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NVIDIA GeForce 368.81 WHQL Driver is now available

NVIDIA has released a new driver for its graphics cards. According to its changelog, the NVIDIA GeForce 368.81 driver provides the optimal experience for new and upcoming Virtual Reality titles including NVIDIA VR Funhouse, Everest VR, Obduction, Raw Data, and The Assembly.

Those interested can download this new driver from here.

And here is the changelog for the NVIDIA GeForce 368.81 WHQL driver:

Game Ready

Provides the optimal experience for new and upcoming Virtual Reality titles including NVIDIA VR Funhouse, Everest VR, Obduction, Raw Data, and The Assembly.

New Features

Ansel Support
Supports the new Ansel technology now available in Mirror’s Edge Catalyst, which allows you to compose your shots from any angle, capture in 2D, 360°, and adjust with post-process filters.

Virtual Reality
VR Ready GeForce GTX 1080, 1070, and 980 Ti customers can download NVIDIA VR Funhouse from Steam today.

Application SLI Profiles
Added or updated the following SLI profiles:
-Obduction – disabled SLI

3D Vision Profiles
Added or updated the following 3DV profiles:
-Obduction – not recommended

Windows 10 Fixed Issues

  • GPU Boost not applied to VR games. [1778552]
  • Vive does not work with mini-DisplayPort on the Link Box. [200217901]
  • [ArcheAge] The GameGuard module crashes in nvinit.dll when CreateProcess() is called with parameters greater than 260 bytes. [200210594]
  • [GeForce GTX 970M] NVIDIA reference driver support requested for Gigabyte P55Wv5. [1783058]
  • [GP104] Corruption seen when booting on DVI at or above a 330 MHz pixel clock and an 80 Hz refresh rate. [1782521]
  • [365.10] Tearing occurs in windowed applications after an update to Release 364.xx drivers. [1763731]

Windows 8.1/Windows 8/Windows 7 Fixed Issues

  • [ArcheAge] The GameGuard module crashes in nvinit.dll when CreateProcess() is called with parameters greater than 260 bytes. [200210594]

39 thoughts on “NVIDIA GeForce 368.81 WHQL Driver is now available”

    1. Why? You’re kidding yourself if you think Vulkan will give huge gains on Nvidia cards like on amd cards. Vulkan is going to be like DX12 all over again: Useless for Nvidia cards.

      1. AMD did a driver update that gave 40-70% improvements in performance to take advantage of async shaders. Nvidia saw only a 1-7% increase with Vulkan, but has yet to release a driver for it.

        1. Didn’t you say on your show sometime back Nvidia async drivers would barely help because it would still have that overhead. I forgot which podcast that was.

          1. So what you’re referring to is that Nvidia does not handle async compute at the hardware level like AMD. Nvidia has to kind of trick it in the drivers so my hope is to test how much that helps Nvidia and compare it with AMD to see who is gaining more.

            I fully expect AMD to win this battle, but it nonetheless would be a good way to illustrate this rather than just saying it.

          2. The more AMD and Nvidia “fight” for better performance, the better for us. Let the fanboys care about the pettiness.

            The gamers are the ones with something to win. 😀

          3. A third “good” gpu maker would shake things up alot too! I would reaaaaallly like to see that but i feel it’ll never happen. The actual dGpu market is so saturated.

          4. AMD have already won it in regards to DX12/Async Compute performance, no idea why people are still talking about this, NVIDIA don’t have dedicated hardware Async.compute on the SM/CU level. NVIDIA just need to keep winning in DX11 games while it’s relevant.

          5. And they will, it would be much easier for AMD to improve drivers to take advantage from DX 11 MT but seems GCN is just not capable of that, thats why they took much more expensive and timely much more consuming path by creating completely new API to fully take advantage of their GCN. GCN was developed for consoles primarily and for low level access, seems it cannot due its architecture work optimaly in high abstract APIs, even intel GPU has lower overhead. For very same reason they cannot be matched in DX12/Vulkan.

          6. Right, so there is no need for people to get upset and blame NVIDIA, they didn’t have that advantage AMD had and DX11 never supported Async Compute while the console API’s did, that’s why AMD made Mantle later for the PC so that it could work with AMD’s GCN much better.

          7. On Pascal the driver has to do the dynamic load balancing in regard to Async Compute workload as it increases or decreases. Oddly enough, NVIDIA showed an Async Compute demo in DX11 where Async on was getting a good performance increase, 70fps to 90fps.

          8. they warn on many lectures that content switching is slow on maxwell and it should be avoided unless absolutely necessary.

      1. and for AS compatible maxwell (or is it work as suppose to) we are still waiting and solution is probably buy new pascal LOL.

        1. Why keep peddling this, it’s not going to happen with Maxwell, NVIDIA can’t make it work. Maxwell never needed Async Compute, AMD only had it because of GCN from consoles which their API supoorted, the PC API didn’t.

          1. Agreed. But the problem is, Nvidia explicitly said that Maxwell is DX12 ready and tha Async Compute could be easily enabled in a driver. Both statements turned out to be false. I personally wouldn’t trust a company who lies as easily and publicly as they do, no matter how much I like their products.

          2. Well, look in to the context of what NVIDIA said.

            Does Maxwell support Async Compute? Yes

            Can it be enable via the driver? Yes

            Is it workable when enabled? Yes but not in a way where it’s usable in heavy workloads or normal workloads, could be catastrophic and crash games or even the OS via the driver. Basically, better to not enable it on Maxwell.

          1. Allright, but you still have the problem of it not being enabled or easily accesible in order for devs to use it. I really can’t understand how something that’s (allegedly) part of the GPU’s architecture has to be enabled in a driver in one brand and easily accesible in the other.

          2. 3dmark Time Spy DX12 – GTX 1070

            Async off: 5622

            Test 1 : 36.70 FPS
            Test2: 32.19 FPS

            Async on: 5962

            Test1: 39.10
            Test2: 34.01

          3. Anandtech got 5380 and 5654 respectively. The RX 480 got 3585 and 3973 for the RX 480. Talking about percentages, the RX 480 benefits better from it. Anyway, that still doesn’t clarify why id Soft can’t seem to make Async work on Nvidia.

          4. They can make it work it’s just they just need more time, it’s a balancing act that the driver has to do(dynamic load balancing), NVIDIA are probably helping them.

          5. But that’s what I don’t get. Why AMD got it so quick but Nvidia didn’t.

          6. It’s probably because AMD have shader intrinsics and also remember that consoles already have Async Compute using GCN, so on the AMD side it can be tweaked and implemented quicker for the PC, NVIDIA don’t have that luxury.

          7. Well, that could very well be the reason. Let’s see how it goes.

  1. Driver was targeted at VR, the Funhouse was cool, favorite thing was to skeet shoot fine china!

    Raw Data… This was number 1 on the top sellers chart yesterday for steam. I do believe its the first time a VR game has taken that spot. Man it totally deserved it. Easily the best VR game I’ve played to date.

    Everything about it awesome and its still in early access. This was not your typical wave shooter that seems to be the new shovel ware for VR. The presentation, graphics, game play, movement all well above anything else out . This was the promise of what room scale VR could be. Its like being a mix between a Jedi Knight and a freaking Gun Cleric from Equilibrium. They nailed the movement so you can teleport all over the place very quickly due to nodes, you don’t have even have to look, so this allows for quick and natural traversal, after just a few tries it felt completely natural I was dodging bullets, flying across the room seemlessly switching from gun to melee, zipping back ducking for cover from rockets before popping up and blasting a life sized robot that was just inches from my face. Freaking great, was left sweating and my heart pounding after 40 mins of play.

    This is VR’s first killer app and even at $32 for EA it was worth every penny

  2. Um, have they BLOODY UPDATED the physx YET?? not just add the 1000 series but improved it alot by now. It being over a year now>

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