Download: AMD Software: Adrenalin Edition 22.10.2 drivers

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i think this driver for gotham knight and new games .. 🙄 but no any Highlights in this page note !
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Installing now! Will report back soon. EDIT: Lost my overclock settings after an in-place upgrade done through adrenaline software. Other than so far so good. Make sure to export your OC settings so you can load them back after upgrading to this driver.
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Installed, OC settings still in place. Testing games now
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RX 6700 XT @Windows 10 21H2 Version: 4.6.0 Core Profile Context 22.10.2.221017 Shading language version: 4.60 GL Extensions: 279 [SPOILER] GL_AMD_blend_minmax_factor GL_AMD_bus_addressable_memory GL_AMD_depth_clamp_separate GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int16 GL_AMD_gpu_shader_int64 GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_shader_trinary_minmax GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index 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_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_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_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_shader_fp64 GL_ARB_gpu_shader5 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata 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_query_buffer_object GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects 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_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture 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_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_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_multisample GL_ARB_texture_multisample_no_array GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels 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_feedback GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_meminfo GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_env_combine3 GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_cull_distance GL_EXT_color_buffer_half_float GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_image GL_EXT_debug_label GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers_indexed GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_point_size GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_gpu_shader5 GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_nonuniform_qualifier GL_EXT_packed_depth_stencil GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_render_snorm GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shader_io_blocks GL_EXT_shadow_funcs GL_EXT_sRGB_write_control GL_EXT_stencil_wrap GL_EXT_tessellation_point_size GL_EXT_tessellation_shader GL_EXT_texture_array GL_EXT_texture_border_clamp GL_EXT_texture_buffer GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_EXT_texture_storage GL_EXT_texture3D GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_NV_blend_square GL_NV_copy_image GL_NV_primitive_restart GL_NV_shader_atomic_int64 GL_OES_EGL_image GL_OVR_multiview GL_OVR_multiview_multisampled_render_to_texture GL_OVR_multiview2 GL_S3_s3tc WGL_AMD_gpu_association WGL_ARB_buffer_region WGL_ARB_context_flush_control WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_framebuffer_sRGB 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_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_I3D_genlock WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_swap_group [/SPOILER] The following has been added to the standalone brench too: GL_AMD_gpu_shader_int64 GL_ARB_shadow_ambient GL_EXT_shadow_funcs GL_NV_shader_atomic_int64 GL_S3_s3tc
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Nice to see a resolution target at some known issues. Let's see if they will reach those targets
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This drivers are whql. (not beta whql)
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Not a good start... Lock up while playing a video with mpc + madvr while using chrome. Display output freezes, audio continues to play until it stops after while too. No driver timeout detected. Maybe incompatibility with MadVR. Will test it again without MadVR. Chrome stutter while browsing (not the video playback issue) is still there too. Twitch still has a bunch of dropped frames. Switching the angle backend makes it better though. // edit weird, it works with the default backend now. After a few hours of browsing + videos running on the second monitor (in chrome) no timeout so far. MPC-HC (EVR instead of MadVR) still needs testing. Gaming + browsing/videos still needs testing too. But the stutter in chrome is driving me nuts. //edit nope. freezing/black screen not fixed while playing videos + gaming. back to 22.5.1
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Hoping Steam Deck gets supported soon.
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alexia:

Stuttering may occur during video playback using hardware acceleration with Firefox on some AMD Graphics Products such as the Radeonâ„¢ RX 6900 XT Graphics.
Wtf...they fixed chrome and they moved the bug to Firefox? Didn't install this driver yet but this seems strange...will report back if I get this weird bug in Firefox.
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Fortnite stutter à lot !!!
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Seth-01:

Fortnite stutter à lot !!!
It will, you'll be rebuilding the shader cache - send your thanks to Unreal
shm0:

Not a good start... Lock up while playing a video with mpc + madvr while using chrome. Display output freezes, audio continues to play until stops after while too. No driver timeout detected. Maybe incompatibility with MadVR. Will test it again without MadVR.
Issue number 7 on the list posted by Macer so yeah, it isn't fixed yet - I'll be skipping these drivers too.
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Seth-01:

Fortnite stutter à lot !!!
Every time you update the drivers it will have to rebuild the shader cache in Fortnite and other games. Wait 5 minutes or so to let it finish. I don't know why they don't add a warning or loading screen until the game rebuilds the shader cache.
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OpenGL still sucks in with PCS3 emulator/Xemu. Vulkan in PS3 emulator runs flawless as usual. As you can see i get weird textures in OpenGL, and in Buffy, massive stuttering running between 20-40fps, unplayable.
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Video quality and Colors are just like i want using RGB 4:4:4 Pixel Format Studio Limited RGB, Color temps to 6600, video to custom brightness 10%. 🙂 So far I'm really enjoying these drivers, the only problem is the OpenGL stuff using Xemu and certain emulators, guess they will slowly get around to fixing them. Gotta figure out how to play Xbox games, i might look into Cxbx-Reloaded Overall, better than the previous ones when it comes to overall performance. Also On a positive note, performance in Tennis World tour game, before with certain other drivers the framerate will be around 36-45fps, only going up to 60 when i record. Well now these new drivers, the framerate stays around 59-60fps all the time/GPU power level stays above 40 now. 🙂 However, If i can't figure how to play xbox games, going to go back to the older drivers again.
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Still system failure driver...now after exit Uncharted (Steam big Picture) to Desktop and my system restarted on its own...uhm...
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illusiveman:

Every time you update the drivers it will have to rebuild the shader cache in Fortnite and other games. Wait 5 minutes or so to let it finish. I don't know why they don't add a warning or loading screen until the game rebuilds the shader cache.
I waited and played half an hour ...
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Display may flicker during install.... Damn monitor lost signal. Although remote connection worked on my tablet and rebooted that way. This problem happened after I upgraded from windows 10 to windows 11 But one benefit from upgrading windows is that cyber punk 2077 is working correctly in windows 11, in windows 10. I had weird random flickering black textures. Loaded up in windows 11 and no flickering AMD drivers are weird.. ATi drivers was weird too...so guess it passed along generations
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Seth-01:

I waited and played half an hour ...
Oh...that is not supposed to happen. Do you have the game set to render in DX11 or DX12 ? It stutters on both APIs ?
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illusiveman:

Oh...that is not supposed to happen. Do you have the game set to render in DX11 or DX12 ? It stutters on both APIs ?
stutter in both API but dx gives more fps