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NVIDIA GeForce 301.24 Beta Drivers Big boosts! FXAA! & Surround improvements

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claydough polycounter lvl 10
All the yummy 680 380 driver goodies now for the rest of the Nvidia line without having to inf hack.
NVIDIA GeForce 301.24 beta drivers are now available to download
The new NVIDIA GeForce 301.24 beta drivers are now available to download. An essential upgrade for all GeForce users, these drivers enable NVIDIA FXAA, NVIDIA Adaptive VSync, and NVIDIA Frame Rate Target on all GeForce 8-series and later GPUs and also add new NVIDIA Surround features for all Surround-capable GPUs. Also included are numerous performance improvements for top titles, new SLI profiles, and new 3D Vision profiles.

They r claiming a Boost in Skyrim Performance By Up To 20%

FXAA 60% speed improvement over visually comparative AA methods?
NVIDIA FXAA Technology



The majority of today’s games allow players to enable Multisample Anti-Aliasing (MSAA), either as part of a preset as in The Elder Scrolls V: Skyrim, or as an in-game option. If you’re unfamiliar with anti-aliasing, it is a GPU-powered technique used to remove jagged, distracting object edges, and to enhance overall image fidelity. Unfortunately, MSAA is a particularly demanding anti-aliasing technique, reducing frame rates by a significant degree.
With the release of the GeForce 301.24 beta driver, a high-speed, shader-based anti-aliasing technique can be applied directly to hundreds of games through the NVIDIA Control Panel. Called NVIDIA FXAA, this technique is up to 60% faster than 4xMSAA, and can produce results equal to or better than the ageing anti-aliasing solution. Furthermore, FXAA is able to anti-alias increasingly-popular transparent textures, as shown in our Batman: Arkham City Graphics Breakdown and Performance Guide, making it the clear winner in many of today’s games.

If you are a 3DSurround fan than u have probably been jonesing for this release already for bevel peak...
centered monitor task bars and the 3Dvision profiles.

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  • claydough
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    claydough polycounter lvl 10
    Finished reading...
    Sounds like they have spent a lot of time on this release! Definitely the biggest driver feature packed release I have seen. And it's still only in Beta ( I would be really surprised if there are not many bugs introduced with the 301 series considering some of the longstanding tdr issues they have been working on for a long time? )

    the sex:





    NVIDIA GeForce 301.24 Beta Drivers Add Major Gaming Features & Boost Skyrim Performance By Up To 20%

    April 9th, 2012
    By Andrew Burnes
    The new NVIDIA GeForce 301.24 beta drivers are now available to download. An essential upgrade for all GeForce users, these drivers enable NVIDIA FXAA, NVIDIA Adaptive VSync, and NVIDIA Frame Rate Target on all GeForce 8-series and later GPUs and also add new NVIDIA Surround features for all Surround-capable GPUs. Also included are numerous performance improvements for top titles, new SLI profiles, and new 3D Vision profiles.
    NVIDIA FXAA Technology



    The majority of today’s games allow players to enable Multisample Anti-Aliasing (MSAA), either as part of a preset as in The Elder Scrolls V: Skyrim, or as an in-game option. If you’re unfamiliar with anti-aliasing, it is a GPU-powered technique used to remove jagged, distracting object edges, and to enhance overall image fidelity. Unfortunately, MSAA is a particularly demanding anti-aliasing technique, reducing frame rates by a significant degree.
    With the release of the GeForce 301.24 beta driver, a high-speed, shader-based anti-aliasing technique can be applied directly to hundreds of games through the NVIDIA Control Panel. Called NVIDIA FXAA, this technique is up to 60% faster than 4xMSAA, and can produce results equal to or better than the ageing anti-aliasing solution. Furthermore, FXAA is able to anti-alias increasingly-popular transparent textures, as shown in our Batman: Arkham City Graphics Breakdown and Performance Guide, making it the clear winner in many of today’s games.
    Using NVIDIA FXAA, we took a number of comparison screenshots to highlight the benefits of the new technique in games that lack anti-aliasing support, and in games that make use of MSAA. If you’re trying this at home, please note that Fraps and other frame grabbing applications cannot display the FXAA improvements as FXAA is a shader-based technique. Instead, run the game in a window, and press Alt and Print Screen simultaneously to grab an FXAA anti-aliased screenshot.
    First up on the comparison slate is Dungeon Defenders, an addictive third-person, multiplayer tower defense title. Making use of bright colors, cel-shaded outlines, and plenty of post-processing effects, most players likely haven’t noticed the lack of anti-aliasing, but with FXAA enabled, Dungeon Defenders looks so better.
    DungeonDefenders-FXAA-650.jpg
    Click here to view a full size comparison, and here to view a zoomed comparison.
    As you can see in the comparison images, the castle’s roof contrasts against the sky, revealing a significant level of aliasing. Further aliasing can be clearly seen on the treasure chests, the character’s outfit and weapon, and on the planters beneath the archway. With FXAA enabled these artifacts are eliminated, resulting in a cleaner, smoother image.
    Our second example comes courtesy of Assassin’s Creed: Revelations, the latest Assassin’s Creed release from Ubisoft. In this title, a MSAA option is available in-game, allowing us to directly compare MSAA and FXAA.
    AssassinsCreedRevelations-FXAA-650.jpg
    Click here to view a 4xMSAA vs. FXAA comparison, here for a No AA vs. FXAA comparison, and here for a zoomed 4xMSAA vs. FXAA comparison.
    As in Dungeon Defenders, the contrast between geometry and the sky box allows us to easily measure aliasing: on the full size shots 4xMSAA and FXAA appear on par, but using the zoomed shot we can see that FXAA creates a slightly smoother, less jagged pillar.
    However, the real strength of FXAA in Assassin's Creed: Revelations comes from its ability to anti-alias the game's many transparent textures. In our example, these are used to create several bushes, and as you can see in this No AA vs. 4xMSAA zoomed comparison MSAA is unable to anti-alias them, whereas FXAA can, as shown in this 4xMSAA vs. FXAA zoomed comparison. Furthermore, switching to FXAA from MSAA increased the frame rate by 15 on a GeForce GTX 680, which on less powerful hardware could mean the difference between the game being unplayable and playable.
    Our final example is from Valve’s Portal 2, which also includes in-game MSAA anti-aliasing options. Admittedly, the screenshot below is the least exciting ever, but it does have a clear contrast between the geometry and a brightly colored background, allowing us to easily gauge the level of aliasing.
    Portal2-FXAA-650.jpg
    Click here to view a 4xMSAA vs. FXAA comparison, here for a No AA vs. FXAA comparison, and here for a zoomed 4xMSAA vs. FXAA comparison.
    4xMSAA has an especially tough time in Portal 2, failing to fully anti-alias the broken pieces of the girder at the bottom of the screen, and the large concrete beam in the middle of the screen. At 8x, MSAA is still unable to match the results of FXAA, as shown in this final comparison.
    To enhance your games, activate NVIDIA FXAA in the ‘Manage 3D Settings’ section of the NVIDIA Control Panel. Alternatively, enable it on a per-title basis using the ‘Program Settings’ tab.
    NVCPL-FXAA-650.png
    Please note that Control Panel FXAA will not be used if a game already features built-in NVIDIA FXAA support. In these cases, the FXAA option will be greyed-out in the game’s profile in the Program Settings tab.
    NVIDIA Adaptive VSync



    Many gamers enable Vertical Synchronization (VSync) to prevent screen-tearing, an unsightly occurrence caused by frame rates exceeding a monitor’s refresh rate. The downside is the occasional and equally annoying stutter when frame rates drop below the locked VSync frame rate, and again when they return to the locked rate.
    To fix the problem, the GeForce 301.24 beta drivers come loaded with NVIDIA Adaptive VSync, an automated technique that disables VSync when frame rates fall below the locked rate, and re-enables it when they return to the locked rate, significantly reducing stuttering whilst still preventing tearing.
    Using Metro 2033’s 100% repeatable benchmark we are able to accurately demonstrate the benefits of NVIDIA Adaptive VSync, as the following charts show. Please note that the measurement artifacts, the points above and below 30 and 60 frames per second, are a result of how frame times are recorded by the benchmark, and are not seen in-game. Despite this ‘noise’, Metro 2033’s benchmark is able to visually capture and display the real world benefits of Adaptive VSync far better than any frame-capturing application we’ve evaluated.
    Metro2033-VSync-650.png
    With traditional VSync enabled the frame rate rapidly bounces between 60 and 30 frames per second, resulting in a noticeable micro-stutter each and every time. During the most intensive benchmark scenes, the frame rate remains locked at 30 for several seconds, further reducing the smoothness of the experience.
    Metro2033-AdaptiveVSync-650.png
    With Adaptive VSync enabled the frame rate remains as high as possible at all times when below the 60 frames per second VSync cap, eliminating stutters and increasing the smoothness of the gameplay.
    To enable NVIDIA Adaptive VSync, open the NVIDIA Control Panel, browse to ‘Manage 3D Settings’, click the ‘Global Settings’ tab, and scroll down the list to the option.
    NVCPL-AdapativeVSync-650.png
    Click to enlarge.
    Alternatively, enable it on a per-profile basis through the ‘Program Settings’ tab.
    NVIDIA Surround Enhancements






    The GeForce 301.24 beta drivers introduce several new NVIDIA Surround features for our multi-monitor users. To learn more, click each link below. NVIDIA Frame Rate Target



    Using third-party tools such as EVGA Precision X, all NVIDIA GPU users can now enable NVIDIA Frame Rate Target to limit application frame rates to a specific, pre-defined frame rate. Its uses are many - for example, frame rates in decade-old games can be limited to 30 to prevent incompatibility issues; frame rates in today’s games can be limited to 60, preventing the GPU from working to the max, reducing heat and noise output; and frame rates can be capped to the monitor’s refresh rate, preventing tearing without enabling VSync.
    GeForce GTX 680 owners get the added benefit of even greater power savings when using NVIDIA Frame Rate Target, as the card’s GPU Boost technology can work in concert with Frame Rate Target to dynamically overclock and underclock the GPU based on the pre-defined frame rate. For further info, watch a demo of EVGA Precision X here.
    GTX680-EVGAPrecisionX-FrameRateTarget-650.png
    A couple of clicks enables Frame Rate Target, and from that point on EVGA Precision X will try its best to hit the mark using real-time overclocking and underclocking on the GeForce GTX 680.
    Performance Improvements



    Our engineers have once again delved back into the GeForce driver’s code, optimizing and tweaking wherever possible. The result: improved performance on GeForce 400 and 500-series GPUs in the two dozen games we ran through our labs (GeForce GTX 680 users received these improvements as part of the launch-day 301.10 driver).
    The largest improvement was again found in The Elder Scrolls V: Skyrim, the world’s most popular role-playing game. As the chart below shows, performance increased by 17-20% at 2560x1600 using the most demanding game settings available (similar gains were recorded at 1920x1080).
    301-24-elder-scrolls-v-skyrim-performance.png

    Using the less-demanding High detail preset we recorded an indoor improvement of up to 23.5% at the same resolution, and in outdoor environments we saw improvements of up to 17.9% on High, and 16.8% on Ultra. These improvements apply to almost all 400 and 500-series GPUs, not just the ones listed, though your own personal mileage may vary depending on your system configuration.
    Other performance improvements were found in Batman: Arkham City, Bulletstorm, Civilization V, Just Cause 2, StarCraft II, and Shogun 2, to name but a few.
    301-24-gtx-560-ti-performance.png
    On the GeForce GTX 560 Ti, Batman: Arkham City performance increased by 7.88%, Bulletstorm performance increased by 11.87%, Civilization V performance increased by 7.99%, Just Cause 2 performance increased by 3.52%, and Shogun 2: Total War performance increased by 4.24%.



    Detail Settings:
    • Batman: Arkham City: 1920x1080, Very High detail level, Tessellation High, PhysX High.
    • Bulletstorm: 2560x1600, max settings.
    • Civilization V: 1900x1200, 8xMSAA, DirectX 11, max settings.
    • Just Cause 2: 1920x1080, DirectX 10, max settings.
    • Shogun 2: Total War: 1920x1080, DirectX 11, max settings.
    301-24-gtx-580-performance.png
    On the GeForce GTX 580, Batman: Arkham City performance increased by 3.46%, Bulletstorm performance increased by 8.86%, Civilization V performance increased by 7.13%, Deus Ex: Human Revolution performance increased by 4.30%, Just Cause 2 performance increased by 4.19%, and Shogun 2: Total War performance increased by 4.98%.



    Detail Settings:
    • Batman: Arkham City: 1920x1080, Very High detail level, Tessellation High, PhysX High, FXAA High.
    • Bulletstorm: 2560x1600, max settings.
    • Civilization V: 2560x1600, 8xMSAA, DirectX 11, max settings.
    • Deus Ex: Human Revolution: 2560x1600, DirectX 11, Tessellation enabled, max settings.
    • Just Cause 2: 1920x1080, 4xMSAA, DirectX 10, max settings.
    • Shogun 2: Total War: 1920x1080, DirectX 11, max settings.
    In many of our benchmarks, performance improvements carried across to SLI configurations also, as the following charts show.
    301-24-gtx-560-ti-sli-performance.png
    On a 2-Way SLI GeForce GTX 560 Ti system, Batman: Arkham City performance increased by 4.48%, Bulletstorm performance improved by 12.07%, Civilization V performance improved by 8.81%, Far Cry 2 performance improved by 12.63%, Just Cause 2 performance improved by 15.17%, and StarCraft II performance improved by 9.28%.



    Detail Settings:
    • Bulletstorm: 2560x1600, max settings.
    • Civilization V: 2560x1600, 8xMSAA, DirectX 11, max settings.
    • Far Cry 2: 1920x1080, DirectX 10, max settings.
    • Just Cause 2: 1920x1080, DirectX 10, max settings.
    • StarCraft II: 2560x1600, 4xMSAA, max settings.
    Other GTX 560 Ti SLI improvements of note: up to 5.2% extra performance in Batman: Arkham City, up to 3.82% extra performance in Deus Ex: Human Revolution, up to 3.65% extra performance in Dragon Age 2, up to 3.15% extra performance in F1 2011, up to 4.33% extra performance in Metro 2033, and up to 4.15% extra performance in Shogun 2: Total War.
    301-24-gtx-580-sli-performance.png
    On a 2-Way SLI GeForce GTX 580 system, Bulletstorm performance improved by 8.11%, Civilization V performance improved by 6.43%, Far Cry 2 performance improved by 14.12%, Just Cause 2 performance improved by 23.21%, and StarCraft II performance improved by 16.71%.



    Detail Settings:
    • Bulletstorm: 2560x1600, max settings.
    • Far Cry 2: 1920x1080, DirectX 10, max settings.
    • Just Cause 2: 1920x1080, DirectX 10, max settings.
    • Shogun 2: Total War: 1920x1080, DirectX 11, max settings.
    Other GTX 580 SLI improvements of note: up to 5.79% extra performance in Deus Ex: Human Revolution, up to 3.91% extra performance in DiRT 3, up to 5.55% extra performance in Dragon Age 2, up to 3.75% extra performance in F1 2011, up to 4.41% extra performance in Hard Reset, up to 4.70% extra performance in Metro 2033, and up to 4.58% extra performance in Total War: Shogun 2.
    New & Updated SLI Profiles






    As always, our new GeForce driver includes new and updated profiles for today’s top titles, increasing performance and unleashing the full power of SLI systems.
    • Alan Wake
    • Call of Juarez: The Cartel
    • Counter-Strike: Global Offensive
    • Deus Ex: Human Revolution - The Missing Link
    • Left 4 Dead
    • Orcs Must Die!
    • Portal 2
    • Risen 2: Dark Waters
    • The Darkness II
    New & Updated 3D Vision Profiles






    New and updated 3D Vision profiles are also included in the GeForce 301.24 beta drivers, helping you get the best possible experience when playing in stereoscopic 3D using our industry-leading technology.
    • All Zombies Must Die! – Rated Fair
    • Ghosts 'n Goblins Online – Rated Good
    • Krater – Rated Poor
    • Oil Rush – Rated 3D Vision Ready
    • Postal III – Rated Good
    • Rayman Origins – Rated Good
    • SevenCore – Rated Fair
    • Stacking – Rated Good
    • Unigine Heaven Benchmark v3.0 – Rated 3D Vision Ready
    • Wargame: European Escalation – Rated Good
    • Warp – Rated Good
    • Wings of Prey – Rated Fair
    In conclusion, the 301.24 beta drivers improve game performance across the board, improve and unleash SLI performance, improve 3D Vision compatibility and fidelity, and come packed with brand new NVIDIA-exclusive technologies that can be used by almost all GeForce graphics cards dating back to 2006. Previous driver releases have implemented and introduced industry-leading stereoscopic 3D Vision gaming, hardware-accelerated PhysX effects, CUDA-accelerated software support, and more.
    This latest release underlines our promise to support your purchases for as many years as possible, improving fidelity, performance, and the overall experience wherever possible.
    Thanks for reading; download the GeForce 301.24 beta drivers here, or from the front page of GeForce.com using the one-click driver download tool. If you require help or wish to leave feedback, comment below or stop by the GeForce forums
  • claydough
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    claydough polycounter lvl 10
    The GeForce 301.24 beta drivers introduce several new NVIDIA Surround features for our multi-monitor users. To learn more, click each link below.
    simply awesome! I am in surround Heaven! I assume Eyefinity users have always had it this good? But for a starved Nvidia multi-Monitor enthusiast that list is the bees knees!
    ( only wished the rest of the Industry would show the same kind of love? Please slap a developer that is not all about hor+ It's like spitting on yer own game )


    The good folks at WSGF agree with a glowing review of the new Nvidia surround feature set:
    http://widescreengamingforum.com/article/nvidia-raises-bar-surround-ecosystem-improvements
    Kepler-1.jpg
    It's no secret that AMD has had the lion's share of interest and coverage in the multi-monitor gaming scene. Their release of Eyefinity with the Radeon 5870 brought multi-monitor gaming "to the masses". One product cycle later (GTX 400 series), NVIDIA released their Surround technology for multi-monitor gaming. NVIDIA's offering required the user to run SLI to take advantage of Surround. Many NVIDIA fans saw this as a roadblock, either because of cost or the fact that some games simply don't like SLI (or AMD CrossFire for that matter).
    Fast forward a couple of product cycles and NVIDIA has just released the new GTX 680, and with it *MASSIVE* updates to their Surround ecosystem. Not only have they brought themselves in line with AMD on many aspects, they have also surpassed the AMD offering in some areas. We at the WSGF welcome these advancements with open arms (and wallets). There is nothing better for multi-monitor gamers than aggressive competition in the marketplace. And with the GTX 680 pulling performance similar to a pair of GTX 580's, things really couldn't be better for people who prefer the green team.
    I had a briefing with NVIDIA about a week ago, and they walked me through all of the updates. They are impressive, and will make NVIDIA fans quite happy. Let's look at the changes and updates.

    Kepler-2.jpgKepler-3.jpg Kepler-4.jpg Kepler-5.jpgKepler-6.jpgKepler-7.jpg
  • Cojax
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    Cojax polycounter lvl 10
    wow this is really exciting. Thanks for sharing. I just recently upgraded to a second 580 and a 2560x1600 30"Monitor. So seeing these improvements is great! Tempted to try 3D surround, looks like a ton of performance increases were made.
  • Avanthera
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    Avanthera polycounter lvl 10
    Nice! I love free upgrades to performance :)
  • passerby
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    passerby polycounter lvl 12
    if i wanted to use some of these new features, like FXAA instead of MSAA in like say a source game like l4d2 or tf2, would i just have to disable AA in game, and force it with the control panel?
  • Lazerus Reborn
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    Lazerus Reborn polycounter lvl 8
    Thats alot of eye sex...
  • BlvdNights
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    BlvdNights polycounter lvl 8
    Just in time for my tax refund!
  • Andreas
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    Andreas polycounter lvl 11
    Hey clay, you know you're stuff, I have a question for you. Does an NVIDIA GeForce GTX 560M have a HDMI in as well as out? Basically I'm thinking of using a 3D laptop screen as a 3D screen for a PS3/Xbox, is that even possible?
  • arrangemonk
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    arrangemonk polycounter lvl 17
    @Andreas: yes but not as you might think
  • cman2k
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    cman2k polycounter lvl 17
    Thanks guys, this was huge for me. It let me pump up configure custom monitor resolutions, so now I can have my monitor/games run at a ridiculously high resolution (good for screenshots!). It also let me force on a bunch of cool post stuff like SSAO, FXAA and stuff! Really nice!
  • Andreas
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    Andreas polycounter lvl 11
    @Andreas: yes but not as you might think

    Cryptic! :D Thanks, I'll look into it.
  • MainManiac
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    MainManiac polycounter lvl 11
    woah now I shouldnt have to use AA in any games because actual AA is so intensive

    In the mean time they broke ambient occlusion from working on skyrim :\
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