Lightroom Classic 8.4: GeForce GTX 750ti - Graphics Card not supported

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  • Updated 2 months ago
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  • (Edited)
I just upgraded from LR 8.3.1 to 8.4 and support for my Graphics Card
acceleration seems to have disappeared. I'm sure it was working under previous version but under Edit/Preferences/Performance, the graphics acceleration is now marked as "off" with a message that my system isn't supported. Checking out the list of Graphics cards it seems that my GeForce GTX 750ti card is now no longer supported by latest LR version. So, the promised improvements in performance that I've been waiting for aren't available to me unless I shell out for a new card - unless of course any helpful soul on here can point me in the right direction please? It's also worth noting that the graphics card IS supported in the latest version of Photoshop CC.
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Nigel Dalton

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Posted 3 months ago

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Jason Armistead

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This reply was created from a merged topic originally titled LR Classic V8.4 GPU not being detected as OpenGL (Win10 1803, latest NVIDIA drive....

I have a Dell Precision M7720. It has Windows 10 version 1803, with 32GB RAM, and an NVIDIA Quadro P5000 GPU with 16GB of dedicated VRAM.  I have the latest NVIDIA driver  R430 U5 (431.70)  WHQL released 2019-07-29

When I open Lightroom and look at Edit -> Preferences -> Performance, it says that my GPU us only being used in "basic" mode.

This is not a "simple" GPU, nor is it "old".  It's in a workstation-class notebook with a high-end i7 mobile CPU and better display adapter specs than many desktop PCs.  I previously had a Precision M6800 (now 4+ years old) and it had no problems getting the "Check OpenGL support: Passed" message in the system information.  But here I am just seeing "DirectX" rather than "OpenGL" before the video card type.

This PC was updated from Lightroom Classic CC 6.x to 7.x to 8.x, in case that's relevant.  I never noticed (nor particularly looked explicitly) at how Lightroom was using the GPU before.  Responsiveness always seemed good, but with the new V8.4 "GPU update" I was perhaps paying more attention now.  This PC, like many high-end notebooks, also has an Intel HD Graphics 530 showing oin control panel (which I think is a standard way of reducing power requirements when running on battery for "ordinary applications"), however the NVIDIA Control Panel is specifically configured to run Lightroom using the Quadro GPU.

This is the full system information information:

Lightroom Classic version: 8.4 [ 201908011719-03751b60 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.17134
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2.7 GHz
Built-in memory: 32344.0 MB
Real memory available to Lightroom: 32344.0 MB
Real memory used by Lightroom: 1393.3 MB (4.3%)
Virtual memory used by Lightroom: 2745.2 MB
GDI objects count: 849
USER objects count: 2653
Process handles count: 2164
Memory cache size: 7.4MB
Internal Camera Raw version: 11.4 [ 273 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 512MB / 16172MB (3%)
Camera Raw real memory: 523MB / 32344MB (1%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info: 
DirectX: NVIDIA Quadro P5000 (

Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Users\myuser\Pictures\Lightroom\Lightroom Catalog-2.lrcat
Settings Folder: C:\Users\myuser\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) AdobeStock
2) Facebook
3) Flickr
4) Nikon Tether Plugin

Config.lua flags: None

Adapter #1: Vendor : 10de
Device : 1bb6
Subsystem : 7b11028
Revision : a1
Video Memory : 16257
Adapter #2: Vendor : 8086
Device : 191b
Subsystem : 7b11028
Revision : 6
Video Memory : 80
Adapter #3: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers / Headphones (Realtek Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: 12.1x4
Direct2DEnabled: false
GL_VERSION: 4.6.0 NVIDIA 431.70
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_NVX_shared_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_deep_texture3D GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_sysmem_buffer GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
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Simon Chen, Principal Computer Scientist

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The GPU logs say that the basic GPU acceleration for display is enabled for your setup. 

One more try: Quit Lr and  remove the  %APPDATA%\Roaming\Adobe\CameraRaw\GPU\ folder before relaunch Lr. Is it still say only Basic GPU acceleration is available?
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If your GPU does not support DirectX 12 it's likely it will not work with the latest version of LR.  I have the same issue with LR on a computer running Win 7 Professional. It has an Nvidia GTX770 running the latest Nvidia drivers. It was apparently using the OpenGL support that Adobe took out of their latest LR release. I notice that the latest version of PS still uses my GPU. I expect this will change with a future release. Bottom line, Adobe needs to reinstate OpenGL support for older GPUs not DirectX 12 compatible or we users will need to upgrade to a new OS (win 10) and and/or a new GPU to get the GPU support LR provides.
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Todd Shaner, Champion

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As an FYI I have an almost identical system as Jason Armistead, but with an Nivida P2000 GPU of the same family with no issues.
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Jason Armistead

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Removing the directory %APPDATA%\Roaming\Adobe\CameraRaw\GPU\ and restarting Lightroom made the difference.  I now have the full GPU acceleration when I switch to "Custom" GPU performance settings.

Thanks to Simon Chen for suggesting this fix method.  It seems like a point to be more clearly described on page

Solution # 3 on that page mentions the GPU directory contents, but it is written is such a way that it didn't seem to apply to my case, since I was seeing the graphics processor as DirectX instead of OpenGL.  In my mind, that automatically meant that it didn't apply to my situation, although, clearly, it apparently did.

BUT, even after successfully running with Full GPU support, it still shows DirectX in the system info, an I don't get any mention of OpenGL tests passing OK.

This is always the one problem with forums.  The "golden nuggets" are not always turned into FAQ material for others to discover more easily.
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Simon Chen, Principal Computer Scientist

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Thanks Jason for the confirmation. Did you at some point switched the graphics card from the integrated Intel card to the discrete Nvidia P5000?

The GPU FAQ is in the process of rewriting. It is kind of mixing the info for the old and new version.

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Hasitha Samarajeewa

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I am having the same issue. Only the basic GPU support

Windows 10 1903
GTX Titan driver version 436.02
Lightroom 8.4
Camera Raw 11.4

According to the nvidia website my GPU supports directx12 and openGL 4.4

Last time LRC got a GPU update I had a simila issue but a couple of months later LRC update fixed this. Its frustrating to not get it to work out-the-box when I'm paying for a subscription service.

Any help would be appriciated.
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Stefan Klein

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That ́s strange, because it ́s the top model of the Maxwell GPU architecture. My GTX 970, which is also Maxwell, runs GPU3 very well.
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Hasitha Samarajeewa

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That's what I don't understand. It meets all the published system requirements and a very capable card.

Whats going on with Adobe? Does this mean that Adobe are dropping hardware support for their subscription customers.
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Hasitha Samarajeewa

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Are you using the game ready drivers or does it have studio drivers on the 970? 
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Hasitha Samarajeewa

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I was just chatting with LRC support and they were saying some users have an "active x error" when the software starts up. Said it would be updated in the next release of LRC. I donno if that will actually happen.

Maybe its time to switch to free-ware. I might not get the performance, but I wont be paying for a subscription service which doesn't provide what they claim. 

I think the original TITAN is kepler architecture...and I shelled out $1000 for it 6 years ago. Money spent doesn't seem to go that far anymore. 
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Stefan Klein

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you ́re probably right. The first Titan seems to be Kepler.
I ́m using the Gaming driver, because the Studio driver doesn ́t support the GTX 970. You need at least a 1000 series for the Studio driver, which then even supports 10bit/color output in OpenGl btw.
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Terry Miller

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This reply was created from a merged topic originally titled Lightroom Classic 8.4 not using gpu.

Lightroom Classic 8.4 will not use my NVIDIA GeForce GTX 1050Ti. The option to select the GPU is "grayed-out". This GPU works with LR Classic 8.3.1. I have installed the latest NVIDIA drivers. Anyone with the same problem? Solution?
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David Golding

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What OS?
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Terry Miller

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Windows 7 Pro - all updates installed
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Reviewing earlier postings on this issue will help you to understand your problem. I am running Win 7 Pro too which does not have support for DirectX 12; the latest version of LR now requires DirectX 12. Some users have reported that upgrading to Win 10 which does, fixes this problem. One caveat, your GP needs to be DirectX 12 compatible too.
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Terry Miller

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Thank you.
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Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

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Rikk Flohr, Official Rep

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Official Response
Lightroom Classic 8.4.1 was released earlier today and has a fix for this issue. Please install the update and let us know if you are still seeing this issue. 

Also read this for more important information regarding an upcoming change to OpenGL Support:

Thank you for your patience!
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Terry Miller

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My GPU is now supported (Windows 7 Pro):

Graphics Processor Info:
OpenGL: GeForce GTX 1050 Ti/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 436.02
Renderer: GeForce GTX 1050 Ti/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler
Total Video Memory: 4096 MB

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Basic graphic acceleration it's finally working again, thank you!
In January next year I will switch to WIndows 10 for full acceleration.