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14th November 2013, 12:46 | #20901 | Link | ||
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Your preferred solution: (1) introduce a new fade queue (2) increase queue size for decoder, IVTC, deinterlace, upload, DXVA scaling and fade queues by 5 frames (3) this results in the render queue always staying at 15-16/16 (4) this solution is technically quite complicated, which a new queue, and different queue sizes for different GPU queues (5) this solution requires higher GPU RAM consumption The current madVR implementation: (1) no changes at all to queue/render design (2) no increase in GPU RAM consumption (3) if a fade is detected (and only then and only for a short time) the render queue goes down to 11/16 Your solution only works if you have GPU RAM to spare. But if you *DO* have GPU RAM to spare, you could also do this: The current madVR implementation with 5 frames longer GPU queues: (1) no changes at all to queue/render design (2) this solution requires higher GPU RAM consumption (3) if a fade is detected, the render queue goes down to 16/21, otherwise it stays at 20-21/21 all the time So what is better? Having the render queue at 15-16/16 all the time? Or having it at 20-21/21 during 99.9% of the movie runtime, and it dropping to 16/21 during 0.1% of the time? Comparing your solution with 16/16 all the time, to my solution with GPU queue size increased to 21, my solution seems much better to me. It has a better queue saturation per GPU RAM ratio. And a much simpler design. Quote:
Disabling calibration controls means that madVR will not convert DVDs to BT.709 gamut. The difference is small. But keeping your current settings might be the better choice. |
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14th November 2013, 13:01 | #20902 | Link |
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I haven't found the new fading algorithm useful i any case, but if someone have a clip where the "strength during fade/in out" is useful please post it.
The fading detection seems to flicker on and off in scenes withouth fading or stay constant on in other scenes or after a fade. It must be hard for a algorithm to decide that with good results. Last edited by bacondither; 14th November 2013 at 13:14. |
14th November 2013, 13:58 | #20903 | Link | |
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14th November 2013, 14:37 | #20906 | Link | |
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The hard part is making the detection work without losing too much CPU and GPU performance. But I've already implemented some improvements in my sources that seem to avoid "false positives" quite nicely. So the problem you've noticed now might already be solved in the next build. |
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14th November 2013, 14:56 | #20907 | Link |
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madvr help
Can i use madvr as video render in mpchc at the highest settings(Chroma upscaling- jinc 3 taps (AR), image upscaling-jinc 3 taps(AR) and image downscaling-catmul rom (AR,LL) ) on my pc without any sttutering and lagging?
my pc specs are: : CPU- Intel Core i3 2120 @ 3.30GHz Motherboard: Asus P8H61-MX R2.0 Gpu: MSI Radeon Hd 7750 1GB DDR 5 (R7750-1GD5/OC) Ram : 8 gb I mostly watch 1080p and 720p movies |
14th November 2013, 17:23 | #20908 | Link |
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You should be able to, at least when using fullscreen exclusive mode. Maybe you could run into trouble when using DXVA deinterlacing, but that only applies to interlaced material. And for movies you can force on film mode, which will make everything run smooth again. DXVA deinterlacing results in double framerate (60p output) which doubles the requires GPU power. That's why it's extra demanding. As long as you stay with 24p/30p progressive content, I think your GPU should do the highest settings just fine.
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14th November 2013, 17:26 | #20909 | Link | |
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Mirroring: Code:
sampler s0 : register(s0); float4 main(float2 tex : TEXCOORD0) : COLOR { return tex2D(s0, float2(1 - tex.x, tex.y)); } Code:
sampler s0 : register(s0); float4 main(float2 tex : TEXCOORD0) : COLOR { return tex2D(s0, float2(tex.x, 1 - tex.y)); } |
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14th November 2013, 19:07 | #20911 | Link | |
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14th November 2013, 21:05 | #20912 | Link |
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False alarm. The problem was related to NVIDIA GeForce Experience interfering with the custom refresh rates I had set with CRU. The custom refresh rates wouldn't show up in the monitor's device properties yet it would show up in NVIDIA's control panel. After uninstalling GeForce Experience everything works as expected when switching to FSE.
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16th November 2013, 00:50 | #20913 | Link | |
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Concerning fades there's many in this clip which are handled fine but the one at 5 seconds has a lot of banding. Is there anything that can be done with this? Also does anyone else have issues with playback starting before a display mode change (60 to 72hz for example) is finished? Would this be a madvr or a player issue?
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PC: FX-8320 GTS250 HTPC: G1610 GTX650 PotPlayer/MPC-BE LAVFilters MadVR-Bicubic75AR/Lanczos4AR/Lanczos4AR LumaSharpen -Strength0.9-Pattern3-Clamp0.1-OffsetBias2.0 |
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16th November 2013, 01:51 | #20914 | Link |
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That actually sounds like a display issue to me. Does your display take a while to show a picture after a refresh rate change? I have one monitor that takes at least three times longer to display a picture after a refresh rate change than my other screens and I often hear the audio before it starts displaying a picture. As far as the computer is concerned the change was finished a long time ago.
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16th November 2013, 05:53 | #20915 | Link |
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Does dithering need to be disabled for calibration because I see faint blocking on all color patches, distributed across the entire patch. It may be affecting the i1 Display Pro's accuracy. This is using the command line procedure in post 2 of the madVR/ArgyllCMS thread on AVS.
Last edited by dansrfe; 16th November 2013 at 06:07. |
16th November 2013, 14:02 | #20916 | Link |
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these blocks aren't dithering noise they are so huge on my tn panel... 5x5 or so i make a screen later.
edit: this is not on screenshoots. but i was able to record it (very strange) http://abload.de/img/madtpg01.mp4_snapshot3ef7p.png the dots are huge on a 6 or 7 bit dithering panel like my asus vg248. this screen was done with "don't use dithering". Last edited by huhn; 16th November 2013 at 16:10. |
16th November 2013, 14:24 | #20917 | Link |
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@madshi
Thanks for the detailed answer. There's one thing I'm still uncertain concerning the re-rendering and the fade detection: at which point does it actually take place? Does madVR have to re-request frames from the decoder or does this not happen as its own decoder queue is unaffected? |
16th November 2013, 17:08 | #20918 | Link |
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@ huhn:
The system "Screenshot" function [PrtScr] only captures the desktop, but many renderers instead use a memory area distant to the desktop (e.g. the "Hardware Overlay" or an offscreen DirectShow canvas). The player provided capture function will take a picture before it is rendered. You may have to either use an accelleration API aware tool, or really use a camera... |
16th November 2013, 21:20 | #20920 | Link | |||
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This said I get nearly perfect gamma now: I also wish there were a way to build an mVR-compatible 3DLUT out of a .cal file but apparently this isn't possible. Last edited by leeperry; 19th November 2013 at 00:57. |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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