Download: NVIDIA GeForce 496.13 WHQL drivers (Windows 8.1/8/7 & Kepler Support Dropped)

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Open Issues in Version 496.13 WHQL As with every released driver, version 496.13 WHQL of the Release 495 driver has open issues and enhancement requests associated with it. This section includes lists of issues that are either not fixed or not implemented in this version. Some problems listed may not have been thoroughly investigated and, in fact, may not be NVIDIA issues. Others may have workaround solutions. Windows 10/11 Issues - [Doom Eternal][HDR][FSR]: Eternal]: Texture across the game darkens and is unplayable after enabling HDR + FSR. [200776916] - [Rise of the Tomb Raider]: Characters and background disappear and corruption is prominent when Anti-Aliasing is set to SSAA 2X and SSAA 4x. [200777463] - [Deathloop][HDR]: TDR/corruption occurs in the game with Windows HDR enabled. If this issue occurs, toggle the Windows HDR setting. - YouTube: Video playback stutters while scrolling down the YouTube page. [3129705] - Tom Clancy's The Division 2 may display graphical artifacts. [200754013] - Sonic & All-Stars Racing Transformed may crash on courses where players drive through water. [3338967] - [HDR][G-Sync]: Mouse pointer gets stuck after turning on HDR from the Windows Control Panel or after toggling G-Sync from the NVIDIA control panel. [200762998] To work around, click the mouse (right or left button). The mouse cursor will be sluggish for a few seconds before returning to normal operation. - [NVIDIA Control Panel]: After setting the display multiplexer type to “dGPU”, the setting is not preserved across a reboot or resume from S4. [200779758] - [Windows 11]: Display goes blank when video is switched to full-screen with G-Sync enabled. [200778687]
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Thanks...how about a standard driver link? I don't use DCH
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mmmmmmmmmmmmmmmmmmm:

You literally can use DCH, you won't lose performance and same control panel. What's the problem? Anyways it looks like standard version isn't on nvidia website yet
What exactly is the difference? No performance difference, same panel, why have both? (Im asking because I really don't know)
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Is this final? Im a bit confused..from 472 to 496? Big jump.
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• Added Shader Cache Size control to set the maximum amount of disk space to use for storing shader compiles.
Oh wow that shader cache storage size one is a biggy. Finally, I can have smooth gameplay over the vast mass of installed games. Thanks Nvidia and thank you to everyone who asked them for this feature including a pat on the back to myself 🙂
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Ejziponken:

What exactly is the difference? No performance difference, same panel, why have both? (Im asking because I really don't know)
Difference is in new Windows style of device drivers installer and inf-files. DCH-style offers more customization to OEMs. Actual device drivers are the same. Control Panels are not the same from binary point of view - DCH-style has UWP (aka MS Store) app for the control panel - but design of the UI is the same.
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Standard Driver does not require getting control Panel from MS store. Anyone have the standard driver link?
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LocoDiceGR:

Is this final? Im a bit confused..from 472 to 496? Big jump.
They dropped Maxwell support..
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Memorian:

They dropped Maxwell support..
They dropped Kepler. Maxwell1 & 2 are still supported. 😉
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Pinstripe:

They dropped Kepler. Maxwell1 & 2 are still supported. 😉
Yeah Kepler, my bad.
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Moment of truth. Can I run my two Samsungs on HDMI 2.1 without the system exploding? Will by Valve Index start working again in combination with these displays? --edit: Dual HDMI 2.1 finally works. Huzzah. The EDID information is still a load of crap with the reported 2000x1000 resolution, but alas. Now on to the Index.
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PapaJohn:

Oh wow that shader cache storage size one is a biggy. Finally, I can have smooth gameplay over the vast mass of installed games. Thanks Nvidia and thank you to everyone who asked them for this feature including a pat on the back to myself 🙂
if i use a big cache size storage on hdd, that´s can be worse?
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Okay, so running both my Samsung Odyssey G70A on HDMI 2.1 seems to work now without crashing the system. However, when I try to activate my Valve Index VR goggles (which are on DP, while both Samsungs are on HDMI), the system still takes a dump, with the same SYSTEM_SERVICE_EXCEPTION blue screen error in nvlddmkm.sys like the Samsungs did on their own when provoked in earlier drivers (i.e. both on DP or both on HDMI). --edit: Clearly Samsung's at fault here. Two things: - Monitor Asset Manager can read out live data. I suddenly see four active displays, two of them deliver still the faulty EDID data, and two which probably are stand-ins from NVidia, which have "correct" data. - When I put the displays in AV mode, they actually report proper EDID data to the driver (proper modes, extension blocks and all that, according to CRU, all which is lacking in PC mode), and I can fire up the Index without the system crashing. Of course AV mode is unacceptable, since it disables various options in the display. So I either have to wait for more fixes from NVidia, which I'm sure are tired to deal with faulty firmware, I have to wait for a firmware update from Samsung, or Valve releases the Deckard goggles, which will presumably render in an off-screen buffer not representing an actual display device, since it will be wireless. Fun. --edit: It doesn't matter if both G70A are on HDMI or both on DP, as soon as the Index comes up, kablammo. I didn't bother trying mixing things again, I've crashed my system enough for the day.
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Memorian:

They dropped Maxwell support..
They dropped Kepler, not Maxwell
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Can someone explain the new cache option? - Added Shader Cache Size control to set the maximum amount of disk space to use for storing shader compiles. When/why to use and how?
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Ejziponken:

Can someone explain the new cache option? - Added Shader Cache Size control to set the maximum amount of disk space to use for storing shader compiles. When/why to use and how?
Drivers store compiled shaders on the disk (the cache, so next time the compiled shader from the cache can be used instead of compiling it again). Now you can set the limit how much of disk space drivers should use. Before that the limit was set internally in drivers.
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mbk1969:

Drivers store compiled shaders on the disk (the cache, so next time the compiled shader from the cache can be used instead of compiling it again). Now you can set the limit how much of disk space drivers should use. Before that the limit was set internally in drivers.
And what was/is the default limit? Also which disc exactly? Is it the C:? Or where the game is installed? And can the location be edited somehow?
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Where is standard vesion link ? i dont, and wont use dch, i just want a standard one that i cut with nvslimmer from all the garbage 😀
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Administrator
loracle:

Where is standard vesion link ? i dont, and wont use dch, i just want a standard one that i cut with nvslimmer from all the garbage
Looks like NVIDIA is only offering DCH from here onwards.
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830MB after they dropped support? Huge!!