Download: AMD Radeon Graphics Drivers 23.3.2 WHQL

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Has this fixed the bug with the MotoGP and SKB22 games where the rider is transparent with weird looking squares on them?
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V1CT1MISED:

I have an issue with my GPUs sensors with this driver. Half of them are missing in both HWinfo and GPU-Z. I've DDU'd the drivers twice and still the same issue. Has anyone else had this problem? Edit: reverting back to the previous driver shows all the sensors again.
....me too ... 23.3.2 missing some sensors https://i.imgur.com/XwQfY9y.png
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VK_EXT_graphics_pipeline_library unfortunately still missing, so no shader pre-compile with DXVK.
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Looks like a little bit for everyone.
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tty8k:

Same, missing ton of sensors, I already mentioned in my first post.
Hehh.. that's annoying. I actually wanted to try these. But stuff like this is just too annoying.
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I am rolling back from these drivers. I cannot play halo 2 with out it crashing. BTW I did notice with these drivers that a clean install was not available. Well not for me?
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vestibule:

I am rolling back from these drivers. I cannot play halo 2 with out it crashing. BTW I did notice with these drivers that a clean install was not available. Well for me?
They disabled in the previous driver too. It's related to the bug where it can break Windows if Windows update has an update pending.
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Cp0:

Had freeze with audio that keeps going in world of warcraft today, given up on that game is dead to me, do not even think its AMD fault, its just heavily effected by deadlock issue that Microsoft is clearly ignoring currently, as well as Activision Blizzard. HDR currently does not work autohdr works tho might try clean install of driver later, gonna leave world of warcraft and other activision Blizzard tittles alone until they adress deadlock issues least, not even gonna touch diablo 4 after reports of diablo 4 killing gigabyte gpu's
Win 10 atlas, HDR works with my 290x 8gb, gtx 1650 super, gtx 1070 with doom eternal. I have 2 superwides to play with. One is 1080p HDR 600 and one is is 1440p HDR 1000. All gpus work and 4 different rigs work with HDR and Doom Eternal.
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KissSh0t:

For the first time ever, after installing these and then running Firefox the driver crashed the moment of starting Firefox. *edit* Well.... it's consistent every time, driver crash when starting Firefox... screw these shitty drivers.
What GPU do you have?
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Agonist:

Win 10 atlas, HDR works with my 290x 8gb, gtx 1650 super, gtx 1070 with doom eternal. I have 2 superwides to play with. One is 1080p HDR 600 and one is is 1440p HDR 1000. All gpus work and 4 different rigs work with HDR and Doom Eternal.
intrestingly after ddu and install it works but alt tab experience still the same much better, i wonder if it can bug tho randomly or perhaps it cannot handle gpu scaling edit: nvm after restarting game it says monitor does not support hdr my game started on wrong monitor so perhaps i need to switch it every time now thats gonna be annoying edit: enabled just fine after error with hdr calibration working so its random bug where it resets every time it starts up perhaps cos i have dual monitor setup. edit: does not matter if 2e monitor is turned off always error HDR not supported at menu. edit: if i alt+enter it toggles to windowed automaticly says hdr not supported then back to fullscreen enabling it works again, before DDU it would not enable HDR either just uncheck again with same error, so this very random bug, it also does this when alt tabbing atleast when its set to fullscreen instead of borderless. edit: anyway my liquid devil 7900 XTX is on the way tommorow lets see if it still is an issue altho i will ddu and shutdown before installing gpu. edit: be cool if those that have no issues with HDR in doom eternal could check if vulkan experience matches mine or not is fullscreen borderless in doom eternal actual borderless or does it behave to a point it flickers while alt tabbing cos before it was more in a fullscreen exclusive state then borderless maybe screen record it while desktop recording is on. edit: just started up with HDR supported while i was doing whatsapp video call i think overlay is causing a bug so if the overlay that is on top does not support HDR it bugs out i think cos whatsapp does support HDR cos my webcam is HDR and i can defiantly see HDR working on that.
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tty8k:

Same, missing ton of sensors, I already mentioned in my first post.
bug or gpuz has to implement something new from AMD sdk ?
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If had missing sensors in the past during windows 11 22h2 beta and the fix was DDU then driver only then full install upgrade in my case it was not seeing memspeeds its possibly hwinfo related so maybe bug report on hwinfo he might ask you to debug and send debug files with old and new driver i might do that my self tommorow.
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KissSh0t:

For the first time ever, after installing these and then running Firefox the driver crashed the moment of starting Firefox.
Cannot repeat. Look at your specific setup [spoiler]
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[/spoiler]
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On Windows 10 22H2, RX 6700XT 286 OpenGL Extension supported on core profile 4.6.0 GL_EXT_packed_pixels has been added since last driver. [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_shader_int64 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 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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_packed_pixels 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_depth_buffer_float GL_NV_float_buffer GL_NV_primitive_restart GL_NV_shader_atomic_int64 GL_NV_texture_barrier 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]
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@Macer is the bug tracker table miantained by you? If so, can you add a bug to it please? Performance Metrics Overlay show incorrect (random numbers) GPU Load on Polaris (rx580). This bug is probably about 2 years old
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Sent a bug report for the missing sensors
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I still wonder why neither AMD nor Microsoft wants to fix the incompatibility of the Adrenalin with the last few Windows 11 DEV/Canary builds.
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Installed through the in driver auto-update feature with zero problems. Ran Time Spy and Port Royal which both got slightly less than usual (-1%) but within margin of error so I would say the performance is exactly the same for me as with the previous driver. So far no complaints (as usual).
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The Creator:

I still wonder why neither AMD nor Microsoft wants to fix the incompatibility of the Adrenalin with the last few Windows 11 DEV/Canary builds.
Anything DEV/Canary probably is probably less important to AMD/Microsoft, because most people just use the "normal" Windows 11.
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schilperoordbas:

Anything DEV/Canary probably is probably less important to AMD/Microsoft, because most people just use the "normal" Windows 11.
I think DEV/Canary branches are for the new things to test and make them work properly.