NVIDIA are pushing forward with improving their Linux driver in many areas, with two driver series seeing updated in the past week.
The first is the 390.77 driver, part of their "long-lived branch release". This was released a few days ago, which has these changes:
- Improved compatibility with recent Linux kernels.
- Fixed an intermittent hang of Vulkan applications running fullscreen when flipping is allowed.
- Removed informational messages that were printed by nvidia-modeset.ko whenever a GPU device was allocated or freed.
- Fixed a bug that caused kwin OpenGL compositing to crash when launching certain OpenGL applications.
- Updated the OpenGL driver to allow the use of integer format (SINT/UINT) color attachments with depth attachments in Frame Buffer Objects.
On top of that, there's also the 396.45 driver which is their newer driver series that was released yesterday:
- Added support for the following GPU:
- TITAN V JHH Special Edition
- Improved recovery of Vulkan direct-to-display applications after an application hang or crash.
- Fixed a bug that could cause multi-threaded EGL applications to crash when exiting.
- Improved compatibility with recent Linux kernels.
- Fixed an intermittent hang of Vulkan applications running fullscreen when flipping is allowed.
- Removed informational messages that were printed by nvidia-modeset.ko whenever a GPU device was allocated or freed.
- Fixed a bug that could cause kernel panics when using Quadro SDI Capture hardware.
- Fixed a bug that caused kwin OpenGL compositing to crash when launching certain OpenGL applications.
- Fixed an intermittent crash when launching Vulkan applications.
- Fixed an intermittent crash when launching applications through Wine.
- Fixed a bug that caused the driver, in some low bandwidth DisplayPort configurations, to not implicitly enable display dithering. This resulted in visible banding.
- Fixed intermittent hangs of fullscreen Vulkan applications when focused away (e.g., by using the alt-tab key combination) on non-composited desktops.
- Increased the version numbers of the GLVND libGL, libGLESv1_CM, libGLESv2, and libEGL libraries, to prevent concurrently installed non-GLVND libraries from taking precedence in the dynamic linker cache.
- Updated the OpenGL driver to allow the use of integer format (SINT/UINT) color attachments with depth attachments in Frame Buffer Objects.
Do let us know in the comments how you've been getting on with either driver, help you friendly Linux gamer out if you know a solution to any issues in these newer drivers.
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This driver dont be used with dxvk because dont support still VK_EXT_vertex_attribute_divisor requirement
396.24.10 support VK_EXT_vertex_attribute_divisor
^_^
Last edited by mrdeathjr on 20 July 2018 at 12:11 pm UTC
396.24.10 support VK_EXT_vertex_attribute_divisor
^_^
Last edited by mrdeathjr on 20 July 2018 at 12:11 pm UTC
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With this versions i can use latest version of dxvk finally?
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I hope this will finally solve the issue with whitelist I have.
So I don't have to rebuild kmod on every start.
So I don't have to rebuild kmod on every start.
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Quoting: GuestOh I can't wait to get this driver!Dude! Celebration time! This has been a pain in the ass for soo long...
- Fixed a bug that caused kwin OpenGL compositing to crash when launching certain OpenGL applications.
This fix is great! I got really tired of Steam and Google Chrome restarting kwin...
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Quoting: fabry92With this versions i can use latest version of dxvk finally?According to DXVK wiki 396.45 is the recommended driver.
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Still waiting for a driver that will solve the Mad Max + Vulkan + SteamOS-Compositor freeze problem... I'm actually on 396.24.10. Let's hope 396.45 is the one...
Edit: 396.45 is not yet into the graphics-drivers ppa. Maybe in a couple of days?
Last edited by Mohandevir on 20 July 2018 at 1:40 pm UTC
Edit: 396.45 is not yet into the graphics-drivers ppa. Maybe in a couple of days?
Last edited by Mohandevir on 20 July 2018 at 1:40 pm UTC
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Quoting: mrdeathjrThis driver dont be used with dxvk because dont support still VK_EXT_vertex_attribute_divisor requirementDXVK 0.63 (probably coming tomorrow) will relax the requirement (it already works if you compile from git). Not the way I wanted to solve this problem, but Nvidia seems to be a bit slow with putting that extension into their main branch...
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Quoting: MohandevirStill waiting for a driver that will solve the Mad Max + Vulkan + SteamOS-Compositor freeze problem... I'm actually on 396.24.10. Let's hope 396.45 is the one...If you're talking about issues when alt-tabbing and MadMax is fullscreen, then as a workaround, it seems that starting in window mode and then go to fullscreen (i use kwin, and i bound shift+f12 to make any app fullscreen), will solve the issue.
Edit: 396.45 is not yet into the graphics-drivers ppa. Maybe in a couple of days?
0 Likes
Quoting: kokoko3kQuoting: MohandevirStill waiting for a driver that will solve the Mad Max + Vulkan + SteamOS-Compositor freeze problem... I'm actually on 396.24.10. Let's hope 396.45 is the one...If you're talking about issues when alt-tabbing and MadMax is fullscreen, then as a workaround, it seems that starting in window mode and then go to fullscreen (i use kwin, and i bound shift+f12 to make any app fullscreen), will solve the issue.
Edit: 396.45 is not yet into the graphics-drivers ppa. Maybe in a couple of days?
Thanks but no, that's not it. When in SteamOS or SteamOS-Compositor on Ubuntu (That means BPM acts as a DE) and then you quit Mad Max, after a few seconds, the BPM totally freezes requiring a hard reboot. Sweet, hey?!
Originally it was all Vulkan games that did that, but eventually, only Mad Max remained.
Last edited by Mohandevir on 20 July 2018 at 3:32 pm UTC
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Quoting: kokoko3kIf you're talking about issues when alt-tabbing and MadMax is fullscreen, then as a workaround, it seems that starting in window mode and then go to fullscreen (i use kwin, and i bound shift+f12 to make any app fullscreen), will solve the issue.Veering off-topic a bit, but is anyone else getting flickery textures on the NPCs in Mad Max when using Vulkan? Is there a known fix/workaround, or should I report it? I'm reluctant to go back to OpenGL, because the framrate's much more stable.
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