Download: NVIDIA GeForce 425.11 Hotfix driver

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i got crashes in metro exodus 🙁
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Darren Hodgson:

Would have made more sense for this driver to have been called v420.11 rather the v425.11 unless it was intended to be and someone made a typo...
Nvidia is trying to avoid the 420 jokes 😛
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They work fine with 1903(No WDDM 2.6 of course). Just one issue with 18362.1, NV color settings reset everytime i use alt+tab in a game.
https://forums.guru3d.com/data/avatars/m/232/232610.jpg
Thanks for this driver is stable so far keepers here.
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nevcairiel:

I'm not playing a procedurally generated map. And I deleted all saved game data and validated the steam files, just to be sure.
is it an install that you've had since 2016, 2017? theres a file that needs removing to make the game stable if it is.
https://forums.guru3d.com/data/avatars/m/250/250667.jpg
Susahamat:

i got crashes in metro exodus 🙁
DX12or DX11 ?
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Astyanax:

is it an install that you've had since 2016, 2017? theres a file that needs removing to make the game stable if it is.
No, its weeks old only. I reinstalled it just recently. And its been working perfectly stable on my 1080 Ti for months and months, after switching to a 2080 Ti it crashes within minutes after start. This is not the games fault or a corrupted install. Literally unplayable like this. And I'm not alone. This is the sort of error I'm getting:
LowLevelFatalError [File:F:\build\Trunk\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 176]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

VERSION: 294.101
KERNELBASE.dll!UnknownFunction (0x00007ffe9d1e9149) + 0 bytes [UnknownFile:0]
ShooterGame.exe!FError::LowLevelFatal() (0x00007ff7e0700286) + 0 bytes [f:\build\trunk\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
ShooterGame.exe!TerminateOnDeviceRemoved() (0x00007ff7e0b052a9) + 0 bytes [f:\build\trunk\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:189]
ShooterGame.exe!VerifyD3D11Result() (0x00007ff7e0b0534c) + 0 bytes [f:\build\trunk\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225]
ShooterGame.exe!FD3D11DynamicRHI::GetQueryData() (0x00007ff7e0af4833) + 0 bytes [f:\build\trunk\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:153]
ShooterGame.exe!FD3D11DynamicRHI::RHIGetRenderQueryResult() (0x00007ff7e0af45d7) + 24 bytes [f:\build\trunk\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:65]
ShooterGame.exe!FetchVisibilityForPrimitives_Range<1>() (0x00007ff7e1d79cb6) + 23 bytes [f:\build\trunk\engine\source\runtime\renderer\private\scenevisibility.cpp:705]
ShooterGame.exe!FetchVisibilityForPrimitives() (0x00007ff7e1d42702) + 0 bytes [f:\build\trunk\engine\source\runtime\renderer\private\scenevisibility.cpp:1219]
ShooterGame.exe!OcclusionCull() (0x00007ff7e1d42ae3) + 19 bytes [f:\build\trunk\engine\source\runtime\renderer\private\scenevisibility.cpp:1281]
ShooterGame.exe!FSceneRenderer::ComputeViewVisibility() (0x00007ff7e1d4891a) + 0 bytes [f:\build\trunk\engine\source\runtime\renderer\private\scenevisibility.cpp:2963]
ShooterGame.exe!FDeferredShadingSceneRenderer::InitViews() (0x00007ff7e1d4968d) + 0 bytes [f:\build\trunk\engine\source\runtime\renderer\private\scenevisibility.cpp:3218]
ShooterGame.exe!FDeferredShadingSceneRenderer::Render() (0x00007ff7e1c5ba5d) + 0 bytes [f:\build\trunk\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:665]
ShooterGame.exe!RenderViewFamily_RenderThread() (0x00007ff7e1d4067f) + 0 bytes [f:\build\trunk\engine\source\runtime\renderer\private\scenerendering.cpp:1151]
ShooterGame.exe!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`13'::EURCMacro_FDrawSceneCommand>::ExecuteTask() (0x00007ff7e1d65942) + 12 bytes [f:\build\trunk\engine\source\runtime\core\public\async\taskgraphinterfaces.h:871]
ShooterGame.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff7e066ef58) + 0 bytes [f:\build\trunk\engine\source\runtime\core\private\async\taskgraph.cpp:939]
ShooterGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff7e066e10d) + 0 bytes [f:\build\trunk\engine\source\runtime\core\private\async\taskgraph.cpp:680]
ShooterGame.exe!RenderingThreadMain() (0x00007ff7e0b75129) + 0 bytes [f:\build\trunk\engine\source\runtime\rendercore\private\renderingthread.cpp:265]
ShooterGame.exe!FRenderingThread::Run() (0x00007ff7e0b75490) + 0 bytes [f:\build\trunk\engine\source\runtime\rendercore\private\renderingthread.cpp:385]
ShooterGame.exe!FRunnableThreadWin::Run() (0x00007ff7e0750966) + 0 bytes [f:\build\trunk\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
ShooterGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff7e0750828) + 8 bytes [f:\build\trunk\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
KERNEL32.DLL!UnknownFunction (0x00007ffea00881f4) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffea082a251) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffea082a251) + 0 bytes [UnknownFile:0]
In some cases however, the game might just freeze, or in other cases close and vanish without any error.
https://forums.guru3d.com/data/avatars/m/226/226864.jpg
I'm getting system hangs in Battlefront II with this 425.11 driver during the first rounds of the new game mode on three different systems (two of which have no overclock at all, my main one is overclocked but I tried it with all clocks stock and got the same result). The whole system freezes with audio looping and only shutting the PC down reset fixes it. Going back to 419.67 Game Ready and everything is rock stable.
https://forums.guru3d.com/data/avatars/m/229/229798.jpg
Memorian:

They work fine with 1903(No WDDM 2.6 of course). Just one issue with 18362.1, NV color settings reset everytime i use alt+tab in a game.
Were did you get Win10 1903 from?
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are you kidding me? go to uupdump and make an iso of 18362 fast/slow ring, and you're on RTM, just wait for cumulative updates as usuall.
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RTM does not exist, that's why a WDDM 2.6 driver also doesn't exist.
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We'll see about that, for now I am running RTM 18362, as anyone with a little windows web experience can find out to be true on his own.
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They have released new builds last minute in the past. Until its fully official, it may as well still be called Insider.
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Is there anything exciting people are waiting for that's tied to WDDM 2.6 though? Each of these big updates have had a newer WDDM, but very little information of what benefits they bring.
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Yxskaft:

Is there anything exciting people are waiting for that's tied to WDDM 2.6 though? Each of these big updates have had a newer WDDM, but very little information of what benefits they bring.
I'm curious about that too...
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Yxskaft:

Is there anything exciting people are waiting for that's tied to WDDM 2.6 though? Each of these big updates have had a newer WDDM, but very little information of what benefits they bring.
This is mostly about technical details and backend graphics features that don't get advertised. If a new feature comes from it for the user, it'll usually be advertised as part of the driver release that enables it. I have no clue why people obsess about this so much. There is hundreds of driver/OS interfaces, a couple for graphics alone, what makes this particular one so special? Additionally, some/many features are optional, so even if a driver claims to be for a particular WDDM version doesn't necessarily mean it automatically enables all of those things at once.
https://forums.guru3d.com/data/avatars/m/174/174022.jpg
I've been using Win10 with WDDM 1.3 on my notebook for years now without any noticeable issues whatsoever. 2.0+ is required for DX12 (at least on Win10) but that's about it really. Further 2.x updates have added various features like HDR and VR support but don't expect much visible to end user from 2.6.
https://forums.guru3d.com/data/avatars/m/174/174022.jpg
angelgraves13:

I guess VRS will be in 2.6, even though Turing supports it now.
VRS is a shading feature, I doubt that it has any relation to WDDM.
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angelgraves13:

I have no idea if using VRS on the desktop would improve performance.
Why not? Wolfenstein 2 is using it already albeit via Vulkan extension. Performance gain is completely dependent on content and the implementation of VRS into the engine though.
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angelgraves13:

Yeah, would it really benefit the Windows desktop? It's pretty static...maybe if it was more interactive. Possibly in the future.
Oh, you mean desktop environment? No, I don't think so. There's also no need since it's hardly requires any processing power.