ASUS'un sitesinden baktığımda Graphics bölümü altında verdikleri en son sürücü haziran ayından kalma ancak dahili ekran kartınız en son kasım ayında güncelleme almış, ASUS'un sitede verdiği sürücü eski yani. En son sürücüyü şuradan indirebilirsiniz, beta olmayanı indirmeniz daha iyi olacaktır. Intel CoreTM i5-8250U Processor (6M Cache, up to 3.40 GHz) Downloads, Drivers and Software | Intel Intel CoreTM i5-8250U Processor (6M Cache, up to 3.40 GHz) - Download supporting resources inclusive drivers, software, bios, and firmware updates. www.intel.com.tr

Onu da denedim Chrome harici ekran kartı ileçalışıyor fakat videolar yine dahili ekran kartı oynatılıyor bu yüzden bu problem yine devam ediyor. Yine de yardımlarınız için hepinize teşekkür ederim. Umarım Chrome güncellemesi ile düzelir. Son olarak şunu sorabilir miyim? Mozilla Firefox önerir misiniz? Ve ben PC'de Mozilla Firefox kullansam Chrome yerine telefonumdaki Chrome ile bilgisayarımdaki Mozilla Firefox'u senkron bir şekilde kullanbilir miyim? Yani geçmiş ve yer imleri senkronize olur mu?

Sürücülerde bir problem var gibi. Ekran kartı sürücüsünü yüklemiş miydiniz? İşletim sistemi Windows 10 mu?

Yıllardır Chrome kullandığım için diğer tarayıcılara önyargılıydım ama Mozilla Firefox güzel duruyor gibi.

Söylediğiniz seçeneği etkinleştirdim ama sorun hala devam ediyor. İstediğiniz bilgiler bunlar sanırım: Graphics Feature Status Canvas: Hardware accelerated Canvas out-of-process rasterization: Disabled Compositing: Hardware accelerated Multiple Raster Threads: Enabled Out-of-process Rasterization: Hardware accelerated OpenGL: Enabled Rasterization: Hardware accelerated RAW Draw: Disabled Skia Renderer: Enabled Video Decode: Hardware accelerated Vulkan: Disabled WebGL: Hardware accelerated WebGL2: Hardware accelerated Driver Bug Workarounds Check_ycbcr_studio_G22_LEFt_P709_FOr_NV12_SUPport Clear_uniforms_before_first_program_use Decode_encode_srgb_for_generatemipmap Disable_decode_swap_chain Disable_direct_composition_sw_video_overlays Enable_bgra8_overlays_with_yuv_overlay_support Enable_webgl_timer_query_extensions Exit_on_context_lost Max_msaa_sample_count_4 Msaa_is_slow No_downscaled_overlay_promotion Disabled_extension_GL_KHR_blend_equation_advanced Disabled_extension_GL_KHR_blend_equation_advanced_coherent Problems Detected Some drivers are unable to reset the D3D device in the GPU process sandbox Applied Workarounds: Exit_on_context_lost Clear uniforms before first program use on all platforms: 124764, 349137 Applied Workarounds: Clear_uniforms_before_first_program_use On Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565 Applied Workarounds: Msaa_is_slow Disable KHR_blend_equation_advanced until CC shaders are updated: 661715 Applied Workarounds: Disable , disable Decode and Encode before generateMipmap for sRGB format textures on Windows: 634519 Applied Workarounds: Decode_encode_srgb_for_generatemipmap Expose WebGL's disjoint_timer_query extensions on platforms with site isolation: 808744, 870491 Applied Workarounds: Enable_webgl_timer_query_extensions Disable DecodeSwapChain for Intel Gen9 and older devices: 1107403 Applied Workarounds: Disable_decode_swap_chain Intel GPUs fail to report BGRA8 overlay Support: 1119491 Applied Workarounds: Enable_bgra8_overlays_with_yuv_overlay_support 8X MSAA for WebGL contexts is Slow on Win Intel: 1145793 Applied Workarounds: Max_msaa_sample_count_4 Disable software overlays for Intel GPUs. All Skylake+ devices Support hw overlays, older devices peform poorly.: 1192748 Applied Workarounds: Disable_direct_composition_sw_video_overlays Check YCbCr_Studio_G22_LEFt_P709 color space for NV12 overlay Support on Intel: 1103852 Applied Workarounds: Check_ycbcr_studio_G22_LEFt_P709_FOr_NV12_SUPport Intel GPUs do not promote downscaled overlays: 1245835 Applied Workarounds: No_downscaled_overlay_promotion ANGLE Features allow_compressed_formats : Enabled: True Allow compressed formats disable_anisotropic_filtering : Disabled Disable Support for anisotropic filtering disable_program_binary anglebug:5007: Disabled Disable Support for GL_OES_get_program_binary disable_program_caching_for_transform_feedback : Disabled On some GPUs, program binaries don't contain transform feedback varyings enableCompressingPipelineCacheInThreadPool anglebug:4722: Disabled: False Enable compressing pipeline cache in thread pool. enableProgramBinaryForCapture anglebug:5658: Disabled Even if FrameCapture is enabled, enable GL_OES_get_program_binary enable_capture_limits anglebug:5750: Disabled Set the context limits like frame capturing was enabled forceInitShaderVariables : Disabled Force-enable shader variable initialization forceRobustResourceInit anglebug:6041: Disabled Force-enable robust resource init lose_context_on_out_of_memory : Enabled: True Some users rely on a Lost context notification if a GL_OUT_OF_MEMORY error occurs scalarize_vec_and_mat_constructor_args 1165751: Disabled: False Always rewrite vec/mat constructors to be consistent sync_framebuffer_bindings_on_tex_image : Disabled On some drivers TexImage sometimes seems to interact with the Framebuffer add_mock_texture_no_render_target (D3D workarounds) anglebug:2152: Disabled: İsIntel && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164815) On some drivers when rendering with no render target, two bugs lead to incorrect behavior allowES3OnFL10_0 (D3D workarounds): Disabled: False Allow ES3 on 10.0 devices allow_clear_for_robust_resource_init (D3D workarounds) 941620: Enabled: True Some drivers corrupt texture data when clearing for robust resource initialization. allow_translate_uniform_block_to_structured_buffer (D3D workarounds) anglebug:3682: Enabled: IsWin10OrGreater There is a Slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer. call_clear_twice (D3D workarounds) 655534: Disabled: İsIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164771) Using clear may not take effect depth_stencil_blit_extra_copy (D3D workarounds) anglebug:1452: Disabled Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil disable_b5g6r5_support (D3D workarounds): Disabled: (isIntel && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154539)) || isAMD Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data emulate_isnan_float (D3D workarounds) 650547: Disabled: İsIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164542) Using isnan on highp float will get wrong answer emulate_tiny_stencil_textures (D3D workarounds): Disabled: İsAMD && !(deviceCaps. featureLevel < D3D_FEATURE_LEVEL_10_1) 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly expand_integer_pow_expressions (D3D workarounds): Enabled: True The HLSL optimizer has a bug with optimizing 'pow'in certain integer-valued expressions flush_after_ending_transform_feedback (D3D workarounds): Disabled: İsNvidia Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions force_atomic_value_resolution (D3D workarounds) anglebug:3246: Disabled: İsNvidia On some drivers the return Value from RWByteAddressBuffer. InterlockedAdd does not Resolve when used in the. yzw components of a RWByteAddressBuffer. Store operation get_dimensions_ignores_base_level (D3D workarounds): Disabled: İsNvidia Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin mrt_perf_workaround (D3D workarounds): Enabled: True Some drivers have a bug where they ignore null render targets pre_add_texel_fetch_offsets (D3D workarounds): Enabled: İsIntel HLSL's function texture. Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range rewrite_unary_minus_operator (D3D workarounds): Disabled: İsIntel && && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154624) Evaluating unary minus operator on integer may get wrong answer in vertex shaders select_view_in_geometry_shader (D3D workarounds): Disabled: ! deviceCaps. supportsVpRtIndexWriteFromVertexShader The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension set_data_faster_than_image_upload (D3D workarounds): Enabled: ! Set data faster than image upload skip_vs_constant_register_zero (D3D workarounds): Disabled: İsNvidia In specific cases the driver doesn't handle constant register Zero correctly use_instanced_point_sprite_emulation (D3D workarounds): Disabled: İsFeatureLevel9_3 Some D3D11 renderers do not Support geometry shaders for pointsprite emulation use_system_memory_for_constant_buffers (D3D workarounds) 593024: Enabled: İsIntel Copying from staging Storage to constant buffer Storage does not work zero_max_lod (D3D workarounds): Disabled: İsFeatureLevel9_3 Missing an option to disable mipmaps on a mipmapped texture DAWN Info <Integrated GPU> D3D12 backend - Intel UHD Graphics 620 lazy_clear_resource_on_first_use: 145 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_d3D12_RESource_heap_tier2: 27 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_d3D12_RENder_pass: 36 - dawn - Implementation of the WebGPU standard - Monorail: Use the D3D12 render Pass API introduced in Windows Build 1809 by default. On versions of Windows prior to Build 1809, or when this TOGG'le is turned off, Dawn will emulate a render Pass. use_d3D12_RESidency_management: 193 - dawn - Implementation of the WebGPU standard - Monorail: 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. disallow_unsafe_apis: 1138528 - chromium - An open-source project to help move the web forward. - Monorail: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. use_tint_generator: 571 - dawn - Implementation of the WebGPU standard - Monorail: Use Tint instead of SPRIV-cross to generate shaders. disallow_spirv: 1214923 - chromium - An open-source project to help move the web forward. - Monorail: 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. texture_compression_bc: pipeline_statistics_query: Timestamp_query dawn-internal-usages: multiplanar_formats: <Discrete GPU> D3D12 backend - NVIDIA GeForce 930MX lazy_clear_resource_on_first_use: 145 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_d3D12_RENder_pass: 36 - dawn - Implementation of the WebGPU standard - Monorail: Use the D3D12 render Pass API introduced in Windows Build 1809 by default. On versions of Windows prior to Build 1809, or when this TOGG'le is turned off, Dawn will emulate a render Pass. use_d3D12_RESidency_management: 193 - dawn - Implementation of the WebGPU standard - Monorail: 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. disallow_unsafe_apis: 1138528 - chromium - An open-source project to help move the web forward. - Monorail: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. use_tint_generator: 571 - dawn - Implementation of the WebGPU standard - Monorail: Use Tint instead of SPRIV-cross to generate shaders. disallow_spirv: 1214923 - chromium - An open-source project to help move the web forward. - Monorail: 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. texture_compression_bc: pipeline_statistics_query: Timestamp_query dawn-internal-usages: multiplanar_formats: <CPU> D3D12 backend - Microsoft Basic Render Driver lazy_clear_resource_on_first_use: 145 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_d3D12_RESource_heap_tier2: 27 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_d3D12_RENder_pass: 36 - dawn - Implementation of the WebGPU standard - Monorail: Use the D3D12 render Pass API introduced in Windows Build 1809 by default. On versions of Windows prior to Build 1809, or when this TOGG'le is turned off, Dawn will emulate a render Pass. use_d3D12_RESidency_management: 193 - dawn - Implementation of the WebGPU standard - Monorail: 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. disallow_unsafe_apis: 1138528 - chromium - An open-source project to help move the web forward. - Monorail: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. use_tint_generator: 571 - dawn - Implementation of the WebGPU standard - Monorail: Use Tint instead of SPRIV-cross to generate shaders. disallow_spirv: 1214923 - chromium - An open-source project to help move the web forward. - Monorail: 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. texture_compression_bc: pipeline_statistics_query: Timestamp_query dawn-internal-usages: multiplanar_formats: <Integrated GPU> Vulkan backend - Intel UHD Graphics 620 lazy_clear_resource_on_first_use: 145 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_temporary_buffer_in_texture_to_texture_copy: 42 - dawn - Implementation of the WebGPU standard - Monorail: 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

(Texture-to-texture copy issue with compressed formats · Issue

Donanım hızlandırma açılınca tarayıcı kendi kullanımını kısıtlar. Bu yüzden bazen düzgün çalışmayabilir.

Maalesef bir yolunu bulamadım. Belki geçici bir çözüm olarak Chrome'u harici ekran kartı ile çalıştırmayı deneyebilirsiniz.

Onu denemedim yanlış hatırlamıyorsam. DDU ile şu anki sürücüyü kaldırıp onu Windows Update üzerinden yüklemem mi gerekiyor? Az önce güvenli modda DDU ile Intel grafik sürücüsünü kaldırdım. Windows Update ile 27.20.100.8681 sürücüsünü yükledi ama sorun hala devam ediyor. Ayrıca sanırım bu sürücü Windows 11 ile uyumlu değil. Bu sürücüyü kaldırıp son sürücüyü tekrar yüklemeli miyim?

Her zaman yüksek performans modunda kullanıyorum. Arkadaşlar yardımcı olabilecek birisi yok mu?

Yükleyebilirsiniz tekrardan. Chrome://flags URL'sinden Override software rendering list seçeneğini etkinleştirip sorunun çözülüp çözülmediğini kontrol edin. Ayrıca Chrome://gpu sayfasının Version Information kısmına kadar ekran görüntüsü gerekiyor.

· KhronosGroup/Vulkan-Docs) for more details. vulkan_use_d32S8: 286 - dawn - Implementation of the WebGPU standard - Monorail: Vulkan mandates Support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the backend will use D32S8 but setting the TOGG'le to off will make ituse the D24S8 format when possible. disallow_unsafe_apis: 1138528 - chromium - An open-source project to help move the web forward. - Monorail: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. use_tint_generator: 571 - dawn - Implementation of the WebGPU standard - Monorail: Use Tint instead of SPRIV-cross to generate shaders. disallow_spirv: 1214923 - chromium - An open-source project to help move the web forward. - Monorail: 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. texture_compression_bc: texture-compression-etc2: Texture-compression-astc pipeline_statistics_query: timestamp_query: Depth_clamping dawn-internal-usages: : Undefined Version Information Data exported2021-12-09T11:57:56.106ZChrome versionChrome/96.0.4664.93Operating systemWindows NT 10.0.22000Software rendering list URL gpu/config/software_rendering_list. json - chromium/src - Git at Google Driver bug list URL gpu/config/gpu_driver_bug_list. json - chromium/src - Git at Google ANGLE commit iddf0f7133799c2D graphics backendSkia/96 7380cf102b94bb81dda50c5958ec3b3b392525f2Command Line"C:\Program Files\Google\Chrome\Application\chrome. exe" --flag-switches-begin --ignore-gpu-blocklist --enable-smooth-scrolling --flag-switches-end Tesadüfen bugün BIOS güncellemesi de gelmiş. Güncelleme sanırım Windows 11 için ama sorun hala devam ediyor.

Güç tasarrufu açık mı? Açık ise dengeli mod'a alın.

Olsa olsa bir bug'tır. Chrome:gpu sayfasının ekran görüntüsünü bi' atabilir misiniz?

Chrome ayarlarını sıfırlamayı deneyin isterseniz. Olmazsa Chrome'u silip yeniden kurmayı deneyebilirsiniz.

Kullanmamanızı gerektiren bir sebep yok, öneririm de. Senkronizasyon için bildiğim kadarıyla native bir destek yok, fakat bunu sağlayan bir eklenti muhakkak vardır. Kendim kullanmadığım için herhangi bir şey öneremeyeceğim.

İşletim sistemi Windows 11. Intel için en güncel olan sürücüyü kurdum. NVIDIA için de 472.12 kurulu ama zaten NVIDIA kullanmıyor Chrome. Intel sürücüsünde bir sorun olabilir. ASUS'un kendi sitesinde verdiği en son sürümü de indirsem aynı hata devam ediyor. Windows 10'da da vardı bu hata. Birçok yol denedim ama bulamadım hala o yüzden sizden yardım istedim.

Bende zaten o kurulu şu an ve onda da bu hatayı alıyorum.

Elle yüklediğiniz sürücüde bir hata olabilir, Windows'un Update üzerinden sunduğu sürücüyü denemiş miydiniz?

Söylediğiniz seçeneği etkinleştirdim ama sorun hala devam ediyor. İstediğiniz bilgiler bunlar sanırım: Graphics Feature Status Canvas: Hardware accelerated Canvas out-of-process rasterization: Disabled Compositing: Hardware accelerated Multiple Raster Threads: Enabled Out-of-process Rasterization: Hardware accelerated OpenGL: Enabled Rasterization: Hardware accelerated RAW Draw: Disabled Skia Renderer: Enabled Video Decode: Hardware accelerated Vulkan: Disabled WebGL: Hardware accelerated WebGL2: Hardware accelerated Driver Bug Workarounds Check_ycbcr_studio_G22_LEFt_P709_FOr_NV12_SUPport Clear_uniforms_before_first_program_use Decode_encode_srgb_for_generatemipmap Disable_decode_swap_chain Disable_direct_composition_sw_video_overlays Enable_bgra8_overlays_with_yuv_overlay_support Enable_webgl_timer_query_extensions Exit_on_context_lost Max_msaa_sample_count_4 Msaa_is_slow No_downscaled_overlay_promotion Disabled_extension_GL_KHR_blend_equation_advanced Disabled_extension_GL_KHR_blend_equation_advanced_coherent Problems Detected Some drivers are unable to reset the D3D device in the GPU process sandbox Applied Workarounds: Exit_on_context_lost Clear uniforms before first program use on all platforms: 124764, 349137 Applied Workarounds: Clear_uniforms_before_first_program_use On Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565 Applied Workarounds: Msaa_is_slow Disable KHR_blend_equation_advanced until CC shaders are updated: 661715 Applied Workarounds: Disable , disable Decode and Encode before generateMipmap for sRGB format textures on Windows: 634519 Applied Workarounds: Decode_encode_srgb_for_generatemipmap Expose WebGL's disjoint_timer_query extensions on platforms with site isolation: 808744, 870491 Applied Workarounds: Enable_webgl_timer_query_extensions Disable DecodeSwapChain for Intel Gen9 and older devices: 1107403 Applied Workarounds: Disable_decode_swap_chain Intel GPUs fail to report BGRA8 overlay Support: 1119491 Applied Workarounds: Enable_bgra8_overlays_with_yuv_overlay_support 8X MSAA for WebGL contexts is Slow on Win Intel: 1145793 Applied Workarounds: Max_msaa_sample_count_4 Disable software overlays for Intel GPUs. All Skylake+ devices Support hw overlays, older devices peform poorly.: 1192748 Applied Workarounds: Disable_direct_composition_sw_video_overlays Check YCbCr_Studio_G22_LEFt_P709 color space for NV12 overlay Support on Intel: 1103852 Applied Workarounds: Check_ycbcr_studio_G22_LEFt_P709_FOr_NV12_SUPport Intel GPUs do not promote downscaled overlays: 1245835 Applied Workarounds: No_downscaled_overlay_promotion ANGLE Features allow_compressed_formats : Enabled: True Allow compressed formats disable_anisotropic_filtering : Disabled Disable Support for anisotropic filtering disable_program_binary anglebug:5007: Disabled Disable Support for GL_OES_get_program_binary disable_program_caching_for_transform_feedback : Disabled On some GPUs, program binaries don't contain transform feedback varyings enableCompressingPipelineCacheInThreadPool anglebug:4722: Disabled: False Enable compressing pipeline cache in thread pool. enableProgramBinaryForCapture anglebug:5658: Disabled Even if FrameCapture is enabled, enable GL_OES_get_program_binary enable_capture_limits anglebug:5750: Disabled Set the context limits like frame capturing was enabled forceInitShaderVariables : Disabled Force-enable shader variable initialization forceRobustResourceInit anglebug:6041: Disabled Force-enable robust resource init lose_context_on_out_of_memory : Enabled: True Some users rely on a Lost context notification if a GL_OUT_OF_MEMORY error occurs scalarize_vec_and_mat_constructor_args 1165751: Disabled: False Always rewrite vec/mat constructors to be consistent sync_framebuffer_bindings_on_tex_image : Disabled On some drivers TexImage sometimes seems to interact with the Framebuffer add_mock_texture_no_render_target (D3D workarounds) anglebug:2152: Disabled: İsIntel && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164815) On some drivers when rendering with no render target, two bugs lead to incorrect behavior allowES3OnFL10_0 (D3D workarounds): Disabled: False Allow ES3 on 10.0 devices allow_clear_for_robust_resource_init (D3D workarounds) 941620: Enabled: True Some drivers corrupt texture data when clearing for robust resource initialization. allow_translate_uniform_block_to_structured_buffer (D3D workarounds) anglebug:3682: Enabled: IsWin10OrGreater There is a Slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer. call_clear_twice (D3D workarounds) 655534: Disabled: İsIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164771) Using clear may not take effect depth_stencil_blit_extra_copy (D3D workarounds) anglebug:1452: Disabled Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil disable_b5g6r5_support (D3D workarounds): Disabled: (isIntel && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154539)) || isAMD Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data emulate_isnan_float (D3D workarounds) 650547: Disabled: İsIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164542) Using isnan on highp float will get wrong answer emulate_tiny_stencil_textures (D3D workarounds): Disabled: İsAMD && !(deviceCaps. featureLevel < D3D_FEATURE_LEVEL_10_1) 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly expand_integer_pow_expressions (D3D workarounds): Enabled: True The HLSL optimizer has a bug with optimizing 'pow'in certain integer-valued expressions flush_after_ending_transform_feedback (D3D workarounds): Disabled: İsNvidia Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions force_atomic_value_resolution (D3D workarounds) anglebug:3246: Disabled: İsNvidia On some drivers the return Value from RWByteAddressBuffer. InterlockedAdd does not Resolve when used in the. yzw components of a RWByteAddressBuffer. Store operation get_dimensions_ignores_base_level (D3D workarounds): Disabled: İsNvidia Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin mrt_perf_workaround (D3D workarounds): Enabled: True Some drivers have a bug where they ignore null render targets pre_add_texel_fetch_offsets (D3D workarounds): Enabled: İsIntel HLSL's function texture. Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range rewrite_unary_minus_operator (D3D workarounds): Disabled: İsIntel && && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154624) Evaluating unary minus operator on integer may get wrong answer in vertex shaders select_view_in_geometry_shader (D3D workarounds): Disabled: ! deviceCaps. supportsVpRtIndexWriteFromVertexShader The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension set_data_faster_than_image_upload (D3D workarounds): Enabled: ! Set data faster than image upload skip_vs_constant_register_zero (D3D workarounds): Disabled: İsNvidia In specific cases the driver doesn't handle constant register Zero correctly use_instanced_point_sprite_emulation (D3D workarounds): Disabled: İsFeatureLevel9_3 Some D3D11 renderers do not Support geometry shaders for pointsprite emulation use_system_memory_for_constant_buffers (D3D workarounds) 593024: Enabled: İsIntel Copying from staging Storage to constant buffer Storage does not work zero_max_lod (D3D workarounds): Disabled: İsFeatureLevel9_3 Missing an option to disable mipmaps on a mipmapped texture DAWN Info <Integrated GPU> D3D12 backend - Intel UHD Graphics 620 lazy_clear_resource_on_first_use: 145 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_d3D12_RESource_heap_tier2: 27 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_d3D12_RENder_pass: 36 - dawn - Implementation of the WebGPU standard - Monorail: Use the D3D12 render Pass API introduced in Windows Build 1809 by default. On versions of Windows prior to Build 1809, or when this TOGG'le is turned off, Dawn will emulate a render Pass. use_d3D12_RESidency_management: 193 - dawn - Implementation of the WebGPU standard - Monorail: 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. disallow_unsafe_apis: 1138528 - chromium - An open-source project to help move the web forward. - Monorail: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. use_tint_generator: 571 - dawn - Implementation of the WebGPU standard - Monorail: Use Tint instead of SPRIV-cross to generate shaders. disallow_spirv: 1214923 - chromium - An open-source project to help move the web forward. - Monorail: 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. texture_compression_bc: pipeline_statistics_query: Timestamp_query dawn-internal-usages: multiplanar_formats: <Discrete GPU> D3D12 backend - NVIDIA GeForce 930MX lazy_clear_resource_on_first_use: 145 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_d3D12_RENder_pass: 36 - dawn - Implementation of the WebGPU standard - Monorail: Use the D3D12 render Pass API introduced in Windows Build 1809 by default. On versions of Windows prior to Build 1809, or when this TOGG'le is turned off, Dawn will emulate a render Pass. use_d3D12_RESidency_management: 193 - dawn - Implementation of the WebGPU standard - Monorail: 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. disallow_unsafe_apis: 1138528 - chromium - An open-source project to help move the web forward. - Monorail: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. use_tint_generator: 571 - dawn - Implementation of the WebGPU standard - Monorail: Use Tint instead of SPRIV-cross to generate shaders. disallow_spirv: 1214923 - chromium - An open-source project to help move the web forward. - Monorail: 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. texture_compression_bc: pipeline_statistics_query: Timestamp_query dawn-internal-usages: multiplanar_formats: <CPU> D3D12 backend - Microsoft Basic Render Driver lazy_clear_resource_on_first_use: 145 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_d3D12_RESource_heap_tier2: 27 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_d3D12_RENder_pass: 36 - dawn - Implementation of the WebGPU standard - Monorail: Use the D3D12 render Pass API introduced in Windows Build 1809 by default. On versions of Windows prior to Build 1809, or when this TOGG'le is turned off, Dawn will emulate a render Pass. use_d3D12_RESidency_management: 193 - dawn - Implementation of the WebGPU standard - Monorail: 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. disallow_unsafe_apis: 1138528 - chromium - An open-source project to help move the web forward. - Monorail: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. use_tint_generator: 571 - dawn - Implementation of the WebGPU standard - Monorail: Use Tint instead of SPRIV-cross to generate shaders. disallow_spirv: 1214923 - chromium - An open-source project to help move the web forward. - Monorail: 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. texture_compression_bc: pipeline_statistics_query: Timestamp_query dawn-internal-usages: multiplanar_formats: <Integrated GPU> Vulkan backend - Intel UHD Graphics 620 lazy_clear_resource_on_first_use: 145 - dawn - Implementation of the WebGPU standard - Monorail: 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. use_temporary_buffer_in_texture_to_texture_copy: 42 - dawn - Implementation of the WebGPU standard - Monorail: 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 (Texture-to-texture copy issue with compressed formats · Issue #1005 · KhronosGroup/Vulkan-Docs) for more details. vulkan_use_d32S8: 286 - dawn - Implementation of the WebGPU standard - Monorail: Vulkan mandates Support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the backend will use D32S8 but setting the TOGG'le to off will make ituse the D24S8 format when possible. disallow_unsafe_apis: 1138528 - chromium - An open-source project to help move the web forward. - Monorail: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet. use_tint_generator: 571 - dawn - Implementation of the WebGPU standard - Monorail: Use Tint instead of SPRIV-cross to generate shaders. disallow_spirv: 1214923 - chromium - An open-source project to help move the web forward. - Monorail: 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. texture_compression_bc: texture-compression-etc2: Texture-compression-astc pipeline_statistics_query: timestamp_query: Depth_clamping dawn-internal-usages: : Undefined Version Information Data exported2021-12-09T11:57:56.106ZChrome versionChrome/96.0.4664.93Operating systemWindows NT 10.0.22000Software rendering list URL gpu/config/software_rendering_list. json - chromium/src - Git at Google Driver bug list URL gpu/config/gpu_driver_bug_list. json - chromium/src - Git at Google ANGLE commit iddf0f7133799c2D graphics backendSkia/96 7380cf102b94bb81dda50c5958ec3b3b392525f2Command Line"C:\Program Files\Google\Chrome\Application\chrome. exe" --flag-switches-begin --ignore-gpu-blocklist --enable-smooth-scrolling --flag-switches-end Tesadüfen bugün BIOS güncellemesi de gelmiş. Güncelleme sanırım Windows 11 için ama sorun hala devam ediyor.

Merhaba arkadaşlar. Chrome'dan video izlerken YouTube veya herhangi bir sitede videoyu sabit izlerken sıkıntı yok ama ekranı yukarı veya aşağı doğru kaydırırken acayip yüksek bir kasılarak gitme oluyor ve video ekrandan kaybolana kadar böyle oluyor. Bu sorun donanım hızlandırmayı kapatınca düzeliyor ama o zaman da tarayıcıdan tam performans alamıyorum. Firefox'u daha öce hiç kullanmamıştım az önce indirip onda denediğimde donanım hızlandırma açıkken kasmadığını fark ettim. Ben Chrome'dan memnunum sadece bu sorunum mevcut. Gerçekten canımı çok sıkan, çok rahatsız olduğum bir durum. Bu sorunu nasıl çözebilirim? ASUS Vivobook 15 X542urr model laptop kullanıyorum. PC özellikleri: İşlemci Intel Core i5-8250U CPU @ 1.60GHz 1.80 GHz. Takılı RAM 8,00 GB (kullanılabilir: 7,88 GB) Sistem türü 64 Bit işletim sistemi, X64 tabanlı işlemci. Ekran kartı NVIDIA GeForce 930MX.

Graphics Feature Status Canvas: Software only, hardware acceleration unavailable Canvas out-of-process rasterization: Disabled Compositing: Software only. Hardware acceleration disabled Multiple Raster Threads: Enabled Out-of-process Rasterization: Disabled OpenGL: Disabled Rasterization: Software only. Hardware acceleration disabled Raw Draw: Disabled Skia Renderer: Enabled Video Decode: Software only. Hardware acceleration disabled Vulkan: Disabled WebGL: Software only, hardware acceleration unavailable WebGL2: Software only, hardware acceleration unavailable Problems Detected Gpu compositing has been disabled, either via blocklist, about:flags or the command line. The browser will fall back to software compositing and hardware acceleration will be unavailable. Disabled Features: gpu_compositing Bu kadarı yeterli olur mu? Baya uzun bir liste vardı.

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