GeForce 416.16 drivers flip the RTX switch for Turing cards

This won't be news to GeForce Experience users, but Nvidia's just dropped a new driver for its graphics processors. GeForce driver version 416.16 brings support for the Windows 10 October 2018 update. This release also adds and modifies SLI and 3D Vision profiles for a handful of games, and it includes the usual pack of bug fixes. The real interesting news this time around, though, is that this is the first driver to enable RTX technology on GeForce graphics cards of that same name.

This release is all about RTX—both the cards and the API.

Microsoft's own DirectX Ray-tracing (DXR) API  hasn't been talked about much, but that's what Nvidia's RTX technology is built on top of. To use RTX on Windows, you need to have DXR support, and for that you need the Windows 10 October 2018 update that just came out. Of course, there still aren't any RTX-enabled games to play with yet, but the foundation is laid for when they arrive.

With the new driver, Titan Xp cards should no longer suffer a blue-screen crash when resuming from sleep mode. A major performance hit when using TAA in Rainbow Six Siege on a GeForce GTX 1060 should be zapped. This driver also addresses a bug that caused black graphical artifacts in the Quake HD Remix mod, as well as other mods based on the DarkPlaces graphics engine. Finally, Turing GPUs should be able to send full-quality 4K Netflix streams to USB-C displays now. 

The Metro Exodus demo is probably the best example of RTX so far.

Predictably—and likely given the focus on RTX—this driver is only for Windows 10. If you're planning to play Shadow of the Tomb Raider as soon as that game's RTX patch drops any day now, go ahead and snag this package. GeForce Experience users have probably already downloaded it, but the rest of us will have to head to Nvidia's download site. You can check the release notes if, say, you're curious about those SLI profiles I mentioned.

Comments closed
    • DPete27
    • 1 year ago

    The fact that they’re drastically changing the brightness of each scene by turning RTX on/off makes it even more difficult to see the actual advantages of RTX.

    What I’m seeing looks more like HDR on/off.

    Also, cool tree shadows :/ Did they place the sun light source distance 20 yards behind the trees? Sun shadows barely move when you walk by things. You’re the one moving, not the shadow. And for the stationary time-lapse shadow movement scenes…who’s standing in one place long enough to watch the shadows traverse across the room like that? Last time I checked it takes me less than 8 game hours to walk 20 feet.

      • PixelArmy
      • 1 year ago

      Umm, the brightness changes are [i<]caused by[/i<] RTX on/off. That is the point of global illumination, it is brighter because it should be brighter since they've more accurately accounted for additional light from rays bouncing. As for the time-lapse stuff, I'm pretty sure that's cause it's still a tech demo...

        • synthtel2
        • 1 year ago

        That doesn’t look like a real apples-to-apples tech demo, that looks like an Nvidia PR stunt in which they beat up a trivial technology that nobody has considered good for a decade (same ambient for the whole environment). They’re not going to ship the game with those as the only two options, and presenting them here as the only two options is intentionally misleading.

        If they were doing any kind of fair comparison, the brightness changes would be much smaller.

          • auxy
          • 1 year ago

          I dunno. I think what you’re seeing isn’t the result of an unfair comparison but simply a scene which hasn’t been tuned for RTX at all. I think they’re just throwing RTX into a scene and showing before/after shots. (‘ω’)

          Since it’s effectively adding a bunch more light to the scene it’s obviously brighter.

            • synthtel2
            • 1 year ago

            Enabling GI makes it much brighter in the outdoor scenes and darker in the indoor scenes, not just brighter across the board. The outdoor scenes with GI enabled do have too much indirect light and not enough direct though, it’s true.

            • PixelArmy
            • 1 year ago

            [quote<]darker in the indoor scenes[/quote<] uh, no... GI might affect indoor scenes less than an outdoor scene because you might not have the sun/moon, or it might affect the color, but it does not make it darker.

            • synthtel2
            • 1 year ago

            That wasn’t a statement of theory, it was a statement of what’s in the video. It’s more subtle than the outdoor brightening, but it’s there.

            It happens because they’re greatly reducing the simple ambient factor when the turn on GI, as they should. If they tried to leave it on in both cases, they’d basically be providing twice the correct amount of indirect light, and if they left it off in both cases the shadows would be pitch black without GI.

            • PixelArmy
            • 1 year ago

            “Enabling GI makes it much brighter in the outdoor scenes and [b<]darker in the indoor scenes[/b<]". I am just clarifying that the portion of the statement in bold, regardless of whether you're talking about theory or in-video, is wrong. If the indoor brightening is there but more subtle (as you claim, which I agree), it is still in the direction of brighter not darker.

            • synthtel2
            • 1 year ago

            Eh? Check 1:01, 1:47, 2:43. I see quite a few scenes that just get higher contrast in general and quite a few that get darker, and the only clear example of an indoor scene getting overall brighter I see is 3:08.

            As for theory, if they were to try to act like indirect light transport didn’t exist outside of RTGI the scene’s lighting would be just plain broken with RTGI off, and if they forgot to disable the cheap version when turning on RTGI the scene’s lighting would be just plain broken with RTGI on. There are necessarily two systems for delivering indirect light, and they’re necessarily not both active at the same time. AFAICT you’re claiming either that RTGI is brighter than the other solution in every situation or that the other solution doesn’t exist, both of which are trivially disprovable.

    • juzz86
    • 1 year ago

    520MB. She’s a bigg’un!

      • Krogoth
      • 1 year ago

      Current AMD RTG driver package isn’t exactly that far behind either.

    • confusedpenguin
    • 1 year ago

    Does the GeForce RTX finally make Crysis playable at max settings?

      • K-L-Waster
      • 1 year ago

      Yes

      * provided you are running at 480p.

        • DPete27
        • 1 year ago

        24 fps is “cinema quality”….right?

          • K-L-Waster
          • 1 year ago

          Of course.

          And those aren’t artifacts, they’re film grain.

      • Krogoth
      • 1 year ago

      I give it a 7/10 for a good attempt at memeing but messing up because it is missing is core elements.

    • Wonders
    • 1 year ago

    From the video:

    [quote<]Light in the [b<]real world[/b<] travels indefinitely until it reaches the surface [b<]we are rendering[/b<][/quote<] Since when do our alien overlords slip up like this? (Also, since when do they narrate YouTube videos?)

      • wingless
      • 1 year ago

      MILAB!!!! The Secret Space Program!!!!…..LOL

    • DeadOfKnight
    • 1 year ago

    I have GeForce Experience. Haven’t downloaded it.

    Edit: Now I have.

      • DPete27
      • 1 year ago

      I have a box of cereal. I haven’t eaten it yet.

      Edit: Now I have.

        • Krogoth
        • 1 year ago

        Did it happened to be Grape-Nuts?

          • JustAnEngineer
          • 1 year ago

          [url<]https://www.youtube.com/watch?v=Ku42Iszh9KM[/url<] "I'm convinced!" P.S.: Today I found out that the recommended serving size of Grape Nuts cereal is only six or seven spoonfuls: [url<]https://www.youtube.com/watch?v=ZiEAV91DymI[/url<]

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