Download: GeForce 390.77 WHQL drivers
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ManuelG
dr_rus
jrolson
Dragondale13
These running good..
Far Cry 3 - 60 fps limit - Adaptive Vsync
Watch Dogs 2 - 45 fps limit - Adaptive Vsync
Dsr 3840 x 2160
Using Inspector for fps limit and overclock so, no voltage slider.
No issues so far, fast and stable (games and benchmarks).
Prefer maximum performance is enabled.
tsunami231
Not sure i liking this hitching/stuttering being reported, As i gona be isntalling this when I get my 1070ti tommorow
kazama
Getting Cod ww2 shadow flickering, disable in game solar shadow maps in cache for temporal fix.
remicius
remicius
That was he's answer:
Given you are seeing graphical glitches, my guess is this game is not SLI friendly. Nothing we can really do to fix this. Game would need to be updated to be multi-GPU friendly. We can't really force/pressure developers to make a game multi-GPU friendly. We can only provide support if they request assistance.
remicius
So this is the END for SLI.sadly,because there is a lot of game which really need to utilize sli to reach 4k 60fps.
remicius
ohh the the prices in the sky............. i really hope that the life will punish all the greedy companys soon!NVIDIA,INTEL......
fantaskarsef
You are just ahead of GPU power to adapt 4K 60fps displays, ahead of "our" time. SLI has been an issue before 4K screens were around. 😉
But that's just my opinion.
By the way, you can edit your posts.
remicius
Dragam1337
remicius
oops,the things which makes me angry and sad that i can't see the effort from their side to find a solution.it is so that difficult to send email to the developers team of the games where the nvidia logo is the first thing to appear on the screen,and saying hey can we do something with this?as a user i was given details to the developers,what bits i have tried and what glitches appeared,so they could team up together and at least try to make it work,because playing 30-40 fps is not a good experience.turning down setting is gives me the feeling,yeah ive paid 1200 quid for the cards and i have to play half a*sed the games probable because they dont want to spend any of time to make the game utilize both card.so i feel betrayed....that is the fact
remicius
but yes,i wont buy two card again,that is for sure.....
ocsystem
is this driver better then 388.84. you guys did any comparison yet in games/bench?
mbk1969
It seems to me that our team of developers at work can get the approach from game developers - when users send reports with bugs or slow performance we should reply "It is Windows developers to blame. Their OS works bad with our program."
I am really envious toward game developers - their users always blame AMD and NVIDIA. What a nice and easy life.
dr_rus
Yeah, I don't understand why people are so sure that SLI/CF support is something for NV/AMD to implement in modern engines when it's been more than a couple of years now since this hasn't been the case.
ACO officially doesn't support SLI and I know for a fact that it's Ubisoft's job to make it work in their engine - and they just don't see the point.
JonasBeckman
How well does SLI/Crossfire work in modern games? I know DX12 has a form of support for multi-GPU in the API and I'm guessing Vulkan might have something similar or the 1.1 update might see it introduced but for DX11.x and earlier I don't think it's as clear cut so it's up to both the game developers and the driver engineers to implement a robust scaling method.
I'm not sure how shaders and compute shaders in particular scale across multiple GPU's either, most newer games have several of these so some scaling is probably achievable but unlike these earlier titles AC:O does much, much more in compute.
Even Wildlands or For Honor running newer versions of Anvil Next don't have anywhere near the same extent of compute shader usage from what I can see so I wonder if that could be one reason behind the games problematic multi-GPU support but it's nothing but a theory. 🙂
The game even does LOD and culling through a compute shader, various resolves for anti-aliasing and a lot of other things I can't even understand, it's really impressive actually though it might complicate other things a bit too.
fantaskarsef
Of course the programmers could offer working multi-GPU implementations for their games / engines, if they'd invest enough time / money to do so.
It just is not a sales argument to 90% of the PC gamers who use only a single GPU or even an APU, and 100% of the console or mobile gamers... that's why you won't see anybody paying a software engineer to get the job done.