New 67.03 Forceware Drivers out Today...

Nice. I'm hoping they can close some gaps a bit. Although the new X850's arent that interesting from a "new" product perspective... I don't remember ATi's architectures getting as many wins as it has in all the reviews that came out today. It wasn't the 20MHz, the interface, or the architecture changes I don't think. I was thinking nV's new architecture would actually age better with each driver release. I don;t care too much about the fangay wars and a few percents here and there.... but do like to play 1600*1200 with my $400 Graphics.... come one nV! NFSU2 can't bring her down yet!
 
"Issues Resolved in Version 67.03
This following are changes made and issues resolved since driver version 67.02:
• GeForce 6600 GT AGP: Fixed a 3D corruption problem that appears
when this card is used with certain motherboards, such as SIS
motherboards."

That's it.
 
Does this fix the Unreal Engine + A64 blue screen on exit?
 
Brent_Justice said:
It was fixed (or lessened) with the 67.02's, by allowing you to set Negative LOD Bias to Clamp.
Those drivers at that setting didn't reduce shimmering for me. =\
 
OriginalReaper said:
Those drivers at that setting didn't reduce shimmering for me. =\

people had different results apparently, i was reading their experiences with it at nvnews forums

it did reduce it for me in HL2, but i haven't checked other games yet
 
Badger_sly said:
"Issues Resolved in Version 67.03
This following are changes made and issues resolved since driver version 67.02:
• GeForce 6600 GT AGP: Fixed a 3D corruption problem that appears
when this card is used with certain motherboards, such as SIS
motherboards."

That's it.
wrong... look at 67.02 changes... that was beta... i been running 67.02 on my card for a while and it increased preformance across board... i never ran into any shimmering problems.. maybe geforce 6 series only?
 
I don´t know. Maybe TFT related. I don´t have it since I am on CRT I guess.
 
I installed tham and they are working so far...the 67.02s gave me a ton of shit for no reason :confused: I haven't been able to test these out in game yet but I will tonight :)
 
NecessaryEvil said:
Does this fix the Unreal Engine + A64 blue screen on exit?

I was able to fix mine by heeding some advice on another forum. WinXP's Sp2 activated the NX bit in the Athlon 64 series of cpus. It's a hardware feature that helps prevent buffer overflows. It would happen to me during Tribes Vengeance or UT2K4 while exiting or minimizing. The error would read "irq_less_than_equal_my_ass" and lead me to believe my overclocked desires weren't getting along with my hardware. Here's the fix...

1. Open up the Control Panel.
2. Click on the System Icon.
3. Click on the Advanced tab.
4. Under Startup and Recovery, click on the Settings button.
5. Under System startup, click on the Edit button.

This will open up a notepad which should have something similar to this:

[boot loader]
timeout=0
default=multi(0)disk(0)rdisk(0)partition(1)\WINDOWS
[operating systems]
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional" /fastdetect /noexecute=OptIn

6. Change the "/noexecute=Optin" switch to "/execute=Optin"
7. Reboot.

I am happy to say, I haven't had a bsod upon exiting an Unreal Engine based game in a couple of weeks now.

Cheers,

Jod ;-)
 
yeah, I know how to fix it by disabling the NX bit...


The question is, is the problem fixed with these drivers so the NX bit can be re-enabled?
 
Jodiuh said:
I was able to fix mine by heeding some advice on another forum. WinXP's Sp2 activated the NX bit in the Athlon 64 series of cpus. It's a hardware feature that helps prevent buffer overflows. It would happen to me during Tribes Vengeance or UT2K4 while exiting or minimizing. The error would read "irq_less_than_equal_my_ass" and lead me to believe my overclocked desires weren't getting along with my hardware. Here's the fix...

1. Open up the Control Panel.
2. Click on the System Icon.
3. Click on the Advanced tab.
4. Under Startup and Recovery, click on the Settings button.
5. Under System startup, click on the Edit button.

This will open up a notepad which should have something similar to this:

[boot loader]
timeout=0
default=multi(0)disk(0)rdisk(0)partition(1)\WINDOWS
[operating systems]
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional" /fastdetect /noexecute=OptIn

6. Change the "/noexecute=Optin" switch to "/execute=Optin"
7. Reboot.

I am happy to say, I haven't had a bsod upon exiting an Unreal Engine based game in a couple of weeks now.

Cheers,

Jod ;-)


thanks glad to know it wasn't just me never bothered to look it up anywhere just figured i had my system to tweaked or something .. thanks
 
ryuji said:
wrong... look at 67.02 changes... that was beta... i been running 67.02 on my card for a while and it increased preformance across board... i never ran into any shimmering problems.. maybe geforce 6 series only?

So you're saying that nVidia is wrong in their own release notes?
 
[BB] Rick James said:
When people talk about shimmering what the hell is that?

It's close to a crawling/alising effect that is introduced when negative LOD bias is used on NV 6xxxx series cards, can only see it in motion. Happens right at the mipmap transition lines.
 
Badger_sly said:
So you're saying that nVidia is wrong in their own release notes?
no im saying 67.02 wasnt an official release, so 67.02 and 67.03 are part of same release
 
True, the 67.02 were "beta" and they fixed some issues / increased performance for some cards, but overall "beta" or "whql" are just labels, nothing more. Anyone who was using the 67.02s, then went to the 67.03s, will only have that one listed problem fixed, and that's only if a 6600 card is used.

Of course, anyone who sticks to the goofy notion of only using WHQL drivers will get a lot more out of these 67.03s.
 
The lod bias is a way to shift the mipmap level selected by the game, applying a negative lod bias makes the game use higher resolution textures for all mip levels, which means it needs more memory to store the now larger mipmaps for every texture loaded and for every texture it will load (Not to mention the defeating the whole purpose of mipmapping). Simply turning on af would result in a better looking texture, without all the problems of a negative lod.

You can change the lod bias in hardware and software if you have the option.
 
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