Opengl 4.3 vs geforce 840m
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Opengl 4.3+ vs geforce 840m driver#
Refer to the "X Config Options" appendix of the driver README for further details.įixed a bug that could cause X clients to crash when closing display connections to the X server.įixed a bug that could cause the X server to configure DisplayPort Multi-Stream Transport displays in an inconsistent order. This helps applications that transfer data between VDPAU video surfaces and system memory.Īdded a new "NoInterlacedModes" token to the NVIDIA X driver's "ModeValidation" option, to allow preventing interlaced modes from being validated. Improved the NVIDIA VDPAU implementation of VdpVideoSurfaceGetBitsYCbCr and VdpVideoSurfacePutBitsYCbCr when using planar or semi-planar formats. RRGetCrtcInfo will now return Rotate_0 instead of 0 as the active rotation for disabled CRTCs. Removed support for the following deprecated frame lock NV-CONTROL attributes:ĭefault AllowEmptyInitialConfiguration to True such that the NVIDIA X driver succeeds when launching the X server even if there are no display devices connected. For more information see the "OpenGL Shader Disk Cache" section in the "Specifying OpenGL Environment Variable Settings" chapter of the README. If the location is not manually overridden and a cache is detected in the previous default location, that location will be used instead of the new default location. For more information see the "OpenGL Shader Disk Cache" section in the "Specifying OpenGL Environment Variable Settings" chapter of the README.Ĭhanged the default location for new OpenGL/Vulkan Shader Disk Caches. Note that caches with paths containing "/.nv/ will continue to use the previous default of 128MB unless the size is manually overridden.
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Increased the default size for new OpenGL/Vulkan Shader Disk Cache location to 1024MB. Removed the MetaMode string truncation warning for older X Servers when saving the X Configuration file from nvidia-settings.įixed a bug where copying from an X11 pixmap to an RGB overlay window would exhibit corruption. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.Fixed a bug that could cause detailed timing information for displays with a large number of detailed timings to be truncated in the X log.įixed a bug that prevented scaled display resolutions configured via the nvidia-settings control panel from being reported by RandR.įixed a bug with the SLI Mosaic Mode configuration dialog in nvidia-settings that left displays enabled when they were not needed in the selected configuration. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The number is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. It is measured in millions of texels applied per second. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). This number is calculated by multiplying the total texture units by the core clock speed of the chip.
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Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. It especially helps with AA, HDR and high resolutions. The better the memory bandwidth, the faster the card will be in general. In the case of DDR RAM, the result should be multiplied by 2 again. It's calculated by multiplying the card's bus width by the speed of its memory. Memory Bandwidth: Memory bandwidth is the max amount of information (measured in MB per second) that can be transferred across the external memory interface in a second.