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5th April 2018, 22:35 | #50081 | Link |
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I think butchering a rip so that it can semi play on hardware and other player software that wasn't designed to handle 3D frame packed MVC in the name of saving disc space and then asking that madVR pick up the slack is futile.
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HOW TO-Kodi 2D-3D-UHD (4k) HDR Guide Internal & External Players W11 Pro 24H2 GTX960-4GB RGB 4:4:4 @Matched Refresh Rates 8,10,12bit KODI 22 MPC-HC/BE 82" Q90R Denon S720W |
6th April 2018, 00:52 | #50083 | Link |
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Everything. 32 bit and 64 bit do not mix. 64 bit player, LAV, and madVR or 32 bit player, LAV, and madVR.
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madVR options explained |
6th April 2018, 12:04 | #50084 | Link |
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Yes, i thought it was the case and not possible to run a mixed configuration but it seems to be possible (it works) to run player 64 bits with lav32 bits.
As madVR is 32/64 bits, i wonder which is the mode (32 or 64 bits) selected by madVR in this case. I made this stupid test to use a 64bits player on a 32 bits htpc because i have noticed that for some HEVC 10 bits movies, the CPU decoder was more speedy and did not reproduce some drops with a "queue decoder" at 1 in the CTRL J. With full 32 bits htpc , on some video 4k hevc 10 bits, even if the CPU is still at 40%, "queue decoder" at 1 can be observed while it is not the case when i replace the player only by 64 bits version (this is true with potplayer an dmpc-be) I try to find an explanation of the root cause.(why drop with "queu decoder" at 1 while the CPU is still at 40%) An then secondary, in such mixed configuration , what is the selection of madVR? It is reproducible with I7 4770 / 4790 / Ryzen 5 and hardware decoder set to "none" in lav video with the following movie for example : http://4kmedia.org/lg-new-york-hdr-uhd-4k-demo/ Last edited by Polopretress; 6th April 2018 at 12:16. |
6th April 2018, 12:16 | #50085 | Link |
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No it is not possible. If you truely are you using a 64-bit player, then you must also have installed 64-bit LAV.
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LAV Filters - open source ffmpeg based media splitter and decoders |
6th April 2018, 12:24 | #50086 | Link | |
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6th April 2018, 15:39 | #50088 | Link |
German doom9/Gleitz SuMo
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Running x86-64 (AMD64) Windows applications requires both a CPU with x86-64 instruction set and a 64-bit code variant of a Windows operating system (optional and common as private user OS since Vista, more or less mandatory since 8).
Thanks to the extended compatibility in the x86-64 architecture developed by AMD (in contrast to the Itanium IA-64 architecture by intel which is incompatible to x86 / IA-32), 32-bit x86 processes still run in a SysWoW64 (Windows on Windows-64) environment, but all DLL's used by a 32-bit process must also be programmed for 32-bit x86 architecture, and all DLL's used by a 64-bit process must be programmed for 64-bit x86-64 architecture. Windows will check the DLL header and refuse to load libraries not matching the bitness of the calling process. To be able to load the 64-bit variant of madVR (and LAV Filters), you have to run a 64-bit player application on a 64-bit Windows. 64-bit code can already be faster simply because CPU registers in 64-bit mode have a) twice the width and b) twice the number, compared to the 32-bit mode. Every instruction which can avoid RAM access by using data still stored in another CPU register is a little improvement. Last edited by LigH; 6th April 2018 at 15:43. |
6th April 2018, 16:12 | #50089 | Link |
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Anyone have any idea why I get audio drops when "MPC Audio Renderer" is selected in MPC-BE during DTS-HD and TrueHD tracks? It does not happen if I bitstream using LAV instead, but LAV doesn't offer exclusive WASAPI or the ability to uncheck "Use System Channel Layout" which is needed for me to get proper Dolby Surround emulation on 2.0 tracks.
I have noticed that the debug overlay says I am getting a repeat frame every 4-7 minutes. That's about how often the audio drops for a split second. I've tried exclusive fullscreen on/off, and 2160p23 is set in MadVR. |
6th April 2018, 16:15 | #50090 | Link |
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@tyrindor: Why do you believe that madVR is the reason? It appears to me that the most it does is reporting issues, and rather indirectly (as a video renderer, it does not process audio at all).
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6th April 2018, 16:27 | #50091 | Link |
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I don't really know what the reason is, I was hoping someone here would know. I am running a typical setup and bitstreaming lossless codecs, so I figured someone else might have experienced this. I have no idea if it's related to the frame repeat every few minutes or not.
Last edited by tyrindor; 6th April 2018 at 16:29. |
6th April 2018, 16:27 | #50092 | Link | |||||||||||
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Sorry for the long absence, everyone. Have been busy with commercial work, still am, but hope to get back to madVR development soon(ish).
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Currently madVR only supports setting the lens position to a specific slot, but it doesn't support restoring the original lens position (or even activate a specific lens position). If I were to implement this kind of functionality, I wouldn't want to offer a "after playback activate lens memory 1", instead I would offer "after playback restore original lens memory", which makes more sense to me. But since you're the first user to ask for this, I'm not sure how high the demand for this really is. Usually, I require at least 3 users to ask for a specific feature before I put it on my to do list (unless I really want the feature myself). Quote:
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If your GPU is too slow for NGU High quality, then you need to save any GPU power you possibly can, and getting Bicubic60 "for free" should make you happy. If your GPU is fast enough for NGU High quality, then use that and don't worry about chroma quality too much. Quote:
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You can probably work around the issue by forcing LAV Video Decoder to only send 8bit video frames to madVR (by unchecking all 10bit+ formats in the LAV configuration), but obviously that's not a good thing to do for image quality. Quote:
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Does the screenshot problem go away if you use "copyback" decoding or software decoding? Quote:
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6th April 2018, 16:28 | #50093 | Link | ||||||||||||||||||
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With default settings ("disable automatic source type detection" unchecked), madVR always uses DXVA deinterlacing. The exact DXVA deinterlacing algorithm is provided by the GPU hardware/driver. It's supposed to automatically detect the source type and internally switch between whatever deinterlacing technique is needed for best results, even per pixel. Since the algorithm is provided by the GPU, not by madVR, the quality will depend on the GPU manufacturer, GPU model, maybe even OS and driver version. There's one thing DXVA deinterlacing cannot technically do, which is decimation. DXVA deinterlacing *can* (at least in theory) detect telecined movies and deinterlace them correctly, e.g. from 60i to 30p. However, from those 30p only 24p are unique, the other 6p are duplicates. Removing those is called "decimation". Because I wasn't happy with the lack of decimation support, and with the general state of the DXVA film mode deinterlacing, I added a "forced film mode" to madVR. If you want to use it, you have to enable it manually. Of course you should do that only for true movie content. Otherwise you'll get nasty artifacts. Practically, most PAL movie DVDs don't need any deinterlacing at all. But there are exceptions. Using forced film mode should work for both those PAL movie DVDs which don't need deinterlacing, and also for the exceptions. NTSC movie DVDs and ATSC movie broadcasts almost always need deinterlacing. For those forced film mode should work great and shoudl be able to restore the original 24p. Forced film mode doesn't work for natively interlaced content (e.g. sports, concerts etc), and also for field blended stuff. Sometimes you can't know if forced film mode will work or not. In that case you'll simply have to try. If it doesn't work, you'll probably see that immediately. Quote:
Generally, if you only got this problem once, it's probably safe to ignore it. If you get it often (or once in a while), try disabling the mentioned features. If that still doesn't help, try also disabling the "use D3D11 for presentation" option in madVR. Also, try updating the GPU driver. Quote:
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6th April 2018, 16:51 | #50095 | Link |
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Big thanks to everyone who is helping with madVR support work. I really apprecate it. You're making it much easier for me to handle the overall madVR workload. So you're indirectly contributing to madVR development.
I planned to add a list of users who helped with support work a lot, but then I feared I might forget someone who might then be disappointed, so I decided not to list any user names. But please rest assured that I read all posts in this thread, and your support work is not going unnoticed. Thank you again! Next madVR build will come maybe in a week or two or so, I'm not sure right now. It will feature improved HDR tone mapping quality and an additional "low" RCA quality level (which will fuse with NGU medium quality). FYI, although I didn't have much time for madVR recently, I did start working on a totally new algorithm (not scaling related) last year, and I've been working on it ever since. I even hired external help for some things I didn't know how to do myself (I'm not a math genius, unfortunately). I'm not completely sure yet if I can manage to make it work. It might end up being much too slow, or too low quality, but I'm hopeful. If it works out as well as I hope, it could be a relatively big thing. But it's going to take several more weeks at least. Sorry, no more information at this point. |
6th April 2018, 18:10 | #50097 | Link | ||
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Portrait Displays to Provide Auto Calibration for 2018 LG OLED and SUPER UHD TVs Quote:
Thanks for all your work, as always great stuff.
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6th April 2018, 18:15 | #50098 | Link |
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"This looks like a madVR bug to me. There's a technical limition in the OS right now which supports 10bit in fullscreen windowed mode - but only if the OS HDR switch is turned on. So as long as the OS HDR switch is turned off, madVR should not even try to switch to 10bit in windowed mode. If you want the OS HDR switch to be off, you have to use FSE mode to get 10bit. Or alternatively use 8bit and trust madVR's high quality dithering. It might actually look better than 10bit, depending on your display. Worth a test, at least."
FSE is now required for 10-bit HDR passthrough, from madVR to GPU to display? I didn't know FSE was a requirement. This could be a problem for users getting occasional black screens on playback stop, or having FSE fail completely at playback start with Windows 10, which reverts to windowed mode without the user knowing, unless they read the message from madVR that FSE has failed. It's not that big of deal, but I'd like to know that FSE is required for full, 10-bit HDR passthrough, as most users are using windowed mode and madVR is reporting 10-bits during HDR playback. As a result, they appear to be getting banding. Getting people to believe that they're not missing anything with 8-bits with dithering seems to be the bigger challenge. If FSE is problematic, they don't want to downgrade to 8-bits because their display is 10-bits and they think they need to take advantage of those extra bits. Edit: The user I was talking to was using 12-bits at the GPU with AMD card for GPU passthrough, so this was actually a full 10-bit pipeline form madVR to the GPU to the display, not 8-bits at the GPU as previously reported. I assuming it is still necessary to have a complete 10-bit pipeline with AMD cards for HDR passthrough from madVR to the display?
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players Last edited by Warner306; 7th April 2018 at 05:37. |
6th April 2018, 18:26 | #50099 | Link |
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And one more thing...I assume the Windows OS is sending the metadata to the display untouched and isn't altering it to change the tone mapping, just like the private APIs do? So the Windows HDR calibration tool (which is simple as can be) only applies to the Windows desktop and not to video playback?
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players Last edited by Warner306; 7th April 2018 at 05:48. |
6th April 2018, 18:29 | #50100 | Link |
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"I have been following your work on the AVS forum re HDR to SDR conversion with corrective tone mapping - what are the chances of MadVR being able to trigger HDR, but perform the same corrective type of processing (as some suspect the OS HDR Toggle does)?"
This user wants to know if you can somehow send the PQ transfer function to the display to trigger HDR mode and use madVR's adjustable and sometimes superior tone mapping to replace the display's tone mapping? Sounds technically impossible, but would be nice. Edit: I forgot about "process HDR content by using pixel shader math" as pointed out by Asmodian. How far would that get him? Are all of the YCbCr values tone mapped and stripped of illegal color values and then sent to the display to be tone mapped again? Does the metadata remain the same? Is this recommended?
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players Last edited by Warner306; 7th April 2018 at 05:49. |
Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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