r/nvidia • • 6h ago

Discussion GeForce & RTX Spark Hotfix Display Driver version 621.12

114 Upvotes

Article: https://nvidia.custhelp.com/app/answers/detail/a_id/5938

x64 (GeForce) Download Link: Link Here (x64) <--- Use this if you have regular x86-64 PC/Laptop

arm64 (RTX Spark) Download Link: Link Here (RTX Spark arm64) <--- Use this for RTX Spark laptops

Reminders:

  • Hotfix driver will not be available in NVIDIA App and needs to be downloaded from the link above.
  • After installing the Hotfix driver, NVIDIA App may show some old driver date. This is normal as Hotfix driver does not exist in NVIDIA App database and it reverted to an old default changelog and dates.
  • If you do not care about the fixes listed, this Hotfix driver is no different vs WHQL 621.01 Driver.
  • These fixes will be incorporated into the next WHQL driver release

NVIDIA Driver forum thread is here: Link Here

Submit driver feedback directly to NVIDIA: Link Here

-------------------------

From the Article:

GeForce/RTX Spark Hotfix Display Driver version 621.12 is based on our latest GeForce Game Ready Driver and RTX Spark Game Ready Driver.
 
This hotfix addresses the following:

  • Fixed an issue where video playback may freeze or black screen on some GeForce RTX 50 Series GPUs/RTX Spark after updating to GRD 621.01. [6979343]
  • Unreal Engine 5.8 may crash when Ray Lighting Mode is set to Hit Lighting [6914378]
  • [RTX Spark] HDMI monitor connected to StarTech Thunderbolt 3 to HDMI 2.0 adapter may show corruption [6054761]
  • [MSI N16 Flip] Intermittent flickering may be observed [6945359]

Select Download
Click here to download the GeForce Hotfix display driver version 621.12 for Windows 10/ Windows 11 (x64)
Click here to download the RTX Spark Hotfix display driver version 621.12 for Windows 11 (ARM64)

An NVIDIA driver is an incredibly complex piece of software, We have an army of software engineers constantly adding features and fixing bugs. These changes are checked into the main driver branches, which are eventually run through a massive QA process and released.  Since we have so many changes being checked in, we usually try to align driver releases with significant game or product releases.

This process has served us pretty well over the years but it has one significant weakness. Sometimes a change that is important to many users might end up sitting and waiting until we are able to release the driver.  

The NVIDIA Hotfix driver is our way to trying to get some of these fixes out to you more quickly. These drivers are basically the same as the previous released version, with a small number of additional targeted fixes. The fixes that make it in are based in part on your feedback in the Driver Feedback threads and partly on how realistic it is for us to quickly address them. These fixes (and many more) will be incorporated into the next official driver release, at which time the Hotfix driver will be taken down.  

To be sure, these Hotfix drivers are beta, optional and provided as-is. They are run through a much abbreviated QA process. The sole reason they exist is to get fixes out to you more quickly. The safest option is to wait for the next WHQL certified driver. But we know that many of you are willing to try these out.  As a result, we only provide NVIDIA Hotfix drivers through our NVIDIA Customer Care support site.


r/nvidia • • 14d ago

News [Official] DLSS 5 Comes To Hogwarts Legacy & RTX Spark, Powered By 2X Faster Model

607 Upvotes

Full Article: https://www.nvidia.com/en-us/geforce/news/dlss-5-faster-ai-model-hogwarts-legacy-rtx-spark-laptops/

2026: A Year Of Relentless DLSS Innovation

Over the past 8 years, we’ve continuously innovated on DLSS, bringing new features, faster performance, and enhanced image quality.

This year has been our busiest yet, introducing DLSS 3D-Guided Neural Rendering, Dynamic Multi Frame Generation and higher Frame Generation multipliers, and delivering 2nd generation transformer AI model improvements across the entire suite of DLSS technologies.

DLSS 3D-Guided Neural Rendering Model Performance Gets 2X Faster

Through a combination of systematic pipeline optimizations and neural model refinements, the performance of DLSS 5’s 3D-Guided Neural Rendering model is improving by 2X this week, enabling even more gamers to enjoy DLSS 5’s transformative uplift in lighting and materials at higher frames rates and settings.

The DLSS 5 October update shrinks the footprint by 24% to roughly 118 million parameters while reducing 4K VRAM usage by 20%. The result is half the GPU overhead of the September version while maintaining comparable visual fidelity.

The new, more performant DLSS 5 model will debut in NBA 2K27 on October 16th on GeForce RTX 50 Series GPUs, RTX Spark laptops, and GeForce NOW, boosting frame rates by up to 1.4X. And it will ship by default with future DLSS 5 games.

DLSS 5 Coming To Hogwarts Legacy On November 5th

NVIDIA DLSS 5 with 3D-Guided Neural Rendering is coming to Hogwarts Legacy on November 5th, for GeForce RTX 50 Series, GeForce NOW, and RTX Spark.

NVIDIA DLSS 5 with 3D-Guided Neural Rendering elevates image quality, realism and immersion to new heights.

Where other DLSS technologies focus on reconstructing existing scene data to deliver higher-resolution images, additional frames, or cleaner ray-traced lighting, DLSS Neural Rendering takes the next step by using AI to generate the lifelike lighting and material details that real-time performance constraints have forced developers to strip away, allowing them to realize their original artistic vision.

Neural Rendering uses the game engine’s rendered frame, complete with its artist-designed geometry, textures, and lighting buffers, as an unyielding foundation. DLSS Neural Rendering becomes the final rendering stage of the graphics pipeline, infusing scenes with lifelike lighting and materials while ensuring the engine frame defines what must remain, and the artist directs what may change.

On GeForce RTX PCs and laptops, Hogwarts Legacy already includes support for DLSS Multi Frame Generation and Ray Reconstruction, accelerating and enhancing its ray-traced graphics that immerse players in the world of the famous school.

In a new update launching November 5th, DLSS Neural Rendering will be added to Hogwarts Legacy, and its other DLSS technologies upgraded to their newest versions. Avalanche Software has taken advantage of DLSS 5’s SDK controls to tune the integration to maintain the artistic intent and style of the game.

DLSS 5 Coming To Where Winds Meet

Where Winds Meet is a Wuxia open-world action-adventure RPG developed by Everstone Studio, offering a stunning open world, engaging action-adventure gameplay, deep RPG progression, and long-term free live-service updates for players. It has more than 100 million players worldwide and has reached a peak of over 250,000 concurrent players on Steam, currently holding a Steam rating of Very Positive (with over 116,000 reviews and still climbing).

Where Winds Meet includes support for DLSS Multi Frame Generation and Super Resolution, and in the near future support for DLSS 3D-Guided Neural Rendering will be introduced, further enhancing its world and characters. There was a ton of community demand for official support, and the developers were equally impressed with the visual upgrade to the game. 

New, Faster Performance Mode For Frame Generation Enters Beta

Today, via a new NVIDIA app beta update, we’re introducing a new faster Performance Mode for Frame Generation, for GeForce RTX 40 Series and GeForce RTX 50 Series GPUs, and RTX Spark laptops.

DLSS Multi Frame Generation and Frame Generation utilize two AI models, one that leverages game data such as motion vectors and depth to understand object motion between the two rendered frames, and a second model to calculate optical flow for elements like UI or ray-traced effects.

Labeled “Preset C,” in the NVIDIA app’s Frame Generation override, this new Performance Mode replaces the second AI model with a faster and lighter algorithm to boost frame rates for DLSS Frame Generation, Multi Frame Generation, and Dynamic Multi Frame Generation, with minor trade-offs in image quality. On a GeForce RTX 5060, this Performance Mode for Frame Generation is up to 35% faster.

To apply Preset C to your games:

  • Download and install our newest NVIDIA app update via our website, or from inside the app itself
  • Open the app, and in Settings --> About, tick “Opt in to access Beta or experimental features”
  • Wait a moment for the beta update to download, then click the on-screen message to install
  • Once installed, open the “Graphics” section of the new NVIDIA app beta and select a supported Frame Generation, Multi Frame Generation or Dynamic Frame Generation game (alternatively, select “Global Settings” at the top of the window and apply to every supported game in your library)
  • Scroll to “Driver Settings”
  • Click “DLSS Override - Model Presets”
  • Click “Custom”
  • Open the “Frame Generation” drop-down and choose “Preset C”
  • Click “Apply”

DLSS 5 Update For RTX Remix Launching October 23rd

Classic PC games are remembered for their incredible stories, characters and gameplay, but dated visuals can make them tough for modern players to enjoy. NVIDIA RTX Remix changes that. Built for RTX PCs, our modding platform uses cutting-edge path tracing, accelerated by DLSS, to reimagine timeless titles, letting longtime fans and a new generation experience era-defining games in stunning detail.

On October 23rd, we’re adding DLSS 5 with the new, faster 3D-Guided Neural Rendering model, and the faster Performance Mode for Frame Generation to RTX Remix, giving modders even more options and tools for remastering classic games.


r/nvidia • • 4h ago

Discussion NVIDIA Marketplace showing 5090 in stock.

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128 Upvotes

Nvidia Marketplace is showing ASUS ROG Astral 5090’s in stock, guessing they won’t last long.


r/nvidia • • 10h ago

Question Is the wireview pro 2 still the go-to?

22 Upvotes

Hey all I’ve got a 5090 but up until now everything has been fine, I run it undervolted ~450w max. I have an ASRock Phantom Gaming PG-1300W, so this has the thermal probe right at the connector to automatically shut off the PC if it gets too warm (and melty).

Do you think, in my scenario it’s worth buying more protection?

Is the Wireview still the go-to? (I’ve seen a few others now so maybe there’s a better alternative now)


r/nvidia • • 48m ago

Opinion Afox RTX 2060 Super

• Upvotes

My mom just ordered me a rtx 2060 super Afox, should i talk to her to cancel the order? Researched and hear a lot of bad things about the brand.


r/nvidia • • 1d ago

Rumor NVIDIA reportedly not accepting RTX 5090 orders from board partners, even backorders are unavailable

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731 Upvotes

r/nvidia • • 1d ago

Discussion GPU unlocks (FP32 accumulation): Why can it be unlocked on Turing (RTX 20), Ampere (RTX 30) and Ada (RTX 40) but no consumer Blackwell (RTX 50) and some misconceptions.

319 Upvotes

Hello guys, hoping you're doing fine. Wall of text next I know, but I want to get this info out of my chest, all hand written lol.

I wanted to make this post explaining some things about GPU unlocks that have been going on lately.

First of all, does affect gaming performance?

None known at the moment, except if somehow NVIDIA uses FP32 accumulation for DLSS or FG, which I doubt. I'm almost sure they use FP16 accumulation (or lower precisions) there, because if they used FP32 accumulation the perf hit would be insane on consumer cards.

What are these GPU unlocks doing?

NVIDIA on purpose neuters tensor core performance when using FP32 accumulation (FP16, BF16, FP8 and TF32 inputs accumulating in FP32, which is what most AI/LLM/ML tasks use), for market segmentation. Normal FP32 on the CUDA cores (no tensor cores) is NOT affected.

Consumer and prosumer GPUs use the exact same die (like GB202 between the 5090 and 6000 PRO, AD102 between the 4090 and 6000 Ada, or even literally 1:1 with the 3090 Ti vs A6000, both with the same core amounts and 84 SMs).

How it works: the speed of each kind of tensor operation is set by fuses burned at the factory. On consumer cards, the fuse for "FP16/BF16 with FP32 accumulation" says HALF_SPEED, on the pro cards it says FULL_SPEED. These fuses don't cut any circuit, the GPU just reads them at boot and runs at that speed. The GPU also has an override register that can set them back to FULL_SPEED, but it's locked so only NVIDIA's most privileged firmware can write to it, not your PC.

The unlocks open that lock and write FULL_SPEED on the override. With that, the consumer cards gain all the neutered performance imposed by NVIDIA. It doesn't give you more SMs, VRAM or anything like that, a 4090 is still a 4090, it just runs those instructions at the same rate a pro card does.

Why can Turing, Ampere and Ada be unlocked? And what is unlocked on these cards?

On these generations, the NVIDIA driver itself loads a small NVIDIA-signed firmware called the "Booter" onto a security microcontroller inside the GPU (SEC2, a "Falcon"), to start the GSP. The Booter runs in the highest privilege mode of the GPU (Heavy Secure, HS), which is exactly the one allowed to open the lock.

In June 2026, Jon Pry published a paper ("A Canary in the Crypto Mine") showing that the Booter of the newer drivers has a buffer overflow: it copies its "signature" data using a length that you control, so you can overflow its stack (including the stack canary that is supposed to stop exactly this) and take control of the Booter while it is running in HS mode. The signature check still passes, because it is NVIDIA's own signed code running, the bug is inside it.

With that, the unlock reuses instructions from NVIDIA's own Booter to open the lock, writes FULL_SPEED on the override, resets the card and lets the normal NVIDIA driver load. The unlock survives resets and driver reloads, but it's lost when you power off, which is why it runs on every boot before the NVIDIA driver loads.

This was first done on mining cards (CMP 170HX: FP32 from 1/32 to full speed, and 10GB to 80GB of VRAM), and then ported to GeForce:

What gets unlocked:

  • FP16 with FP32 accumulation (Turing, Ampere, Ada)
  • BF16 with FP32 accumulation (Ampere, Ada; Turing has no BF16)
  • TF32 (Ampere, Ada)
  • FP8 with FP32 accumulation (Ada; Turing and Ampere have no FP8)

Some numbers from those repos: 4090 FP16/BF16 with FP32 acc goes from 165 to 331 TFLOPS (raw instruction rate), 3090 Ti BF16 GEMM from 87 to 157 TFLOPS, 2080 Ti FP16 with FP32 acc from 47 to 94 TFLOPS. Real-world GEMMs gain less than 2x because the cards then hit their power limit (more on that below).

Why can't consumer Blackwell be unlocked?

The funny part is that on Blackwell the limitation is EXACTLY the same thing: same fuses, same override registers. I checked on my own cards: the 5090/5080/5070 Ti have the FP32 accumulation fuses set, and the 6000 PRO/4000 PRO don't. So it's not a hardware difference there either.

What changed is the door. Starting with Hopper, and consumer Blackwell too, the root of trust of the GPU is the FSP (Foundation Security Processor), a RISC-V core that boots from its own ROM as soon as the GPU powers on, before the driver even loads. On Blackwell:

  • There's no Booter to abuse. The driver just sends the FSP a message with a hash + RSA-3K signature of the next firmware, and the FSP verifies and boots it. The Linux kernel docs literally say: "There is no SEC2 involvement, no Booter ucode, and no FWSEC-FRTS stage". I also checked it myself: in NVIDIA's 615 driver source the Booter only exists for Turing, Ampere and Ada (TU102, TU116, GA100, GA102, AD102), and the RTX 50 VBIOSes don't carry the Falcon firmware (FWSEC) that older cards did.
  • The firmware the driver ships for Blackwell is encrypted, and the debug and production images are the exact same encrypted bytes. The Ada payload was built from analysis of the decrypted debug Booter, on Blackwell there's no such shortcut.
  • NVIDIA has said it uses SPARK (a formally verifiable programming language) to prove its most critical RISC-V firmware free of runtime errors, and a buffer overflow like the one used on the older cards is exactly that kind of error.

So, with what is known today, it can't be done. It isn't "impossible forever", but someone would need a brand new vulnerability in a way harder target. And if someone ever gets there, the unlock itself would very likely be the same couple of register writes.

FP4 is not affected, but all the rest is (FP16/BF16/FP8/TF32 with FP32 accumulation).

In which tasks is the unlock has most of the effect?

I will put some examples on my 6000 PRO vs 5090s, former using 400W and latter 600W, at how much is the impact in performance because the NVIDIA neutering.

  • Training: Like LoRAs, finetuning, etc.
    • Example: Using the same batch size for 25GB VRAM to train a diffusion LoRA, my 6000 PRO is 70-90% faster than my 5090.
  • Diffusion: Models that do txt2img, txt2vid, img2img, img2vid, txt2aud, etc.
    • Example: My 6000 PRO not using fp16 accumulation is about 30-40% faster than my 5090. If using fp16 accumulation, it is 15% faster.
  • Prefill on LLMs: Heavily affected as well, since even when a model is marked as "int8" or "mixed precision" etc, the inference parts that the GPU uses include FP32 accumulation parts, except if explicitly set to not use them.
    • Example: My 6000 PRO on vLLM on a model that fits on a 5090 as well, it's 50-70% faster. On llamacpp, instead is about 30-40% faster.
  • TG with big batching: TG with a single batch is mostly bandwidth bound, and it uses FP32 acc instructions, but since it is so little in comparison with the need of bandwidth, it isn't a limitation. On the other hand, when you use batches with batch size 2, 4, 8, etc, compute again starts to being a bottleneck and then you have a performance impact.
    • Example: Same results as previous point.

In which tasks the unlocks makes no difference:

  • TG with batch size 1: almost entirely bandwidth bound.
  • CUDA compute without tensor cores (normal FP32).
  • INT4/INT8 tensor operations.
  • FP4 on Blackwell (not neutered to begin with).
  • GEMM operations with FP16 accumulation instead, but those aren't very used.
  • Gaming.

Is there a risk by unlocking the cards, like burning the card, crashes, etc? Short answer: NO.

And again, NO. For the love of god guys, stop repeating this nonsense.

The cards are still limited by their max power limit. They won't magically use 200% of your power budget with an unlock, they will just use the cores more efficiently.

Let me explain: if you have a 3090 power limited at 300W, and without the unlock you were seeing only 250W in use, but after the unlock it uses 300W, it's not because the unlock did malicious things to your card. It's because the card can NOW stretch its legs and use the power to do more work. Real example from the Ada repo: an unlocked 4090 doing the same GEMMs peaked at 346W vs 313W stock, still under its 450W limit.

If you were getting X performance at Y < max TDP, and now you get more than X performance at max TDP, obviously the card will be hotter, but that's still inside the POWER LIMIT YOU SET, not above it.

Power spikes: those are normal on every card, and if you're using it to the full extent of its capabilities they can be more common. Are they risky? No, assuming you have a PSU with the wattage NVIDIA recommends per GPU.

So what ARE the actual risks then? They're about the unlock process, not your card:

  • It runs an exploit on NVIDIA's firmware before the driver loads. If something fails mid-way, the tools stop and you need a full power off before trying again (a reboot isn't enough). Read the repo instructions, especially on laptops and multi-GPU setups.
  • NVIDIA could patch it in future drivers, or even burn anti-rollback fuses so the old Booter stops being accepted. That wouldn't damage your card, it would just close the door for good.

"But, NVIDIA bins the dies to make these work 24/7 on the prosumer side but not on consumer, that's why they're locked!!!11"

Also incorrect. NVIDIA uses the EXACT SAME dies for their consumer GPUs and their prosumer GPUs, and the FP32 accumulation speed has nothing to do with binning: the 3090 Ti and the A6000 have the exact same specs. The half speed is just a value written in a fuse that the firmware reads.

Unlocking a card will not make it die sooner, nor will it crack the die or something.

Sorry I have to repeat this again and again, but the amount of pure fury I get from reading comments like these made me do this.

The model I run says it is Q8, or FP6, or 4bit, or INT4, or anything that doesn't mention FP32, am I affected?

It depends on how the GPU actually does the math, not on the name of the quant:

  • If the kernel dequantizes the weights to FP16/BF16 and multiplies on the tensor cores with FP32 accumulation, you're affected. That's the case for FP16/BF16 models and most vLLM paths, including AWQ/GPTQ with Marlin kernels (the weights are INT4, but the math is FP16 with FP32 accumulation).
  • FP8 (W8A8) also accumulates in FP32, so it's affected too (Ada and Blackwell).
  • If the kernel uses integer tensor math (INT8 x INT8), it isn't affected. A lot of llama.cpp's quantized matmuls work like this, which is one reason llama.cpp sees a smaller gap than vLLM.
  • Attention (like FlashAttention) almost always uses FP16/BF16 with FP32 accumulation, so long contexts get hit even on quantized models.
  • FP4 (NVFP4/MXFP4) on Blackwell: not affected.

Example: on a modded 48GB 4090, a quantized MoE model on an inference server got no gain at all after the unlock (0.98x on 8K prefill), while the FP16/BF16 matmuls doubled.

That's what I have for now, if you guys have any more questions, let me know!


r/nvidia • • 9h ago

Discussion 5090 Astral – Monitoring per-pin current outside of GPU Tweak III?

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14 Upvotes

Hey guys, just finished my build and I'm planning to undervolt this bad boy. Absolutely love the Astral's integrated pin monitoring, and after a quick Steel Nomad run the pin balance looks very healthy (screenshot attached).

I'd prefer to use MSI Afterburner instead of GPU Tweak III for undervolting, but running both at the same time isn't a good idea since they conflict. Is there another way to monitor the per-pin readings (Power Detector+) while using Afterburner? Any other ideas or suggestions are welcome.

Wireview pro 2 will be considered down the line, but not at the moment.

Thanks!


r/nvidia • • 5h ago

Question Should I upgrade my rtx 2070 super to 5070 ti?

5 Upvotes

I have a 1440p (2K) monitor, and my graphics card just isn't cutting it for today's games—for example, I’m getting 40 fps in *Monster Hunter Wilds* and 45 fps in *007: First Light* (with settings on medium/low; and yes, I know these games are poorly optimized).

The reason I’m hesitant is the pricing—I know prices are only going to keep rising—but for some reason, I feel like I should wait... in case a better new graphic card releases "5070 ti super"...

My plan also involves building a PC from scratch, so I could just as well wait for the new processors to be released.


r/nvidia • • 1d ago

Build/Photos My first Nvidia GPU in 25 years – it's a completely new world.

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195 Upvotes

DLSS is something unique, anyway there’s so much to discover and games I want to replay now.

About my PC:

CASE: Fractal Design Meshify 2
FANS: be quiet! silent wings 3, 4x140mm, 3x120mm
PSU: be quiet! straight power 11, Platinum 1000W
M2.SSD: Kingston A2000, 1024GB
M2.SSD: Samsung 980 PRO, 500GB
MB: Asus Rog Strix B550-E Gaming
RAM: Kingston Fury, 4x8GB, 3600mhz
COOLING: Arctic Liquid Freezer III Pro, 360mm AIO
GPU: ASUS Astral RTX 5080 OC
CPU: AMD Ryzen 7 5800X3D


r/nvidia • • 4h ago

Question i cant disable csm support in bios

0 Upvotes

i just wanna turn on secure boot for anti-cheats, but i cant disable csm, when i save and reboot my pc, csm just enables itself. I tried updating the graphics card firmware. The SSD is GPT type or smt. The motherboard is a Gigabyte H410M V2, and the GPU is an RTX 5060. There is some screenshots of my BIOS, if it important (Storage Boot Option Control UEFI i tried too)


r/nvidia • • 1h ago

Discussion What’s the best 5090 laptop?

• Upvotes

Wondering about generative al,thermals, & somewhat gaming. Are there certain brands that are noticeably better? Ty.


r/nvidia • • 1d ago

Discussion Extreme 5070Ti undervolting - 0.67v @ 1890mhz

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17 Upvotes

r/nvidia • • 1d ago

Discussion Do I use preset m or recommendation for highest graphics on cyberpunk 2077?

26 Upvotes

I want the maximum quality I can get idk which option do I use?


r/nvidia • • 2d ago

Discussion Phantom Blade Zero Official System Requirements

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185 Upvotes

r/nvidia • • 2d ago

News NVIDIA's open-source path tracer gets 20% faster with RTXPT 1.9

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469 Upvotes

r/nvidia • • 2d ago

Build/Photos Rebuilt my 5090 heater

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489 Upvotes

My replacement RTX 5090 FE just came back from RMA after the 12VHPWR connector melted, so I had to rebuild my PC again. NVIDIA's RMA was surprisingly very helpful and even allowed me to get a full replacement even if I didn't have the original proof of payment!

Case: FormD T1 V2.1 Silver with CNC Aluminum Side Panels
CPU: AMD Ryzen 7 9850X3D
GPU: NVIDIA RTX 5090 Founders Edition
Motherboard: Asus ROG Strix B850-I
RAM: T-Create 64GB DDR5 6000Mhz CL34
Storage: WD SN8100 4TB PCIE Gen 5 NVME + WD SN7100 2TB PCIE Gen 4 NVME
PSU: Corsair SF1000 SFX
CPU Cooler: EK Basic 240mm AIO with 1 x Phanteks T30 and 1 x Silverstone Air Slimmer 120
Others:
- Custom PSU Cables from Cablester on Etsy
- FormD T1 V2.1 Flipped 5090/5080 Founders Edition Travel Kit / Gen 5 Riser Cable
- FormD T1 Fittings Pack
- FormD T1 USB-C front port
- CNC Aluminum Power Button
- CNC Aluminum FormD T1 Gen 5 Riser Lock Bar
- CNC Aluminum AirTag Holder
- Apple AirTag 2
- Aluminum RAM Heatsinks
- 120mm Fan Grill for the Phanteks T30


r/nvidia • • 2d ago

Build/Photos A nice deep cleaning and she lives again and running about 5 degrees cooler. 9950x3d and 5090FE

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113 Upvotes

r/nvidia • • 21h ago

Discussion Best noise and temps among these 5080 cards?

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r/nvidia • • 1d ago

Question A400 4GB good enough for non-gaming/CAD use?

0 Upvotes

I'm mainly a software developer and never play any games, do video-editing etc. But I need a GPU to run 3x 2K monitors at 240Hz, maybe leave room for 4K monitors at 240Hz for future as well.

Would this card be able to easily handle that?


r/nvidia • • 2d ago

News NVIDIA simplifies DLSS 5 modding for classic PC games with RTX Remix 1.6

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508 Upvotes

r/nvidia • • 2d ago

Opinion RTX 5070 at 1440p — DLSS 4 Preset K vs. DLSS 4.5 Presets L/M

21 Upvotes

I have an RTX 5070 and a 1440p monitor, and I’m trying to determine which DLSS settings provide the best overall image quality and performance.
I’m considering these options:

DLSS 4 — Preset K at Quality
DLSS 4.5 — Preset L at Quality, Balanced, Performance, or Ultra Performance
DLSS 4.5 — Preset M at Quality, Balanced, Performance, or Ultra Performance

Since DLSS 4.5 Presets L and M are designed to work with the newer transformer model, I’m wondering whether using them at lower rendering resolutions, such as Performance or Ultra Performance, can produce image quality comparable to or better than DLSS 4 Preset K at Quality.

I’m particularly interested in:
Overall image quality and sharpness at 1440p
Fine details, foliage, and distant objects
Ghosting, shimmering, and temporal stability in motion

Performance differences on an RTX 5070
Whether DLSS 4.5 at Performance or Ultra Performance can compete visually with DLSS 4 at Quality

My priority is the best possible image quality at 1440p while maintaining good performance.

For anyone who has tested these presets, which combination would you recommend? Is DLSS 4 Preset K at Quality still the best overall choice, or can DLSS 4.5 Preset L or M at Performance or Ultra Performance deliver a better balance of image quality and FPS?


r/nvidia • • 1d ago

Discussion DLSS Presets, Scaling & Frame Gen at 1440p?

2 Upvotes

How do you optimize ultra-demanding AAA titles on RTX 4070 Ti at 1440p? (Custom DLSS scales, 12GB VRAM limits, Reflex & Frame-Pacing setup)

While running DLDSR 2.25x is a breeze for older titles and DLAA handles lighter workloads effortlessly, heavy AAA games especially Path Tracing or UE5 titles, force a much tighter balancing act on my RTX 4070 Ti at 1440p. I wanted to open a thread on how you dial in settings for maximum visual fidelity and low input latency when a game pushes the GPU to its absolute limit.

  1. DLSS Custom Scaling & SDK Presets

When native 1440p or DLAA isn't viable:

Are you sticking to standard DLSS Quality (67%) or forcing custom internal resolution scales via DLSSTweaks (e.g., 75%–80% / ~1108p–1152p internal)?

Are you overriding default game DLLs to force Preset K or testing DLSS 4.5 Transformer Presets (L/M) for thin-geometry stability and less smearing on fast camera rotations?

2.Sync, Reflex, and Frame Rate Capping Pipeline

My baseline stack for zero tearing and minimum latency:

G-Sync: ON (Global)

V-Sync: ON (NVIDIA Control Panel) / OFF (In-Game)

NVIDIA Reflex: ON / ON + BOOST (letting Reflex auto-cap frame rate below display refresh rate)

Questions:

In games without Reflex, do you prefer in-game limiters, NVCP Max Frame Rate caps, reflex inside afterburner? or RTSS (RivaTuner) for frame-time line smoothing despite the tiny latency penalty?

How are you handling post-processing sharpening, bypassing built-in DLSS sharpeners for ReShade passes like Depth-Aware RCAS (DA-RCAS), or running zero sharpening?

Curious to hear your exact profiles, configs, and VRAM management strategies for heavy hitters like Cyberpunk 2077 (Path Tracing), Alan Wake 2, or Black Myth: Wukong.

For example in ac black flag resynced I use: custom dlss 80% preset dlss, frame gen on, RCAS 0.22 sharpening with renodx HDR and reflex inside afterburner. What do you think?


r/nvidia • • 2d ago

Discussion Nvidia's RTX Spark has an NPU it barely mentions, and I spent a week figuring out what it actually is

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46 Upvotes

r/nvidia • • 1d ago

Benchmarks 5070TI Speedway score increase with 621.01

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0 Upvotes

With my overclock/undervolt combo of 3120mhz core and +3000mem at .975mv, I used to average 8150-8200 in speedway. With the new driver, I am seeing an average of 8700. Anyone else notice a measurable increase with the latest driver? Note that I only use MSI Afterburner and haven't bothered with my Xbar. I've been running the same profile for 8 months now with zero crashing, artifacting, or instability in games or benchmarks. Steel nomad seems to be unchanged averaging around 7550-7600.