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596.36

Mike211

[H]ard|Gawd
Joined
Jul 11, 2006
Messages
1,243

596.36​

Game Ready for Conan Exiles Enhanced
This new Game Ready Driver provides the best gaming experience for the latest new games supporting DLSS 4.5 technology including Conan Exiles Enhanced.

Gaming Technology
  • Adds support for the GeForce RTX 5070 Laptop GPU (12GB)

Fixed Gaming Bugs
  • God of War: Ragnarok: Certain textures may intermittently flash white during gameplay. [5856704]
  • Assassins Creed Shadows: Flickering on character model clothing [5987951]
  • The Crew Motorfest: Grass and vegetation flickering [5950261]

Fixed General Bugs
  • Blocky artifacts when playing back H.264 content with DXVA 2.0 [6058551]
  • Blender 5.0.1 EEVEE: Non-shader nodes connected to the material output rendered as black (zero value) [5965763]
 
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Not sure what these drivers did, or I did along side them... but they screwed up Cyberpunk. Game flickers all the time. I think it is VRR flicker, though FPS looks pretty stable. I backed out to the older drivers, and it is still happening so it isn't something that is purely related to this version. Makes me sad, since I cannot for the life of me figure out what to do to fix it.
 
Not sure what these drivers did, or I did along side them... but they screwed up Cyberpunk. Game flickers all the time. I think it is VRR flicker, though FPS looks pretty stable. I backed out to the older drivers, and it is still happening so it isn't something that is purely related to this version. Makes me sad, since I cannot for the life of me figure out what to do to fix it.
DDU?
 
Tried it, same result. Did DDU and reverted back to the older drivers, same result. Looking at the monitor's info, the problem is unstable frame times. The FPS the monitor sees is bouncing all over, even though the FPS measured by afterburner is pretty stable. That's causing VRR flicker. No idea why it is suddenly unstable.

I do know I'm getting to be about done with OLEDs though. I may switch back to my PG32UQX and if not, I am jumping ship when a higher zone 32" MiniLED comes out. I am getting real, real tired of VRR issues.
 
Tried it, same result. Did DDU and reverted back to the older drivers, same result. Looking at the monitor's info, the problem is unstable frame times. The FPS the monitor sees is bouncing all over, even though the FPS measured by afterburner is pretty stable. That's causing VRR flicker. No idea why it is suddenly unstable.

I do know I'm getting to be about done with OLEDs though. I may switch back to my PG32UQX and if not, I am jumping ship when a higher zone 32" MiniLED comes out. I am getting real, real tired of VRR issues.

Are you capping fps or running unlocked? Try capping using RTSS, I've found that to deliver the most stable frame times.
 
Are you capping fps or running unlocked? Try capping using RTSS, I've found that to deliver the most stable frame times.
I have it capped in game. This was all working fine, not sure what happened that things got messed up. I don't think it is a driver issue, after all my messing around, and it seems to just be an issue with Cyberpunk so something got fucked up. Game validates fine from GOG though. It's just very annoying. The additional annoying thing is that it looks plenty smooth. The frame rate variance isn't causing me an issue with fluidity, it is just causing the input framerate of the monitor to bounce around which is causing VRR flicker. It also happens no matter if I do framegen or not. It is a little less noticeable with FG off but still quite noticeable.

I may try capping it in the nVidia app (which I think works the same as RTSS). I also might try lowering the cap, I have it set to 76fps to keep it under 230fps when it gets 3x FG so I don't have issues with Gsync. I could try capping it lower.

I'm just frustrated because things were fine. Like the frame rate varies a fair bit depending on the area, going as low as 150fps (so 50 rendered) in heavy areas and as high as 228fps (76 rendered) and uncapped it could exceed 240fps sometimes. Yet I saw basically no flicker unless there was a stutter. Now just standing in V's apartment it flickers badly. I don't know what the fuck I broke or how to fix it.
 
I have it capped in game. This was all working fine, not sure what happened that things got messed up. I don't think it is a driver issue, after all my messing around, and it seems to just be an issue with Cyberpunk so something got fucked up. Game validates fine from GOG though. It's just very annoying. The additional annoying thing is that it looks plenty smooth. The frame rate variance isn't causing me an issue with fluidity, it is just causing the input framerate of the monitor to bounce around which is causing VRR flicker. It also happens no matter if I do framegen or not. It is a little less noticeable with FG off but still quite noticeable.

I may try capping it in the nVidia app (which I think works the same as RTSS). I also might try lowering the cap, I have it set to 76fps to keep it under 230fps when it gets 3x FG so I don't have issues with Gsync. I could try capping it lower.

I'm just frustrated because things were fine. Like the frame rate varies a fair bit depending on the area, going as low as 150fps (so 50 rendered) in heavy areas and as high as 228fps (76 rendered) and uncapped it could exceed 240fps sometimes. Yet I saw basically no flicker unless there was a stutter. Now just standing in V's apartment it flickers badly. I don't know what the fuck I broke or how to fix it.

Yeah just try external fps cap, I've found that a lot of the times the in game one is more unreliable in one way or another. Only other thing I can think of is perhaps there is still some shader compilation occurring during gameplay since you switch driver revisions. Once you play for a bit see if it settles down, a good indicator would be checking to see if CPU usage drops after a certain period of time as that would indicate background shader compilation has finished.
 
Yeah just try external fps cap, I've found that a lot of the times the in game one is more unreliable in one way or another. Only other thing I can think of is perhaps there is still some shader compilation occurring during gameplay since you switch driver revisions. Once you play for a bit see if it settles down, a good indicator would be checking to see if CPU usage drops after a certain period of time as that would indicate background shader compilation has finished.
Ya I might just try to ignore it and play the game for an hour and see if it clears up. It's just another reason I don't love OLED. This isn't the first time I've encountered VRR flicker issues because of an unstable frame rate, that doesn't actually have an effect on gameplay. I had it in DQ3 HD2D as well. I started that game on my PG32UQX and had it running at 120fps, which is the fastest you can get it to go with a mod. Everything looked fine and very smooth. Then I got my PG32UCDP and man it was VRR flicker city. Despite the game rendering at 120fps, and being super not taxing for my system, it had unstable output in VRR mode, causing flicker. I had to change it to run at a fixed monitor refresh to fix the issue. Not the biggest deal in the world, but an example of a case similar to this one where the game was having issues, but those issues were only a problem because of the OLED VRR flicker. On a MiniLED, it all looked fine, in unstable frame pacing wasn't an issue at all.
 
Ya I might just try to ignore it and play the game for an hour and see if it clears up. It's just another reason I don't love OLED. This isn't the first time I've encountered VRR flicker issues because of an unstable frame rate, that doesn't actually have an effect on gameplay. I had it in DQ3 HD2D as well. I started that game on my PG32UQX and had it running at 120fps, which is the fastest you can get it to go with a mod. Everything looked fine and very smooth. Then I got my PG32UCDP and man it was VRR flicker city. Despite the game rendering at 120fps, and being super not taxing for my system, it had unstable output in VRR mode, causing flicker. I had to change it to run at a fixed monitor refresh to fix the issue. Not the biggest deal in the world, but an example of a case similar to this one where the game was having issues, but those issues were only a problem because of the OLED VRR flicker. On a MiniLED, it all looked fine, in unstable frame pacing wasn't an issue at all.

Yeah I hear you, I get unavoidable VRR flicker on my S95F as well despite being in a best case scenario where my fps is capped to 160fps and I'm also using 2x FG so really my 5090 just has to render 80fps which it is more than capable of doing. Frametime plot on RTSS is as flat as can be but the flicker is still there. I get none of that on my TCL 27R94.
 
Yeah I hear you, I get unavoidable VRR flicker on my S95F as well despite being in a best case scenario where my fps is capped to 160fps and I'm also using 2x FG so really my 5090 just has to render 80fps which it is more than capable of doing. Frametime plot on RTSS is as flat as can be but the flicker is still there. I get none of that on my TCL 27R94.
Ya. I mean I understand that it is something games shouldn't do, and many don't. A good example of something coded well to have stable FPS is 3D Mark. While the framerate does vary, the output is very stable at whatever it is. There's no jumps and dips. So it is on the game engine to not do that...

...that said some do and the fact that MiniLED displays don't have such an issue with it makes it attractive. I don't like having to fight with this shit when it comes up.
 
Well no idea why, but the problem seems to be Reflex. If I turn that off, it is fine. Of course you can't have framegen without reflex so I would have to choose lower FPS. When it's on, the output FPS is just wildly unstable. Even with a frame rate limit it'll routinely shoot above that and crater way down. This doesn't show in Afterburner, just on the monitor itself. Somehow I had a more stable experience, and that is just gone for good now it seems. No idea how.

I guess it is either live with it or steal back my PG32UQX.
 
I'm still waiting for them to fix the black screen bug. Otherwise, sticking to the last stable release for now (591.86).
 
Well no idea why, but the problem seems to be Reflex. If I turn that off, it is fine. Of course you can't have framegen without reflex so I would have to choose lower FPS. When it's on, the output FPS is just wildly unstable. Even with a frame rate limit it'll routinely shoot above that and crater way down. This doesn't show in Afterburner, just on the monitor itself. Somehow I had a more stable experience, and that is just gone for good now it seems. No idea how.

I guess it is either live with it or steal back my PG32UQX.

Option 3 is to buy a TCL 32R84 :D . I got the 27 inch version for only $599 at Bestbuy, the 32 inch version was discounted to $649 during that same time frame. For that price it is an absolutely stellar monitor and you can always return it to BB if you find the viewing angles to be too limited, I don't have much of an issue with viewing angles on 27 inches but I can see 32 inches being more challenging in that regard. HDR image quality isn't too far off from my Samsung S95F, and it doesn't suffer from your typical piss slow VA response times, in fact it's quicker than most fast IPS panels.
 
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Option 3 is to buy a TCL 32R84 :D . I got the 27 inch version for only $599 at Bestbuy, the 32 inch version was discounted to $649 during thatsame time. For that price it is an absolutely stellar monitor and you can always return it to BB if you find the viewing angles to be too limited, I don't have much of an issue with viewing angles on 27 inches but I can see 32 inches being more challenging in that regard. HDR image quality isn't to far off from my Samsung S95F, and it doesn't suffer from your typical piss slow VA response times, in fact it's quicker than most fast IPS panels.
I might but probably I'll wait. Since this isn't a system-wide problem like I was worried just one game I'll probably just chill for now and see what comes out in a year or so. I may just reinstall Cyberpunk and see if that helps. I did a repair but that didn't fix it. Could also be the mod stack I have on it though that was working fine. I just can't understand how it got broken when nothing else did.
 
So just in case someone comes across this admittedly unrelated rant years later in a Google search: The mostly fix was to uninstall the 4k texture pack. With default textures, the game is now running well enough that flickering is almost completely gone. Again not sure why it worked before with that pack installed. However that decreased the render load to the point it is more stable now. Game doesn't look quite as good, but it is a relatively minor improvement so not a big tradeoff to get rid of.

It is almost certainly not a driver issue, as other games are fine, though to be fair I didn't have any other games using 28GB of VRAM :D.
 
I had VRR turned off for 3 years on my LG oled flickers like crazy in most games.
 
I had VRR turned off for 3 years on my LG oled flickers like crazy in most games.
In general I haven't had a lot of issues with VRR. I often see flicker on loading screens but whatever. In game it is pretty rare with games that actually support VRR properly. Where I've had more issues is games that have a fixed framerate but aren't good at fixing it. DQ3 HD2D is one I've talked about many times. Game was locked to 120fps and looked smooth, but flickered like it was going out of style. Had to turn off VRR for that one. Cyberpunk was fine, and is now fine again after uninstalling the texture packs.

It's not a problem in general... but it is something that again is making me more of a MiniLED fanboy. I never have any flicker on my PG32UQX.
 
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