewport => 1 - 020/ samplerAnisotropy => 1 - 021/ textureCompressionETC2 => 0 - 022/ textureCompressionASTC_LDR => 0 - 023/ textureCompressionBC => 1 - 024/ occlusionQueryPrecise => 1 - 025/ pipelineStatisticsQuery => 1 - 026/ vertexPipelineStoresAndAtomics => 1 - 027/ fragmentStoresAndAtomics => 1 - 028/ shaderTessellationAndGeometryPointSize => 1 - 029/ shaderImageGatherExtended => 1 - 030/ shaderStorageImageExtendedFormats => 1 - 031/ shaderStorageImageMultisample => 1 - 032/ shaderStorageImageReadWithoutFormat => 1 - 033/ shaderStorageImageWriteWithoutFormat => 1 - 034/ shaderUniformBufferArrayDynamicIndexing => 1 - 035/ shaderSampledImageArrayDynamicIndexing => 1 - 036/ shaderStorageBufferArrayDynamicIndexing => 1 - 037/ shaderStorageImageArrayDynamicIndexing => 1 - 038/ shaderClipDistance => 1 - 039/ shaderCullDistance => 1 - 040/ shaderFloat64 => 1 - 041/ shaderInt64 => 1 - 042/ shaderInt16 => 1 - 043/ shaderResourceResidency => 1 - 044/ shaderResourceMinLod => 1 - 045/ sparseBinding => 1 - 046/ sparseResidencyBuffer => 1 - 047/ sparseResidencyImage2D => 1 - 048/ sparseResidencyImage3D => 1 - 049/ sparseResidency2Samples => 1 - 050/ sparseResidency4Samples => 1 - 051/ sparseResidency8Samples => 1 - 052/ sparseResidency16Samples => 1 - 053/ sparseResidencyAliased => 1 - 054/ variableMultisampleRate => 1 - 055/ inheritedQueries => 1 - # of hardware limits => 106 - 001/ maxImageDimension1D => 32768 - 002/ maxImageDimension2D => 32768 - 003/ maxImageDimension3D => 16384 - 004/ maxImageDimensionCube => 32768 - 005/ maxImageArrayLayers => 2048 - 006/ maxTexelBufferElements => 134217728 - 007/ maxUniformBufferRange => 65536 - 008/ maxStorageBufferRange => 4294967295 - 009/ maxPushConstantsSize => 256 - 010/ maxMemoryAllocationCount => 4096 - 011/ maxSamplerAllocationCount => 4000 - 012/ bufferImageGranularity => 1024 - 013/ sparseAddressSpaceSize => -1 - 014/ maxBoundDescriptorSets => 32 - 015/ maxPerStageDescriptorSamplers => 1048576 - 016/ maxSamplerAllocationCount => 1048576 - 017/ maxPerStageDescriptorStorageBuffers => 1048576 - 018/ maxPerStageDescriptorSampledImages => 1048576 - 019/ maxPerStageDescriptorStorageImages => 1048576 - 020/ maxPerStageDescriptorInputAttachments => 1048576 - 021/ maxPerStageResources => 4294967295 - 022/ maxDescriptorSetSamplers => 1048576 - 023/ maxDescriptorSetUniformBuffers => 1048576 - 024/ maxDescriptorSetUniformBuffersDynamic => 15 - 025/ maxDescriptorSetStorageBuffers => 1048576 - 026/ maxDescriptorSetStorageBuffersDynamic => 16 - 027/ maxDescriptorSetSampledImages => 1048576 - 028/ maxDescriptorSetStorageImages => 1048576 - 029/ maxDescriptorSetInputAttachments => 1048576 - 030/ maxVertexInputAttributes => 32 - 031/ maxVertexInputBindings => 32 - 032/ maxVertexInputAttributeOffset => 2047 - 033/ maxVertexInputBindingStride => 2048 - 034/ maxVertexOutputComponents => 128 - 035/ maxTessellationGenerationLevel => 64 - 036/ maxTessellationPatchSize => 32 - 037/ maxTessellationControlPerVertexInputComponents => 128 - 038/ maxTessellationControlPerVertexOutputComponents => 128 - 039/ maxTessellationControlPerPatchOutputComponents => 120 - 040/ maxTessellationControlTotalOutputComponents => 4216 - 041/ maxTessellationEvaluationInputComponents => 128 - 042/ maxTessellationEvaluationOutputComponents => 128 - 043/ maxGeometryShaderInvocations => 32 - 044/ maxGeometryInputComponents => 128 - 045/ maxGeometryOutputComponents => 128 - 046/ maxGeometryOutputVertices => 1024 - 047/ maxGeometryTotalOutputComponents => 1024 - 048/ maxFragmentInputComponents => 128 - 049/ maxFragmentOutputAttachments => 8 - 050/ maxFragmentDualSrcAttachments => 1 - 051/ maxFragmentCombinedOutputResources => 16 - 052/ maxComputeSharedMemorySize => 49152 - 053/ maxComputeSharedMemorySize => 2147483647 x 65535 x 65535 - 054/ maxComputeWorkGroupInvocations => 1024 - 055/ maxComputeWorkGroupSize => 1024 x 1024 x 64 - 056/ subPixelPrecisionBits => 8 - 057/ subTexelPrecisionBits => 8 - 058/ mipmapPrecisionBits => 8 - 059/ maxDrawIndexedIndexValue => 4294967295 - 060/ maxDrawIndirectCount => 4294967295 - 061/ maxSamplerLodBias => 15.000000 - 062/ maxSamplerAnisotropy => 16.000000 - 063/ maxViewports => 16 - 064/ maxViewportDimensions => 32768 x 32768 - 065/ viewportBoundsRange => -65536.000000 x 65536.000000 - 066/ viewportSubPixelBits => 8 - 067/ minMemoryMapAlignment => 64 - 068/ minTexelBufferOffsetAlignment => 16 - 069/ minUniformBufferOffsetAlignment => 64 - 070/ minStorageBufferOffsetAlignment => 32 - 071/ minTexelOffset => -8 - 072/ maxTexelOffset => 7 - 073/ minTexelGatherOffset => -32 - 074/ maxTexelGatherOffset => 31 - 075/ minInterpolationOffset => -0.500000 - 076/ maxInterpolationOffset => 0.437500 - 077/ subPixelInterpolationOffsetBits => 4 - 078/ maxFramebufferWidth => 32768 - 079/ maxFramebufferHeight => 32768 - 080/ maxFramebufferLayers => 2048 - 081/ framebufferColorSampleCounts => 15 - 082/ framebufferDepthSampleCounts => 15 - 083/ framebufferStencilSampleCounts => 31 - 084/ framebufferNoAttachmentsSampleCounts => 31 - 085/ maxColorAttachments => 8 - 086/ sampledImageColorSampleCounts => 15 - 087/ sampledImageIntegerSampleCounts => 15 - 088/ sampledImageDepthSampleCounts => 15 - 089/ sampledImageStencilSampleCounts => 31 - 090/ storageImageSampleCounts => 15 - 091/ maxSampleMaskWords => 1 - 092/ timestampComputeAndGraphics => 1 - 093/ timestampPeriod => 1.000000 - 094/ maxClipDistances => 8 - 095/ maxCullDistances => 8 - 096/ maxCombinedClipAndCullDistances => 8 - 097/ discreteQueuePriorities => 2 - 098/ pointSizeRange => 1.000000 x 2047.937500 - 099/ lineWidthRange => 1.000000 x 64.000000 - 100/ pointSizeGranularity => 0.062500 - 101/ lineWidthGranularity => 1.000000 - 102/ strictLines => 1 - 103/ standardSampleLocations => 1 - 104/ optimalBufferCopyOffsetAlignment => 1 - 105/ optimalBufferCopyRowPitchAlignment => 1 - 106/ nonCoherentAtomSize => 64
The integer scaling is really great for playing those retro games without interpolation scaling artefacts.
With integer scaling, the visuals are just as the original developers intended.
https://www.nvidia.com/en-us/geforce/news/control-game-ready-driver/
Nvidia GeForce 436.15 WHQL driver.
https://forums.guru3d.com/threads/insider-nvidia-driver-440-23-wddm-2-7.428337/
Next Nvidia driver branch, R440(?) has WDDM 2.7 support
https://www.nvidia.com/en-us/geforce/news/call-of-duty-modern-warfare-pc-beta-gears-5-borderlands-3-game-ready-driver/
Nvidia GeForce 436.30 WHQL driver.
https://www.nvidia.com/download/driverResults.aspx/152007/en-us
Nvidia GeForce 436.48 WHQL driver.
https://www.nvidia.com/en-us/geforce/news/call-of-duty-modern-warfare-game-ready-driver/
Nvidia GeForce 440.77 WHQL driver, new driver branch R440.