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Old 27th November 2013, 11:13   #20981  |  Link
michkrol
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Quote:
Originally Posted by ryrynz View Post
I have a crash on start of playback when playing this file when xysubfilter is enabled.
Works flawlessly for me, but I am using the debanding test build. If you're on stable madVR, perhaps try it http://forum.doom9.org/showthread.php?p=1652418 ?
Since you didn't tell if the crash is in madVR, note that I'm also using MPC-HC 1.7.1.83 (nightly) with internal LAVFilters and the official XySubFilter build (3.1.0.546).
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Old 27th November 2013, 16:24   #20982  |  Link
huhn
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Quote:
I have a crash on start of playback when playing this file when xysubfilter is enabled.
xy subfilter has know issue try xy vsfilter. xy subfilter is a preview build.

if it still crash with xy vsfilter then it's most likely a problem with madvr

you can try to lower the cpu queue to 20 or lower or you can look for related errors in the bug tracker http://code.google.com/p/xy-vsfilter/issues/list
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Old 27th November 2013, 19:26   #20983  |  Link
madshi
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Quote:
Originally Posted by leeperry View Post
Same story with the new rendering path
Weird, must be the drivers, I guess.

Quote:
Originally Posted by ryrynz View Post
Anyone had exclusive mode just freeze? Not sure if it's related specifically to my system or not.
Audio continues to play, If I change to windowed mode in continues to play fine.. then I can enter back into exclusive and everything is normal.
I did see briefly some red text on the top left likely commenting on a direct3d error, might be a tough issue to track down.
Yes, might be tough to track down, especially if you can't reliably reproduce it.

Quote:
Originally Posted by luke823 View Post
Hi all,
If you're interested to see a new media player that supports madvr internally, please take a look at Media Browser Theater:

http://forum.doom9.org/showthread.php?t=169768
Cool!

Quote:
Originally Posted by Ver Greeneyes View Post
Running the TPG in fullscreen mode during calibration or profiling, on particularly dark patches I see random clumps of pixels with a slight greenish hue that change roughly every half a second - not single pixel noise of a neutral colour that changes rapidly as I would expect. Is this working as intended?
Bug. Will be fixed in the next test build.

Quote:
Originally Posted by dansrfe View Post
I've observed sharp drops in the render queue with artifact removal at default settings which results in dropped frames every ~5 seconds. This tends to happen only in high motion sequences like action/dance sequences.
Bug. Will be fixed in the next test build.

Quote:
Originally Posted by huhn View Post
i got a crash and i can't send the bug report just got this:
http://abload.de/img/bugreportbugdysj2.png

the problem was the old mpc hc version so no big deal. these old version are still needed because newer version can't play ps2 lpcm audio. is the bug report tool part of mpc hc or madvr. so i just tried to use an old version that simply isn't supported anymore or was broken?
The bug report tool is part of madVR. If you can't send the bug report with the built in send functionality, just press Ctrl+C while the error window is still visible, then you have the bug report in the clipboard and can manually upload it somewhere.

Quote:
Originally Posted by secvensor View Post
Similar the project is frozen.
What do you mean?

Quote:
Originally Posted by Niyawa View Post
"Hi, "fastSubtitles" is not listed in the commented list of available settings in mvrInterfaces in the latest available version. Do you plan on keeping this setting at that specified name?"
Yes, sorry, forgot to add that to the interface.

Quote:
Originally Posted by Niyawa View Post
Also a question of my own... the option "use a separate device for presentation (Vista and newer)", does it haves any downsides?
If it works with your specific OS/GPU/driver setup then it's usually beneficial to enable it. At least it rarely harms. There have been some reports about problems with this option, though. E.g. some AMD/NVidia laptop users with a shared AMD/NVidia <-> Intel GPU had problems. Also the latest Intel drivers don't play nice with this option. These are all GPU driver problems, though, and not madVR's fault.

Quote:
Originally Posted by vivan View Post
On systems with Optimus it was leading to freeze after 30-40 seconds of playback if you were using nVidia GPU for rendering.

UPD: tested right now, seems that this is issue is now gone
Good to hear!!

Quote:
Originally Posted by Niyawa View Post
Also on an unrelated note, any of you guys heard of an issue with madVR where video only appear 5 seconds after even though audio has already started in playback?
I've heard about this only if there's a display mode change and the display needs 5 seconds to resync.

Quote:
Originally Posted by kerimcem View Post
exclusive mode bar exit(flybar) button added?
Not sure what you mean? Flybar is a feature of MPC-BE, I think. If you want to have a button added to that, you need to talk to the MPC-BE developers.

Quote:
Originally Posted by NicolasRobidoux View Post
IMHO the "deblur" you currently use for Jinc3, equal to roughly .98 (which happens to be the same as the default for ImageMagick, by no accident) is right around where "the perfect balance" happens. And this seems to be confirmed by "consensus".

However, and I'm pretty sure you've tried some values before (and most likely I've made the same suggestion before, in this forum no less), you could quiet some voices that want "sharper" by allowing smaller deblurs. I'm not sure implementing features to "quiet" complaints is a good development strategy, but just in case...
Thanks for the suggestion. However, in order to get near to Lanczos sharpness I would have to increase the deblur factor so much that too much aliasing would creep back in for my taste. I'd rather stick with the current settings. If some people find Jinc too soft, they can use a separate sharpening algorithm. I think that makes more sense.

Quote:
Originally Posted by lansing View Post
I'm trying to play an old mpeg1 video in mpc, but it returns an error "madVR reports: creating Direct3D device failed (80070057)"
Are you using hardware or software decoding? Which video decoder? Does this only occur with this one video? Or also with other videos?

Quote:
Originally Posted by TheElix View Post
I hope "cnvrgc" feature isn't forgotten.
Definitely not. Need/want it myself.
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Old 27th November 2013, 19:29   #20984  |  Link
madshi
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So here's a new test build:

http://madshi.net/madVRanotherTestBuild1.rar (overwrite the official build with the files from this rar)

Here's a list of changes compared to the last deband test build:

(1) some calibration related fixes and improvements
(2) madVR doesn't dither, anymore, when a pixel doesn't need dithering
(3) fade in/out detection should have less false positives now
(4) fade in/out rerendering shouldn't result in dropped frames, anymore

(Please note that the included madHcNet64.dll is only for calibration purposes. It is *not* a sign of upcoming 64bit support. 64bit support is still not planned any time soon.)
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Old 27th November 2013, 20:28   #20985  |  Link
James Freeman
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Quote:
Originally Posted by madshi View Post
So here's a new test build:

Here's a list of changes compared to the last deband test build:

(2) madVR doesn't dither, anymore, when a pixel doesn't need dithering
A marvelous core behavior change.
Neeto!

Thanks.

Quote:
"cnvrgc"
What is that?

Last edited by James Freeman; 27th November 2013 at 20:32.
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Old 27th November 2013, 20:46   #20986  |  Link
madshi
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Convergence correction. AKA panel alignment correction. For front/back projection users.
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Old 27th November 2013, 21:05   #20987  |  Link
shimaflarex
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With the new test build I get a "creating shader file failed" when opening any video (but the video works fine).

I also get a corrupted and green component only image when using DXVA for downscaling (did not test upscaling).

Using Intel HD 4000 with driver version 10.18.10.3316. Everything was working fine with the previous (deband) test build.
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Old 27th November 2013, 21:25   #20988  |  Link
michkrol
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Quote:
Originally Posted by shimaflarex View Post
With the new test build I get a "creating shader file failed" when opening any video (but the video works fine)
Can confirm here.
EDIT: The OSD needs to be open for this to happen. Also happens when opening the OSD (CTRL+J) with the file already playing.

Quote:
Originally Posted by shimaflarex View Post
I also get a corrupted and green component only image when using DXVA for downscaling (did not test upscaling).
Also happens here on Intel HD 4000 with newest drivers (10.18.10.3345). To further narrow it down, DXVA scaling doesn't work with 8bit 4:2:0 color formats (NV12 and YV12), but works with probably everything else.
Worked while tested with 4:2:2/4:4:4 8bit, 4:2:0 10bit and RGB output from LAVFilters.

Last edited by michkrol; 27th November 2013 at 21:34.
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Old 27th November 2013, 22:36   #20989  |  Link
madshi
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Sorry, my fault. Here's a fixed build:

http://madshi.net/madVRanotherTestBuild2.rar
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Old 27th November 2013, 23:05   #20990  |  Link
bacondither
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Quote:
Originally Posted by madshi View Post
(2) madVR doesn't dither, anymore, when a pixel doesn't need dithering
Please explain in more depth please, doesn't madvr use triangular dither and isn't it applied to all pixels and how would you do that selective?
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Old 27th November 2013, 23:42   #20991  |  Link
madshi
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Yes, madVR uses triangular dither, but it's applied pixel by pixel without looking at neighbors. So basically every pixel is handled totally separately. The new algorithm still applies dither the same way as before. However, before applying dither it now checks whether the final 8bit output value happens to be a simple cardinal number with no fractional part. If that is the case, dithering doesn't really help because the pixel is already perfectly reproducing the needed value even without dither. So in that situation dither for that pixel is simply not applied, any longer.
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Old 27th November 2013, 23:44   #20992  |  Link
MSL_DK
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Quote:
Originally Posted by madshi View Post
Sorry, my fault. Here's a fixed build:

http://madshi.net/madVRanotherTestBuild2.rar
Hi ... With the latest test builds, I experience dropped frames. It is not only with the latest version, it is also with the other you have uploaded. I did not have problems with dropped frames before now. What can I contribute in connection with troubleshooting?

12 minutes in the movie:
18 presentation glitches
121 dropped frames

Last edited by MSL_DK; 27th November 2013 at 23:50.
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Old 27th November 2013, 23:49   #20993  |  Link
madshi
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You can contribute a much more detailed description. When. Where. Under which circumstances. With all videos or some. Which OS. Which GPU. Are any queues (near) empty in the madVR debug OSD (Ctrl+J) when the frame drops occur etc...
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Old 28th November 2013, 00:12   #20994  |  Link
MSL_DK
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With all movies. Windows 7 x64, ATI HD 4800 (1080p, 60 Hz), Intel E8500, 8 GB of RAM. Yes .. render queue 0-6, pressent queue 0-1. I can not manage to see if it's right before I experience dropped frames, or after.

FSE: Yes
Smooth motion: Yes, always

I have not made any changes. But experience a lot of dropped frames with the latest test build.

EDIT:

I have gone back to version 0.86.11 and did not experience a single dropped frame after 40 minutes playback vs 121 dropped frames after 12 minutes playback with the test version.

Last edited by MSL_DK; 28th November 2013 at 00:29.
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Old 28th November 2013, 00:26   #20995  |  Link
leeperry
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First, for the new build!

Quote:
Originally Posted by madshi View Post
in that situation dither for that pixel is simply not applied
And that would improve PQ? Or simply lower the GPU load?
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Old 28th November 2013, 06:58   #20996  |  Link
ryrynz
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Quote:
Originally Posted by leeperry View Post
And that would improve PQ? Or simply lower the GPU load?
Technically yes with PQ, but even with dithering disabled I never saw any differences, the color changes are so subtle that I don't think anyone would really notice it. As far as lower GPU usage goes, I'm not seeing a difference with full HD content, maybe 4K might show something. I'm all for efficiency and PQ improvement even if I can't measure it and see it, I know it's there, one step closer to perfection I guess.

Quote:
Originally Posted by michkrol View Post
Works flawlessly for me
Maybe something was corrupt or there were incompatible versions of things mixed together, I've updated to the new build and I no longer experience the crashes. It was happening on both my machines, oh well. Fixed.

Last edited by ryrynz; 28th November 2013 at 07:09.
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Old 28th November 2013, 07:54   #20997  |  Link
MistahBonzai
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Ran a quick HW Performance Scan (CPU useage) with 56.11 & 56.11 w/patch. I'm not seeing any appreciable difference in performance...
Attached Files
File Type: txt MadVR 56-11_Old&New--OpenHardwareMonitor.Report.txt (3.5 KB, 10 views)
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Old 28th November 2013, 09:28   #20998  |  Link
madshi
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Quote:
Originally Posted by MSL_DK View Post
With all movies. Windows 7 x64, ATI HD 4800 (1080p, 60 Hz), Intel E8500, 8 GB of RAM. Yes .. render queue 0-6, pressent queue 0-1. I can not manage to see if it's right before I experience dropped frames, or after.
If you read the queues from top to bottom, is the render queue the first one which is empty all the time? Or do the queues above the render queue also have a problem? The queue which is causing all the trouble is the top most queue which is getting empty all the time. Which is the fill state of the queue directly above the render queue?

Quote:
Originally Posted by leeperry View Post
And that would improve PQ? Or simply lower the GPU load?
It should actually ever so slightly *increase* the GPU load because I had to add a check for whether dithering is needed or not. The GPU load increase is probably rather small, though.

The disabling of dithering for pixels which don't need it is has 3 potential benefits:

(1) With full black or white video areas, dithering ever so slightly increased the black level and decreased peak white brightness. This also meant that some displays didn't "recognize" full black video areas, due to dithering, and thus they didn't turn off the local dimming LEDs etc. With the new test build, hopefully this problem should be solved.
(2) The LightSpace CMS calibration developer told me that he prefers dithering to be off during display profiling. So I made this possible this way now.
(3) Having dithering disabled if it's not needed might slightly decrease the overall noise floor, but this is not a planned benefit, just a side effect, and the difference might be nearly invisible in most situations.
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Old 28th November 2013, 10:08   #20999  |  Link
iSunrise
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Quote:
Originally Posted by madshi View Post
(2) madVR doesn't dither, anymore, when a pixel doesn't need dithering
Wow, that sounds like a nice change, however, I keep on asking myself, how exactly do you determine that? Do you base that decision on neighbouring pixels? Also, I am extremely surprised that this only leads to minimal increases in GPU load, because it actually sounds like a lot of if-processing going on (which would increase with the resolution).

What I am also wondering about is that I always thought that dithering is basically applied to better represent the source as a whole (by adding noise), while still living with the limits of the actual bitdepth. Now, if madVR selectively decides that based on individual pixels on real content (not talking about just pure black or pure white here), wouldn´t that lead to "uneven" areas inside the actual picture itself? Or is that effect almost neglectable, because madVR is processing at a lot higher bitdepth, before dithering gets applied at the very last stage before sending it out to the display?

Thanks a lot for still adding such important core functionality even this late into development.

Last edited by iSunrise; 28th November 2013 at 10:27.
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Old 28th November 2013, 10:23   #21000  |  Link
madshi
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The pixel shader simply checks for each pixel if the final 8bit value has a fractional part or not, without looking at neighbor pixels. Yes, it's some sort of "if" processing, and due to the way HLSL works, dithering is still calculated for all pixels but then simply discarded for some, so GPU load increases instead of decreasing. However, madVR is mostly memory bandwidth limited, so some extra code in the shaders which doesn't consume additional memory bandwidth usually doesn't harm all that much. GPUs don't like dynamic branching a lot, but simple "if" statements which result in using either value A or value B can be implemented without dynamic branching, so they're not too expensive.
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