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#36661 | Link |
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Join Date: Feb 2014
Posts: 139
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I've gone ahead and done that. I tested:
D3D11 old, 3 present queue: Everything's fine. D3D9, 3 present queue: Everything's fine. D3D 11 new, 3 present queue: Everything's fine. Here's where it's interesting: D3D9, 16 present queue: a/v desync. Video is noticeably earlier than audio, but you'd have to be looking for it to see it. Didn't bother checking if it gets better/worse over time. I feel like it's a constant displacement. D3D11 New, 15 present queue (setting it to 16 makes it 15): a/v desync. Exact same amount of perceived desync as D3D9, with video noticeably earlier than audio. D3D11 Old, 15 present queue: Never fills the present queue above 4-5/15, never fills GPU queue above 3-4/24. Oddly enough, starts with mad stuttering and tons of dropped frames, but after queues stabilize, it settles down and stops dropping frames, with no A/V desync. All of these above tests are using FSE mode, and I quit the program and reload after each setting just to be sure they're getting applied properly. The OSD reports that the present queues and D3D mode are set as I wanted. Oh yeah, D3D9 isn't throwing tons of glitches anymore. Everything is 0 glitches, 0 dropped frames after queues fill. Now, in windowed, playing with backbuffer sizes: D3D9: backbuffer 16, present queue 16: A/V desync in FSE, back out into windowed mode, desync is gone. D3D11 new: present queue (windowed) 15, present queue FSE 15: A/V desync in FSE, gone in windowed. It's definitely a problem with the present queues in FSE, and isn't a result of whether I use D3D11 or D3D9, since it affects both. The problem exists in FSE, but disappears in windowed mode with the same number of backbuffer/present frames. I suspect there's desync as well with smaller present queues, but it's been unnoticeable since I set it to max of 3. Last edited by har3inger; 4th March 2016 at 21:01. |
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#36662 | Link |
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Join Date: Feb 2013
Posts: 135
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Here is a screenshot that shows clearly the difference between Linear Light on and off for Crispen Edges.
http://screenshotcomparison.com/comparison/164352 The value I used was 1.0 in upscaling refinement but the issue is also present in image enhancements. I guess it's ringing after all but it's pretty bad...
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#36663 | Link |
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Join Date: Jan 2014
Posts: 489
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Does "Use Alternative Glitch-Handling Mode" option reduce visual quality and/or performance in any way?
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#36665 | Link | ||
Registered Developer
Join Date: Sep 2006
Posts: 9,137
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Quote:
Can you roughly quantify the desync amount? In any case, it kinda looks like a driver issue. My impression is that for some reason your driver doesn't allow a higher than 4 frame queue. The "old" D3D11 mode just had different problems with that than the "new" mode. I assume you have tried different drivers already, and also a "clean" driver install with default settings etc? Found this: http://forums.guru3d.com/showthread.php?t=403389 So it seems there is a registry setting for the flip queue size for AMD drivers. Maybe it's set to a non-standard value for your GPU for some reason? Try setting it to 16 as a test. Quote:
Can you please make the original unsharpened frame available (PNG should suffice), so that I can test with that? |
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#36666 | Link |
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Join Date: Dec 2010
Posts: 239
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If your queue isn't filling up, you're probably overtaxing the GPU. Test and see what happens when you set all the scaling to bilinear for example and don't use doubling. Does it still not fill up? Then...as madshi said, it's a driver issue.
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#36667 | Link | |
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Join Date: May 2015
Posts: 7
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Sorry though. Greetz, Unr3aL |
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#36668 | Link | |
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Join Date: Feb 2013
Posts: 135
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Quote:
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#36669 | Link | |
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Join Date: Feb 2014
Posts: 139
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Quote:
The A/V delay is probably on the order of 25-75 ms. It's slight, but it's there. Has anyone else noticed this problem? Only exists when you use very high present queues in FSE. I've tried only 16.2 crimson for testing the A/V delay. The driver is kinda cruddy and has lots of broken UI/settings functions on laptop, but otherwise runs applications well. Things are all set at default. I don't really want to revert to 15.12 crimson because the new driver is needed for a couple games I have. Radeonpro doesn't actually work on my computer. It can't find the ATI card. Regedit search shows that the reg key doesn't exist by default. I'll go add it in manually at some point later once I find where my GPU reg settings are. For now, I might just go back to using a 3 frame queue for present queue. Honestly, I don't really see any difference between 3 and something huge like 12, and FRC behavior doesn't seem to change based on the queue size. I've read before that you need more frames in present queue for FRC, but haven't actually found this to be the case. What would I be looking for, if it's not working properly at low queue sizes? Last edited by har3inger; 4th March 2016 at 23:22. |
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#36672 | Link | ||||
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Join Date: Sep 2006
Posts: 9,137
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The original reason I implemented that was to fix shaky 3D playback. But after I implemented it, I thought it might help with non-filling presentation queues, too. |
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#36673 | Link |
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Join Date: Feb 2013
Posts: 135
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I've found a really weird issue, I don't know if it has been reported.
The queues are not filling (all of them) when I upscale a video in 2160p using D3D11 exclusive mode (10 bit). It's the only situation when this issue happens. I have no issues with D3D11 windowed mode or with D3D11 exclusive mode (8bit) or when I select 1080p for the desktop (whatever the resolution of the movie). I was using Windows 7 x64 and never saw this issue. I've noticed it since I installed Windows 8.1 x64.
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#36674 | Link | |
Registered Developer
Join Date: Sep 2006
Posts: 9,137
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#36675 | Link | |
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Join Date: Apr 2009
Posts: 1,019
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#36676 | Link | |
Registered User
Join Date: Feb 2013
Posts: 135
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Quote:
If I reduce the prepresented frames to 4 frames, the queues fill correctly but I don't really want to modify that... The only combination that doesn't give me dropped frames with interlaced DVD are : - CPU queue size : 23 - GPU queue size : 14 - Frames presented in advance : 6 Deinterlacing seems to be pretty erratic most of the time. Strange, 6 doesn't work for me. I have to use 4.
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#36677 | Link |
Registered User
Join Date: Feb 2014
Posts: 139
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Okay, this is weird. I tried turning off FSE and just using windowed FS for longer queues, and D3D11 windowed full screen has a delay, but windowed (downsized 1080p-> 1080p plus window frames) has no delay.
Whatever. Back to tiny queue sizes it is :P |
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#36678 | Link |
Registered User
Join Date: Jun 2006
Posts: 262
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Jump to time (by clicking on the time scale in MPC-HC) is broken since 0.90.4 (WinXP). To be precise, the first click works but the second one is not and the player may hang after it.
Sample: http://mir.cr/2XNEHWTK
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#36679 | Link |
Registered User
Join Date: Oct 2015
Location: Brasil, SP, São Paulo
Posts: 153
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with d3d11 "old" my queues donīt fill, with the new alternate now my queues fill and the a/v are perfect synced, but i have a slight perfomance loss because the present a frame for every vsync option
i donīt output 10 bit and 3d, so there any advantage for me to use d3d11 ? or should i stay on d3d9? iīm usinf FSE with the standard settings: - CPU queue size : 16 - GPU queue size : 8 - Frames presented in advance :8 theres any advantage if i increase my queues? i have the trade quality option donīt render frames when fade... checked
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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