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8th May 2016, 13:38 | #37801 | Link |
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I've tried to read through the last number of pages and looked at some guides, but I can't figure out how to let madvr treat movie clips that have "odd" resolution, like 1916 x 1076.
I am upscaling everything to 3840 x 2160. A normal 1920 x 1080 movie has roughly 6-7 ms "to spare" relative to the frame interval of 41.67 ms, but these movies with 1916 x 1076 almost eats up this buffer and brings the rendering time closer to 41.67 ms. One way is of course to add a profile for each such "odd" resolution, but I looked in zoom control and checked the "disable scaling if image size changes by only" option to "5 lines or less". MPC-HC is set to "touch window from inside". But there is absolutely no difference what so ever. Am I misunderstanding this option? Would appreciate any input relative to handling these "odd" format movies.
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8th May 2016, 16:32 | #37803 | Link | |
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8th May 2016, 17:10 | #37804 | Link |
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Hmm can't say I am following you.
Just answer me this: is there anything in madvr settings that can deal with "odd" resolutions like 1916 x 1076 except for creating a new profile for it?
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8th May 2016, 19:14 | #37805 | Link | |
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8th May 2016, 20:01 | #37806 | Link |
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If that means a tiny black bar for width and for height, sure thing. I don't know how though, I've played around with zoom control but the performance stays the same no matter what I do...
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8th May 2016, 23:24 | #37808 | Link | |
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So I have set: "disable scaling if image size changes by only ... 5 lines or less" "move subtitles to bottom of the screen/window" "automatically detect hard coded black bars" "crop black bars" This doesn't make any difference... Should MPC-HC stay at "touch window from inside" or some other setting? Scaling info with a normal 1920x1080 @ 3840x2160: chroma > Jinc AR luma > Nnedi 64 chroma > Jinc AR Rendering times ~35 ms Scaling info with 1916x1076 @ 3840x2160: chroma > Jinc AR luma > Nnedi 64 > Jinc AR chroma > Jinc AR Rendering times ~40 ms As you can see it adds roughly 5 ms to the rendering time which I what I want to avoid. Thanks.
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9th May 2016, 01:09 | #37810 | Link | |
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Edit: And check "automatically detect hard coded black bars" with "crop black bars" ...sorry I see you have both options on, but I don't think 5 lines or less is sufficient In the latter statistics that is happening because image doubling doesn't QUITE fill a 4k screen; in fact, if you choose 10 lines or less that should fix it! Last edited by JarrettH; 9th May 2016 at 01:24. |
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9th May 2016, 01:38 | #37811 | Link | |
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even if you set it to 50 lines it will not stop scaling. i tried it already. |
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9th May 2016, 01:58 | #37812 | Link | |
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players Last edited by Warner306; 9th May 2016 at 03:00. |
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9th May 2016, 08:49 | #37813 | Link |
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I thought that maybe executing a command line in a profile with this script (set mpc-hc to 200% instead of touch window from inside) would solve it for Xaurus but sadly this option is broken in madVR http://bugs.madshi.net/view.php?id=210
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9th May 2016, 08:54 | #37814 | Link |
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Both of these APIs are not particularly useful for video rendering, as you only render one thing, a video image, not a million different objects on screen.
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LAV Filters - open source ffmpeg based media splitter and decoders |
9th May 2016, 09:46 | #37815 | Link |
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I have a high-end CPU and a mid-high-end Nvidia GPU. I am wondering what would be the most efficient approach regarding load balancing.
If I am not wrong, I recall that madvr uses CUDA from the GPU for rendering. Would it be wise to use "None" has hardware decorder, so the CPU is used for decoding while the whole GPU power is spared to madvr? Or, on the other hand, if madvr uses the CPU, would it be better to use CUDA hardware decoding and leaving the whole CPU for madvr? |
9th May 2016, 10:08 | #37816 | Link |
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madVR doesn't use the CPU much, so if its fast enough to decode everything you encounter, using software decoding is generally a good option.
Note that CUDA decoding is not generally recommended anymore, and if you go with hardware decoding, favor DXVA2 (copy-back) instead.
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LAV Filters - open source ffmpeg based media splitter and decoders |
9th May 2016, 10:44 | #37817 | Link | |
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As far as DX12 is concerned, the advantage would be to use 2 different cards (AMD & nVidia) together to increase available power. |
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9th May 2016, 11:33 | #37818 | Link | |
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madVR is working with huge images and both cards need these images. PCI-e is simply not fast enough to get these images from one GPU to any other GPU. video processing feature usually need the whole image to get a proper results so splitting the image doesn't work too. |
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9th May 2016, 13:28 | #37819 | Link | ||||||||||||||||||||||||||
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I don't really understand what you mean. Instead of trying to describe which technical aspect of the algorithm could be problematic, try describing what you don't like about the final image quality when using super-xbr with anti-bloating. Quote:
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I don't really like noise removal much. Artifact remove: Ok. So if with "noise" you mean compression artifacts, then I'm with you, it would be nice to have that. But developing such algorithms is very difficult. For now it would be best to use some AviSynth script to do this kind of stuff. It should be done on the video in the original resolution, anyway, so it should be acceptable, doing this before madVR gets the images. Quote:
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Why do you need A stretch via ipad? madVR should be able to detect the correct aspect ratio of the movie and then should allow you to setup a profile for A stretch and one without, and you could let madVR automatically switch to the right profile. So everything could be fully automated. Quote:
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Generally, I'd recommend to spend your GPU resources where it matters most. E.g. as the other users already suggested, chroma upscaling is not really critical, so saving some performance in that area should allow you to spend your resources more effectively elsewhere. Quote:
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madVR skips black bars if you enable black bar detection and activate "crop black bars". Quote:
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9th May 2016, 13:28 | #37820 | Link | ||||||||||||||||||||||||
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It could be some 3rd party software conflicting. E.g. I've received tons of reports of Asus and other 3rd party software producing crashes in madVR. Could be something like that, just with the crash occurring outside of madVR, so that madVR doesn't catch and report the crash. Anyway, how to solve the issue? I've really no clue right now. You could go back to older madVR builds to try to find whether one specific build introduced the problem. Of course going back means you're losing features. If you want to go this route, I'd suggest to do large steps, e.g. don't go from v0.90.16 to v0.90.15, then v0.90.14. Instead go from v0.90.16 to v0.85.0, then to v0.80.0. Or jump directly to v0.70.0 and if that works try v0.75.0 etc. Using large steps will make testing go much faster. The settings are stored upward and downward compatible. But to be extra safe, you should store the "settings.bin" file, or the registry settings value if there's no settings.bin file. Then later you can restore the old settings by first double clicking "restore default settings.bat" and afterwards copying in the stored "settings.bin" (or registry value). Quote:
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Using profiles should work, I suppose. See first page of this thread. Quote:
Because of that at this point I'm not eager to look into user-encoded samples, especially as long as madVR is the only renderer supporting HDR, so we have nothing to compare to. Official samples only at this point, sorry. Quote:
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Add it where and how and why? It's already supported if SMPTE 2086 metadata specifies it. Quote:
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You're using a very old madVR build. Try the latest one. If that still crashes, send a bug report to me. |
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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