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MagikGimp

Opera

Nov 10th, 2021
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  1. [Opera]
  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: Unavailable
  8. OpenGL: Enabled
  9. Rasterization: Unavailable
  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. disable_imagebitmap_from_video_using_gpu
  20. enable_webgl_timer_query_extensions
  21. exit_on_context_lost
  22. disabled_extension_GL_KHR_blend_equation_advanced
  23. disabled_extension_GL_KHR_blend_equation_advanced_coherent
  24. Problems Detected
  25. GPU rasterization should only be enabled on NVIDIA and Intel and AMD RX-R2 GPUs with DX11+ or any GPU using ANGLE's GL backend.: 1047002
  26. Disabled Features: gpu_rasterization
  27. Some drivers are unable to reset the D3D device in the GPU process sandbox
  28. Applied Workarounds: exit_on_context_lost
  29. Clear uniforms before first program use on all platforms: 124764, 349137
  30. Applied Workarounds: clear_uniforms_before_first_program_use
  31. Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
  32. Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
  33. Decode and Encode before generateMipmap for srgb format textures on Windows: 634519
  34. Applied Workarounds: decode_encode_srgb_for_generatemipmap
  35. Delayed copy NV12 displays incorrect colors on NVIDIA drivers.: 728670
  36. Applied Workarounds: disable_delayed_copy_nv12
  37. Expose WebGL's disjoint_timer_query extensions on platforms with site isolation: 808744, 870491
  38. Applied Workarounds: enable_webgl_timer_query_extensions
  39. Disable using GPU backed resource for imageBitmap from video on d3d9: 1098445, 1105923
  40. Applied Workarounds: disable_imagebitmap_from_video_using_gpu
  41. ANGLE Features
  42. allow_compressed_formats (Frontend workarounds): Enabled: true
  43. Allow compressed formats
  44. disable_anisotropic_filtering (Frontend workarounds): Disabled
  45. Disable support for anisotropic filtering
  46. disable_program_binary (Frontend features) anglebug:5007: Disabled
  47. Disable support for GL_OES_get_program_binary
  48. disable_program_caching_for_transform_feedback (Frontend workarounds): Disabled
  49. On some GPUs, program binaries don't contain transform feedback varyings
  50. enableCompressingPipelineCacheInThreadPool (Frontend workarounds) anglebug:4722: Disabled: false
  51. Enable compressing pipeline cache in thread pool.
  52. enableProgramBinaryForCapture (Frontend features) anglebug:5658: Disabled
  53. Even if FrameCapture is enabled, enable GL_OES_get_program_binary
  54. enable_capture_limits (Frontend features) anglebug:5750: Disabled
  55. Set the context limits like frame capturing was enabled
  56. forceInitShaderVariables (Frontend features): Disabled
  57. Force-enable shader variable initialization
  58. forceRobustResourceInit (Frontend features) anglebug:6041: Disabled
  59. Force-enable robust resource init
  60. lose_context_on_out_of_memory (Frontend workarounds): Enabled: true
  61. Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
  62. scalarize_vec_and_mat_constructor_args (Frontend workarounds) 1165751: Disabled: false
  63. Always rewrite vec/mat constructors to be consistent
  64. sync_framebuffer_bindings_on_tex_image (Frontend workarounds): Disabled
  65. On some drivers TexImage sometimes seems to interact with the Framebuffer
  66. add_mock_texture_no_render_target (D3D workarounds) anglebug:2152: Disabled
  67. On some drivers when rendering with no render target, two bugs lead to incorrect behavior
  68. allowES3OnFL10_0 (D3D workarounds): Disabled
  69. Allow ES3 on 10.0 devices
  70. allow_clear_for_robust_resource_init (D3D workarounds) 941620: Enabled: true
  71. Some drivers corrupt texture data when clearing for robust resource initialization.
  72. allow_translate_uniform_block_to_structured_buffer (D3D workarounds) anglebug:3682: Disabled
  73. There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer.
  74. call_clear_twice (D3D workarounds) 655534: Disabled
  75. Using clear() may not take effect
  76. depth_stencil_blit_extra_copy (D3D workarounds) anglebug:1452: Disabled
  77. Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil
  78. disable_b5g6r5_support (D3D workarounds): Disabled
  79. Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data
  80. emulate_isnan_float (D3D workarounds) 650547: Disabled
  81. Using isnan() on highp float will get wrong answer
  82. emulate_tiny_stencil_textures (D3D workarounds): Disabled
  83. 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly
  84. expand_integer_pow_expressions (D3D workarounds): Enabled: true
  85. The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions
  86. flush_after_ending_transform_feedback (D3D workarounds): Disabled
  87. Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions
  88. force_atomic_value_resolution (D3D workarounds) anglebug:3246: Disabled
  89. On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation
  90. get_dimensions_ignores_base_level (D3D workarounds): Disabled
  91. Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin
  92. mrt_perf_workaround (D3D workarounds): Enabled: true
  93. Some drivers have a bug where they ignore null render targets
  94. pre_add_texel_fetch_offsets (D3D workarounds): Disabled
  95. HLSL's function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range
  96. rewrite_unary_minus_operator (D3D workarounds): Disabled
  97. Evaluating unary minus operator on integer may get wrong answer in vertex shaders
  98. select_view_in_geometry_shader (D3D workarounds): Disabled
  99. The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension
  100. set_data_faster_than_image_upload (D3D workarounds): Disabled: false
  101. Set data faster than image upload
  102. skip_vs_constant_register_zero (D3D workarounds): Disabled
  103. In specific cases the driver doesn't handle constant register zero correctly
  104. use_instanced_point_sprite_emulation (D3D workarounds): Disabled: false
  105. Some D3D11 renderers do not support geometry shaders for pointsprite emulation
  106. use_system_memory_for_constant_buffers (D3D workarounds) 593024: Disabled
  107. Copying from staging storage to constant buffer storage does not work
  108. zero_max_lod (D3D workarounds): Disabled
  109. Missing an option to disable mipmaps on a mipmapped texture
  110. DAWN Info
  111.  
  112. <Discrete GPU> D3D12 backend - NVIDIA GeForce GTX 1050
  113. [Default Toggle Names]
  114. 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.
  115. 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.
  116. 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.
  117. disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
  118. use_tint_generator: https://crbug.com/dawn/571: Use Tint instead of SPRIV-cross to generate shaders.
  119. [WebGPU Forced Toggles - enabled]
  120. 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.
  121. [Supported Extensions]
  122. texture_compression_bc
  123. pipeline_statistics_query
  124. timestamp_query
  125. multiplanar_formats
  126. dawn-internal-usages
  127.  
  128. <CPU> D3D12 backend - Microsoft Basic Render Driver
  129. [Default Toggle Names]
  130. 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.
  131. 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.
  132. 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.
  133. 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.
  134. disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
  135. use_tint_generator: https://crbug.com/dawn/571: Use Tint instead of SPRIV-cross to generate shaders.
  136. [WebGPU Forced Toggles - enabled]
  137. 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.
  138. [Supported Extensions]
  139. texture_compression_bc
  140. pipeline_statistics_query
  141. timestamp_query
  142. multiplanar_formats
  143. dawn-internal-usages
  144.  
  145. <Discrete GPU> Vulkan backend - NVIDIA GeForce GTX 1050
  146. [Default Toggle Names]
  147. 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.
  148. 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.
  149. 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.
  150. disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
  151. use_tint_generator: https://crbug.com/dawn/571: Use Tint instead of SPRIV-cross to generate shaders.
  152. [WebGPU Forced Toggles - enabled]
  153. 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.
  154. [Supported Extensions]
  155. texture_compression_bc
  156. pipeline_statistics_query
  157. timestamp_query
  158. dawn-internal-usages
  159. Version Information
  160. Data exported 2021-11-10T20:40:01.385Z
  161. Browser version Chrome/95.0.4638.54
  162. Operating system Windows NT 10.0.19042
  163. ANGLE commit id unknown hash
  164. 2D graphics backend Skia/95
  165. Command Line "C:\Program Files (x86)\Opera\opera.exe" --restore-last-session --enable-quic --ran-launcher --started-from-shortcut --ran-launcher --flag-switches-begin --use-angle=d3d9 --flag-switches-end --enable-quic
  166. Driver Information
  167. Initialization time 547
  168. In-process GPU false
  169. Passthrough Command Decoder true
  170. Sandboxed true
  171. GPU0 VENDOR= 0x10de, DEVICE=0x1c81, SUBSYS=0x8c971462, REV=161, LUID={0,55660} *ACTIVE*
  172. GPU1 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,58521}
  173. Optimus false
  174. AMD switchable false
  175. Desktop compositing Aero Glass
  176. Direct composition false
  177. Supports overlays false
  178. YUY2 overlay support NONE
  179. NV12 overlay support NONE
  180. BGRA8 overlay support NONE
  181. RGB10A2 overlay support NONE
  182. Diagonal Monitor Size of \\.\DISPLAY1 23.7"
  183. Driver D3D12 feature level D3D 12.1
  184. Driver Vulkan API version Vulkan API 1.2.0
  185. Driver vendor NVIDIA
  186. Driver version 30.0.14.9649
  187. GPU CUDA compute capability major version 0
  188. Pixel shader version 3.0
  189. Vertex shader version 3.0
  190. Max. MSAA samples 8
  191. Machine model name
  192. Machine model version
  193. GL_VENDOR Google Inc. (NVIDIA)
  194. GL_RENDERER ANGLE (NVIDIA, NVIDIA GeForce GTX 1050 Direct3D9Ex vs_3_0 ps_3_0, nvldumd.dll-30.0.14.9649)
  195. GL_VERSION OpenGL ES 2.0.0 (ANGLE 2.1.0 git hash: unknown hash)
  196. GL_EXTENSIONS 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_memory_size GL_ANGLE_multi_draw GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control 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_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_float_blend GL_EXT_frag_depth 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_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_fence GL_NV_pack_subimage GL_NV_read_depth GL_NV_read_stencil GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary 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
  197. Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
  198. Disabled WebGL Extensions
  199. Window system binding vendor Google Inc. (NVIDIA)
  200. Window system binding version 1.5 (ANGLE 2.1.0 git hash: unknown hash)
  201. 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_NV_post_sub_buffer EGL_KHR_create_context EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource 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_create_context_backwards_compatible EGL_KHR_create_context_no_error EGL_KHR_reusable_sync EGL_KHR_mutable_render_buffer
  202. Direct rendering version unknown
  203. Reset notification strategy 0x8252
  204. GPU process crash count 0
  205. 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
  206. Compositor Information
  207. Tile Update Mode One-copy
  208. Partial Raster Enabled
  209. GpuMemoryBuffers Status
  210. R_8 Software only
  211. R_16 Software only
  212. RG_88 Software only
  213. BGR_565 Software only
  214. RGBA_4444 Software only
  215. RGBX_8888 GPU_READ, SCANOUT
  216. RGBA_8888 GPU_READ, SCANOUT
  217. BGRX_8888 Software only
  218. BGRA_1010102 Software only
  219. RGBA_1010102 Software only
  220. BGRA_8888 Software only
  221. RGBA_F16 Software only
  222. YVU_420 Software only
  223. YUV_420_BIPLANAR GPU_READ, SCANOUT, SCANOUT_CPU_READ_WRITE, GPU_READ_CPU_READ_WRITE
  224. P010 Software only
  225. Display(s) Information
  226. Info Display[2528732444] bounds=[0,0 1920x1080], workarea=[0,0 1920x1080], scale=1, rotation=0, panel_rotation=0 external.
  227. Color space (sRGB/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  228. Buffer format (sRGB/no-alpha) BGRX_8888
  229. Color space (sRGB/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  230. Buffer format (sRGB/alpha) BGRA_8888
  231. Color space (WCG/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  232. Buffer format (WCG/no-alpha) BGRX_8888
  233. Color space (WCG/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  234. Buffer format (WCG/alpha) BGRA_8888
  235. Color space (HDR/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  236. Buffer format (HDR/no-alpha) BGRX_8888
  237. Color space (HDR/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
  238. Buffer format (HDR/alpha) BGRA_8888
  239. SDR white level in nits 80
  240. Bits per color component 8
  241. Bits per pixel 24
  242. Refresh Rate in Hz 60
  243. Video Acceleration Information
  244. Decoding (Legacy VideoDecodeAccelerator)
  245. Decode h264 baseline 64x64 to 1920x1088 pixels
  246. Decode h264 main 64x64 to 1920x1088 pixels
  247. Decode h264 high 64x64 to 1920x1088 pixels
  248. Encoding
  249. Encode h264 baseline 0x0 to 1920x1088 pixels, and/or 30.000 fps
  250. Encode h264 main 0x0 to 1920x1088 pixels, and/or 30.000 fps
  251. Encode h264 high 0x0 to 1920x1088 pixels, and/or 30.000 fps
  252. Vulkan Information
  253. Device Performance Information
  254. Total Physical Memory (Gb) 7
  255. Total Disk Space (Gb) 812
  256. Hardware Concurrency 4
  257. System Commit Limit (Gb) 17
  258. D3D11 Feature Level 12_1
  259. Has Discrete GPU yes
  260. Software Rendering No
  261. Diagnostics
  262. 0
  263. b3DAccelerationEnabled true
  264. b3DAccelerationExists true
  265. bAGPEnabled true
  266. bAGPExistenceValid true
  267. bAGPExists true
  268. bCanRenderWindow true
  269. bDDAccelerationEnabled true
  270. bDriverBeta false
  271. bDriverDebug false
  272. bDriverSigned false
  273. bDriverSignedValid false
  274. bNoHardware false
  275. dwBpp 32
  276. dwDDIVersion 12
  277. dwHeight 1080
  278. dwRefreshRate 60
  279. dwWHQLLevel 0
  280. dwWidth 1920
  281. iAdapter 0
  282. lDriverSize 1056280
  283. lMiniVddSize 0
  284. szAGPStatusEnglish Enabled
  285. szAGPStatusLocalized Enabled
  286. szChipType NVIDIA GeForce GTX 1050
  287. szD3DStatusEnglish Enabled
  288. szD3DStatusLocalized Enabled
  289. szDACType Integrated RAMDAC
  290. szDDIVersionEnglish 12
  291. szDDIVersionLocalized 12
  292. szDDStatusEnglish Enabled
  293. szDDStatusLocalized Enabled
  294. szDXVAHDEnglish Supported
  295. szDXVAModes
  296. szDescription NVIDIA GeForce GTX 1050
  297. szDeviceId 0x1C81
  298. szDeviceIdentifier {D7B71E3E-5FC1-11CF-6352-99AC0EC2D335}
  299. szDeviceName \\.\DISPLAY1
  300. szDisplayMemoryEnglish 4095 MB
  301. szDisplayMemoryLocalized 4095 MB
  302. szDisplayModeEnglish 1920 x 1080 (32 bit) (60Hz)
  303. szDisplayModeLocalized 1920 x 1080 (32 bit) (60Hz)
  304. szDriverAssemblyVersion 30.0.14.9649
  305. szDriverAttributes Final Retail
  306. szDriverDateEnglish 20/10/2021 00:00:00
  307. szDriverDateLocalized 10/20/2021 00:00:00
  308. szDriverLanguageEnglish English
  309. szDriverLanguageLocalized English
  310. szDriverModelEnglish WDDM 2.7
  311. szDriverModelLocalized WDDM 2.7
  312. 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
  313. szDriverNodeStrongName oem22.inf:0f066de3d325ba4c:Section008:30.0.14.9649:pci\ven_10de&dev_1c81&subsys_8c971462
  314. szDriverSignDate Unknown
  315. szDriverVersion 30.00.0014.9649
  316. szKeyDeviceID Enum\PCI\VEN_10DE&DEV_1C81&SUBSYS_8C971462&REV_A1
  317. szKeyDeviceKey \Registry\Machine\System\CurrentControlSet\Control\Video\{FC8DB419-E25F-11EA-80C7-C90F8F0204BF}\0000
  318. szManufacturer NVIDIA
  319. szMiniVdd unknown
  320. szMiniVddDateEnglish Unknown
  321. szMiniVddDateLocalized unknown
  322. szMonitorMaxRes Unknown
  323. szMonitorName Generic PnP Monitor
  324. szNotesEnglish No problems found.
  325. szNotesLocalized No problems found.
  326. szOverlayEnglish Not Supported
  327. szRankOfInstalledDriver 00CF0001
  328. szRegHelpText Unknown
  329. szRevision Unknown
  330. szRevisionId 0x00A1
  331. szSubSysId 0x8C971462
  332. szTestResultD3D7English Not run
  333. szTestResultD3D7Localized Not run
  334. szTestResultD3D8English Not run
  335. szTestResultD3D8Localized Not run
  336. szTestResultD3D9English Not run
  337. szTestResultD3D9Localized Not run
  338. szTestResultDDEnglish Not run
  339. szTestResultDDLocalized Not run
  340. szVdd unknown
  341. szVendorId 0x10DE
  342. Log Messages
  343. GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
  344. GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
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