GeForce Hotfix Driver 430.53 Out Now, Fixes Higher CPU Usage Introduced with Driver 430.39
A new GeForce hotfix driver (430.53) has been released by NVIDIA. Its main purpose is chiefly to fix the higher than normal CPU usage introduced in the previous driver (430.39), released last week alongside the launch of the new GeForce 16 Series GPUs.
Following several reports from users, NVIDIA acknowledged the issue with Software QA representative Manuel Guzman on April 26th. Roughly three days later the GeForce hotfix driver is now available with the following changelog:
- Fixes higher CPU usage by NVDisplay.Container.exe introduced in 430.39 driver
- 3DMark Time Spy: Flickering observed when the benchmark is launched
- BeamNG: Application crashes when the game is launched
- Shadow of the Tomb Raider: Freezes when launched in SLI mode
- Desktop flickers when videos are played back on a secondary monitor
The full release notes of the previous Game Ready driver (430.39), in case you still have to upgrade to that one first, are available below.
Provides the optimal gaming experience for Mortal Kombat XI, Anthem, and Strange
Includes support for GeForce GTX 1650 desktop, and GeForce GTX 1660 Ti and GTX
1650 notebook GPUs.
Adds support for seven new G-SYNC compatible monitors.
Adds support for Windows 10 May 2019 Update (including Variable Rate Shading).
Added or updated the following SLI profiles:
• Breathedge – AFR enabled for Turing GPUs
• Call of Cthulhu – AFR enabled for Turing GPUs
• Darksiders 3 – AFR enabled for Turing GPUs;
• Deliver Us The Moon: Fortuna
• Dying Light: Bad Blood
• Farming Simulator 2019
• God’s Trigger
• Hunt: Showdown
• Resident Evil 7
• Shadow of the Tomb Raider
• Tales of Vesperia: Definitive Edition
• Tropico 6
Interestingly, support for the Variable Rate Shading technology has been added in preparation for Microsoft’s Windows 10 May 2019 update. As you might recall from our previous report, Microsoft has made a big deal of VRS at the recent Game Developers Conference 2019. Their API will work in conjunction with Turing’s hardware capabilities to deliver increased performance or improved visual quality, depending on the developer’s choice.
We’ll be on the lookout for whenever the first games using Variable Rate Shading will be available for testing.
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