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MagikGimp

UR browser

Nov 10th, 2021
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  1. [UR browser]
  2. Graphics Feature Status
  3. Canvas: Hardware accelerated
  4. Canvas out-of-process rasterization: Disabled
  5. Compositing: Hardware accelerated
  6. Multiple Raster Threads: Enabled
  7. Out-of-process Rasterization: Hardware accelerated
  8. OpenGL: Enabled
  9. Rasterization: Hardware accelerated
  10. Skia Renderer: Enabled
  11. Video Decode: Hardware accelerated
  12. Vulkan: Disabled
  13. WebGL: Hardware accelerated
  14. WebGL2: Hardware accelerated
  15. Driver Bug Workarounds
  16. clear_uniforms_before_first_program_use
  17. decode_encode_srgb_for_generatemipmap
  18. disable_delayed_copy_nv12
  19. enable_webgl_timer_query_extensions
  20. exit_on_context_lost
  21. disabled_extension_GL_KHR_blend_equation_advanced
  22. disabled_extension_GL_KHR_blend_equation_advanced_coherent
  23. Problems Detected
  24. Some drivers are unable to reset the D3D device in the GPU process sandbox
  25. Applied Workarounds: exit_on_context_lost
  26. Clear uniforms before first program use on all platforms: 124764, 349137
  27. Applied Workarounds: clear_uniforms_before_first_program_use
  28. Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
  29. Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
  30. Decode and Encode before generateMipmap for srgb format textures on Windows: 634519
  31. Applied Workarounds: decode_encode_srgb_for_generatemipmap
  32. Delayed copy NV12 displays incorrect colors on NVIDIA drivers.: 728670
  33. Applied Workarounds: disable_delayed_copy_nv12
  34. Expose WebGL's disjoint_timer_query extensions on platforms with site isolation: 808744, 870491
  35. Applied Workarounds: enable_webgl_timer_query_extensions
  36. ANGLE Features
  37. allow_compressed_formats (Frontend workarounds): Enabled: true
  38. Allow compressed formats
  39. disable_anisotropic_filtering (Frontend workarounds): Disabled
  40. Disable support for anisotropic filtering
  41. disable_program_binary (Frontend features) anglebug:5007: Disabled
  42. Disable support for GL_OES_get_program_binary
  43. disable_program_caching_for_transform_feedback (Frontend workarounds): Disabled
  44. On some GPUs, program binaries don't contain transform feedback varyings
  45. enableCompressingPipelineCacheInThreadPool (Frontend workarounds) anglebug:4722: Disabled: false
  46. Enable compressing pipeline cache in thread pool.
  47. enableProgramBinaryForCapture (Frontend features) anglebug:5658: Disabled
  48. Even if FrameCapture is enabled, enable GL_OES_get_program_binary
  49. enable_capture_limits (Frontend features) anglebug:5750: Disabled
  50. Set the context limits like frame capturing was enabled
  51. forceInitShaderVariables (Frontend features): Disabled
  52. Force-enable shader variable initialization
  53. forceRobustResourceInit (Frontend features) anglebug:6041: Disabled
  54. Force-enable robust resource init
  55. lose_context_on_out_of_memory (Frontend workarounds): Enabled: true
  56. Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
  57. scalarize_vec_and_mat_constructor_args (Frontend workarounds) 1165751: Disabled: false
  58. Always rewrite vec/mat constructors to be consistent
  59. sync_framebuffer_bindings_on_tex_image (Frontend workarounds): Disabled
  60. On some drivers TexImage sometimes seems to interact with the Framebuffer
  61. add_mock_texture_no_render_target (D3D workarounds) anglebug:2152: Disabled: isIntel && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164815)
  62. On some drivers when rendering with no render target, two bugs lead to incorrect behavior
  63. allowES3OnFL10_0 (D3D workarounds): Disabled: false
  64. Allow ES3 on 10.0 devices
  65. allow_clear_for_robust_resource_init (D3D workarounds) 941620: Enabled: true
  66. Some drivers corrupt texture data when clearing for robust resource initialization.
  67. allow_translate_uniform_block_to_structured_buffer (D3D workarounds) anglebug:3682: Enabled: IsWin10OrGreater()
  68. There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer.
  69. call_clear_twice (D3D workarounds) 655534: Disabled: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164771)
  70. Using clear() may not take effect
  71. depth_stencil_blit_extra_copy (D3D workarounds) anglebug:1452: Disabled: (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid
  72. Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil
  73. disable_b5g6r5_support (D3D workarounds): Disabled: (isIntel && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154539)) || isAMD
  74. Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data
  75. emulate_isnan_float (D3D workarounds) 650547: Disabled: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164542)
  76. Using isnan() on highp float will get wrong answer
  77. emulate_tiny_stencil_textures (D3D workarounds): Disabled: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1)
  78. 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly
  79. expand_integer_pow_expressions (D3D workarounds): Enabled: true
  80. The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions
  81. flush_after_ending_transform_feedback (D3D workarounds): Enabled: isNvidia
  82. Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions
  83. force_atomic_value_resolution (D3D workarounds) anglebug:3246: Enabled: isNvidia
  84. On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation
  85. get_dimensions_ignores_base_level (D3D workarounds): Enabled: isNvidia
  86. Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin
  87. mrt_perf_workaround (D3D workarounds): Enabled: true
  88. Some drivers have a bug where they ignore null render targets
  89. pre_add_texel_fetch_offsets (D3D workarounds): Disabled: isIntel
  90. HLSL's function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range
  91. rewrite_unary_minus_operator (D3D workarounds): Disabled: isIntel && (isBroadwell || isHaswell) && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154624)
  92. Evaluating unary minus operator on integer may get wrong answer in vertex shaders
  93. select_view_in_geometry_shader (D3D workarounds): Disabled: !deviceCaps.supportsVpRtIndexWriteFromVertexShader
  94. The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension
  95. set_data_faster_than_image_upload (D3D workarounds): Enabled: !(isIvyBridge || isBroadwell || isHaswell)
  96. Set data faster than image upload
  97. skip_vs_constant_register_zero (D3D workarounds): Enabled: isNvidia
  98. In specific cases the driver doesn't handle constant register zero correctly
  99. use_instanced_point_sprite_emulation (D3D workarounds): Disabled: isFeatureLevel9_3
  100. Some D3D11 renderers do not support geometry shaders for pointsprite emulation
  101. use_system_memory_for_constant_buffers (D3D workarounds) 593024: Disabled: isIntel
  102. Copying from staging storage to constant buffer storage does not work
  103. zero_max_lod (D3D workarounds): Disabled: isFeatureLevel9_3
  104. Missing an option to disable mipmaps on a mipmapped texture
  105. DAWN Info
  106.  
  107. <Discrete GPU> D3D12 backend - NVIDIA GeForce GTX 1050
  108. [Default Toggle Names]
  109. lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
  110. use_d3d12_render_pass: https://crbug.com/dawn/36: Use the D3D12 render pass API introduced in Windows build 1809 by default. On versions of Windows prior to build 1809, or when this toggle is turned off, Dawn will emulate a render pass.
  111. use_d3d12_residency_management: https://crbug.com/dawn/193: Enable residency management. This allows page-in and page-out of resource heaps in GPU memory. This component improves overcommitted performance by keeping the most recently used resources local to the GPU. Turning this component off can cause allocation failures when application memory exceeds physical device memory.
  112. disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
  113. use_tint_generator: https://crbug.com/dawn/571: Use Tint instead of SPRIV-cross to generate shaders.
  114. [WebGPU Forced Toggles - enabled]
  115. disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules.This is useful to prevent a Chromium renderer process from successfully sendingSPIR-V code to be compiled in the GPU process.
  116. [Supported Extensions]
  117. texture_compression_bc
  118. pipeline_statistics_query
  119. timestamp_query
  120. multiplanar_formats
  121. dawn-internal-usages
  122.  
  123. <CPU> D3D12 backend - Microsoft Basic Render Driver
  124. [Default Toggle Names]
  125. lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
  126. use_d3d12_resource_heap_tier2: https://crbug.com/dawn/27: Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of texture and buffers in the same heap. This allows better heap re-use and reduces fragmentation.
  127. use_d3d12_render_pass: https://crbug.com/dawn/36: Use the D3D12 render pass API introduced in Windows build 1809 by default. On versions of Windows prior to build 1809, or when this toggle is turned off, Dawn will emulate a render pass.
  128. use_d3d12_residency_management: https://crbug.com/dawn/193: Enable residency management. This allows page-in and page-out of resource heaps in GPU memory. This component improves overcommitted performance by keeping the most recently used resources local to the GPU. Turning this component off can cause allocation failures when application memory exceeds physical device memory.
  129. disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
  130. use_tint_generator: https://crbug.com/dawn/571: Use Tint instead of SPRIV-cross to generate shaders.
  131. [WebGPU Forced Toggles - enabled]
  132. disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules.This is useful to prevent a Chromium renderer process from successfully sendingSPIR-V code to be compiled in the GPU process.
  133. [Supported Extensions]
  134. texture_compression_bc
  135. pipeline_statistics_query
  136. timestamp_query
  137. multiplanar_formats
  138. dawn-internal-usages
  139.  
  140. <Discrete GPU> Vulkan backend - NVIDIA GeForce GTX 1050
  141. [Default Toggle Names]
  142. lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
  143. use_temporary_buffer_in_texture_to_texture_copy: https://crbug.com/dawn/42: Split texture-to-texture copy into two copies: copy from source texture into a temporary buffer, and copy from the temporary buffer into the destination texture when copying between compressed textures that don't have block-aligned sizes. This workaround is enabled by default on all Vulkan drivers to solve an issue in the Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 (https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details.
  144. vulkan_use_d32s8: https://crbug.com/dawn/286: Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the backend will use D32S8 (toggle to on) but setting the toggle to off will make ituse the D24S8 format when possible.
  145. disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
  146. use_tint_generator: https://crbug.com/dawn/571: Use Tint instead of SPRIV-cross to generate shaders.
  147. [WebGPU Forced Toggles - enabled]
  148. disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules.This is useful to prevent a Chromium renderer process from successfully sendingSPIR-V code to be compiled in the GPU process.
  149. [Supported Extensions]
  150. texture_compression_bc
  151. pipeline_statistics_query
  152. timestamp_query
  153. dawn-internal-usages
  154. Version Information
  155. Data exported 2021-11-10T21:33:47.475Z
  156. Chrome version Chrome/95.0.4638.69
  157. Operating system Windows NT 10.0.19042
  158. Software rendering list URL https://chromium.googlesource.com/chromium/src/+/95.0.4638.69/gpu/config/software_rendering_list.json
  159. Driver bug list URL https://chromium.googlesource.com/chromium/src/+/95.0.4638.69/gpu/config/gpu_driver_bug_list.json
  160. ANGLE commit id 115fe74c8cee
  161. 2D graphics backend Skia/95 565e21c650d81ce861d0d54b0dd4fc247ad58ae6
  162. Command Line "C:\Users\john_\AppData\Local\URBrowser\Application\urbrowser.exe" --from-installer --flag-switches-begin --flag-switches-end
  163. Driver Information
  164. Initialization time 1217
  165. In-process GPU false
  166. Passthrough Command Decoder true
  167. Sandboxed true
  168. GPU0 VENDOR= 0x10de, DEVICE=0x1c81, SUBSYS=0x8c971462, REV=161, LUID={0,55660} *ACTIVE*
  169. GPU1 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,58521}
  170. Optimus false
  171. AMD switchable false
  172. Desktop compositing Aero Glass
  173. Direct composition true
  174. Supports overlays true
  175. YUY2 overlay support SOFTWARE
  176. NV12 overlay support SOFTWARE
  177. BGRA8 overlay support SOFTWARE
  178. RGB10A2 overlay support SOFTWARE
  179. Diagonal Monitor Size of \\.\DISPLAY1 23.7"
  180. Driver D3D12 feature level D3D 12.1
  181. Driver Vulkan API version Vulkan API 1.2.0
  182. Driver vendor NVIDIA
  183. Driver version 30.0.14.9649
  184. GPU CUDA compute capability major version 0
  185. Pixel shader version 5.0
  186. Vertex shader version 5.0
  187. Max. MSAA samples 8
  188. Machine model name
  189. Machine model version
  190. GL_VENDOR Google Inc. (NVIDIA)
  191. GL_RENDERER ANGLE (NVIDIA, NVIDIA GeForce GTX 1050 Direct3D11 vs_5_0 ps_5_0, D3D11-30.0.14.9649)
  192. GL_VERSION OpenGL ES 2.0.0 (ANGLE 2.1.16695 git hash: 115fe74c8cee)
  193. GL_EXTENSIONS GL_ANGLE_base_vertex_base_instance GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_get_serialized_context_string GL_ANGLE_get_tex_level_parameter GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_EGL_image_external_wrap_modes GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_draw_elements_base_vertex GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_framebuffer_blit GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_EAC_R11_signed_texture GL_OES_compressed_EAC_R11_unsigned_texture GL_OES_compressed_EAC_RG11_signed_texture GL_OES_compressed_EAC_RG11_unsigned_texture GL_OES_compressed_ETC2_RGB8_texture GL_OES_compressed_ETC2_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture GL_OES_compressed_ETC2_sRGB8_alpha8_texture GL_OES_compressed_ETC2_sRGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_draw_elements_base_vertex GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_stencil8 GL_OES_vertex_array_object GL_WEBGL_video_texture
  194. Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
  195. Disabled WebGL Extensions
  196. Window system binding vendor Google Inc. (NVIDIA)
  197. Window system binding version 1.5 (ANGLE 2.1.16695 git hash: 115fe74c8cee)
  198. Window system binding extensions EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_display_semaphore_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_KHR_create_context_no_error EGL_KHR_reusable_sync EGL_KHR_mutable_render_buffer
  199. Direct rendering version unknown
  200. Reset notification strategy 0x8252
  201. GPU process crash count 0
  202. gfx::BufferFormats supported for allocation and texturing R_8: not supported, R_16: not supported, RG_88: not supported, BGR_565: not supported, RGBA_4444: not supported, RGBX_8888: not supported, RGBA_8888: not supported, BGRX_8888: not supported, BGRA_1010102: not supported, RGBA_1010102: not supported, BGRA_8888: not supported, RGBA_F16: not supported, YVU_420: not supported, YUV_420_BIPLANAR: not supported, P010: not supported
  203. Compositor Information
  204. Tile Update Mode One-copy
  205. Partial Raster Enabled
  206. GpuMemoryBuffers Status
  207. R_8 Software only
  208. R_16 Software only
  209. RG_88 Software only
  210. BGR_565 Software only
  211. RGBA_4444 Software only
  212. RGBX_8888 GPU_READ, SCANOUT
  213. RGBA_8888 GPU_READ, SCANOUT
  214. BGRX_8888 Software only
  215. BGRA_1010102 Software only
  216. RGBA_1010102 Software only
  217. BGRA_8888 Software only
  218. RGBA_F16 Software only
  219. YVU_420 Software only
  220. YUV_420_BIPLANAR GPU_READ, SCANOUT, SCANOUT_CPU_READ_WRITE, GPU_READ_CPU_READ_WRITE
  221. P010 Software only
  222. Display(s) Information
  223. Info Display[2528732444] bounds=[0,0 1920x1080], workarea=[0,0 1920x1080], scale=1, rotation=0, panel_rotation=0 external.
  224. Color space (sRGB/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  225. Buffer format (sRGB/no-alpha) BGRX_8888
  226. Color space (sRGB/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  227. Buffer format (sRGB/alpha) BGRA_8888
  228. Color space (WCG/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  229. Buffer format (WCG/no-alpha) BGRX_8888
  230. Color space (WCG/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  231. Buffer format (WCG/alpha) BGRA_8888
  232. Color space (HDR/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  233. Buffer format (HDR/no-alpha) BGRX_8888
  234. Color space (HDR/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  235. Buffer format (HDR/alpha) BGRA_8888
  236. SDR white level in nits 80
  237. Bits per color component 8
  238. Bits per pixel 24
  239. Refresh Rate in Hz 60
  240. Video Acceleration Information
  241. Decoding (VideoDecoder)
  242. Decode h264 baseline 64x64 to 4096x4096 pixels
  243. Decode h264 main 64x64 to 4096x4096 pixels
  244. Decode h264 high 64x64 to 4096x4096 pixels
  245. Decode vp9 profile0 64x64 to 8192x8192 pixels
  246. Decode vp9 profile2 64x64 to 8192x8192 pixels
  247. Decoding (Legacy VideoDecodeAccelerator)
  248. Decode h264 baseline 64x64 to 4096x4096 pixels
  249. Decode h264 main 64x64 to 4096x4096 pixels
  250. Decode h264 high 64x64 to 4096x4096 pixels
  251. Decode vp9 profile0 64x64 to 8192x8192 pixels
  252. Decode vp9 profile2 64x64 to 8192x8192 pixels
  253. Encoding
  254. Encode h264 baseline 0x0 to 1920x1088 pixels, and/or 30.000 fps
  255. Encode h264 main 0x0 to 1920x1088 pixels, and/or 30.000 fps
  256. Encode h264 high 0x0 to 1920x1088 pixels, and/or 30.000 fps
  257. Vulkan Information
  258. Device Performance Information
  259. Total Physical Memory (Gb) 7
  260. Total Disk Space (Gb) 812
  261. Hardware Concurrency 4
  262. System Commit Limit (Gb) 19
  263. D3D11 Feature Level 12_1
  264. Has Discrete GPU yes
  265. Software Rendering No
  266. Diagnostics
  267. 0
  268. b3DAccelerationEnabled true
  269. b3DAccelerationExists true
  270. bAGPEnabled true
  271. bAGPExistenceValid true
  272. bAGPExists true
  273. bCanRenderWindow true
  274. bDDAccelerationEnabled true
  275. bDriverBeta false
  276. bDriverDebug false
  277. bDriverSigned false
  278. bDriverSignedValid false
  279. bNoHardware false
  280. dwBpp 32
  281. dwDDIVersion 12
  282. dwHeight 1080
  283. dwRefreshRate 60
  284. dwWHQLLevel 0
  285. dwWidth 1920
  286. iAdapter 0
  287. lDriverSize 1056280
  288. lMiniVddSize 0
  289. szAGPStatusEnglish Enabled
  290. szAGPStatusLocalized Enabled
  291. szChipType NVIDIA GeForce GTX 1050
  292. szD3DStatusEnglish Enabled
  293. szD3DStatusLocalized Enabled
  294. szDACType Integrated RAMDAC
  295. szDDIVersionEnglish 12
  296. szDDIVersionLocalized 12
  297. szDDStatusEnglish Enabled
  298. szDDStatusLocalized Enabled
  299. szDXVAHDEnglish Supported
  300. szDXVAModes
  301. szDescription NVIDIA GeForce GTX 1050
  302. szDeviceId 0x1C81
  303. szDeviceIdentifier {D7B71E3E-5FC1-11CF-6352-99AC0EC2D335}
  304. szDeviceName \\.\DISPLAY1
  305. szDisplayMemoryEnglish 6072 MB
  306. szDisplayMemoryLocalized 6072 MB
  307. szDisplayModeEnglish 1920 x 1080 (32 bit) (60Hz)
  308. szDisplayModeLocalized 1920 x 1080 (32 bit) (60Hz)
  309. szDriverAssemblyVersion 30.0.14.9649
  310. szDriverAttributes Final Retail
  311. szDriverDateEnglish 20/10/2021 00:00:00
  312. szDriverDateLocalized 10/20/2021 00:00:00
  313. szDriverLanguageEnglish English
  314. szDriverLanguageLocalized English
  315. szDriverModelEnglish WDDM 2.7
  316. szDriverModelLocalized WDDM 2.7
  317. szDriverName C:\Windows\System32\DriverStore\FileRepository\nvmdi.inf_amd64_3bab16edc4978b17\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nvmdi.inf_amd64_3bab16edc4978b17\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nvmdi.inf_amd64_3bab16edc4978b17\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nvmdi.inf_amd64_3bab16edc4978b17\nvldumdx.dll
  318. szDriverNodeStrongName oem22.inf:0f066de3d325ba4c:Section008:30.0.14.9649:pci\ven_10de&dev_1c81&subsys_8c971462
  319. szDriverSignDate Unknown
  320. szDriverVersion 30.00.0014.9649
  321. szKeyDeviceID Enum\PCI\VEN_10DE&DEV_1C81&SUBSYS_8C971462&REV_A1
  322. szKeyDeviceKey \Registry\Machine\System\CurrentControlSet\Control\Video\{FC8DB419-E25F-11EA-80C7-C90F8F0204BF}\0000
  323. szManufacturer NVIDIA
  324. szMiniVdd unknown
  325. szMiniVddDateEnglish Unknown
  326. szMiniVddDateLocalized unknown
  327. szMonitorMaxRes Unknown
  328. szMonitorName Generic PnP Monitor
  329. szNotesEnglish No problems found.
  330. szNotesLocalized No problems found.
  331. szOverlayEnglish Not Supported
  332. szRankOfInstalledDriver 00CF0001
  333. szRegHelpText Unknown
  334. szRevision Unknown
  335. szRevisionId 0x00A1
  336. szSubSysId 0x8C971462
  337. szTestResultD3D7English Not run
  338. szTestResultD3D7Localized Not run
  339. szTestResultD3D8English Not run
  340. szTestResultD3D8Localized Not run
  341. szTestResultD3D9English Not run
  342. szTestResultD3D9Localized Not run
  343. szTestResultDDEnglish Not run
  344. szTestResultDDLocalized Not run
  345. szVdd unknown
  346. szVendorId 0x10DE
  347. Log Messages
  348. GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
  349. GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
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