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#50861 | Link | |
Registered User
Join Date: Dec 2014
Posts: 1,127
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madshi would have to comment on your issue given the specific nature of your problem and the apparent solution, but he could be at the mercy of the driver.
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players |
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#50862 | Link | |||
King of the Jungle
Join Date: Mar 2003
Location: Shoreditch, London
Posts: 429
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@Warner306 has detailed set up guides and sample profiles for the GTX 1050 & 1080. At the very least these are brilliant starting points. https://forum.kodi.tv/showthread.php...974#pid2238974 |
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#50863 | Link | |
Registered User
Join Date: Dec 2014
Posts: 1,127
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Quote:
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players Last edited by Warner306; 16th May 2018 at 19:10. |
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#50864 | Link | |
madVR + LAVFilters User
Join Date: Jul 2008
Location: Swiss
Posts: 9
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It's not that this is against existent guides but who really reads them, especially beginners are really fast pissed off and it anyway ends up testing everything as per own needs. I also doubt that such profiles wasting much bandwidth. Just PM me and I see what I can do. Edit: https://github.com/CHEF-KOCH/madVR-profiles You can submit your profile/settings via Pull Request or Issue Ticket. Last edited by CHEF-KOCH; 16th May 2018 at 20:09. |
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#50865 | Link | |
King of the Jungle
Join Date: Mar 2003
Location: Shoreditch, London
Posts: 429
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I already use soften edges and grain with NGU sharp. Are you saying you no longer NGU sharp for chroma? |
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#50866 | Link |
Registered User
Join Date: Oct 2017
Posts: 228
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settings.bin's for common database
Here is my settings.bin for a GTX960 4GB using 4k and 3D.
https://www.dropbox.com/s/7xuhr0te0k...tings.zip?dl=0
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HOW TO-Kodi 2D-3D-UHD (4k) HDR Guide Internal & External Players W10 1909 9604GB RGB 4:4:4 @Matched Refresh Rates 8,10,12bit KODI MPC-HC/BE PDVD19 DVDFab 3 & 5 PotPlayer 65JS8500 UHD HDR 3D Last edited by brazen1; 16th May 2018 at 23:11. |
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#50867 | Link |
King of the Jungle
Join Date: Mar 2003
Location: Shoreditch, London
Posts: 429
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I'm interested to hear if anyone is successfully using a 3D LUT for HDR in their current setup?
At present I can only get HDR looking right if I use passthrough. If I create a LUT using MadVRTPG and DisplayCal using the MadVR HDR template the resulting image is a total mess with highlights going red. |
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#50868 | Link |
Registered User
Join Date: Feb 2002
Location: San Jose, California
Posts: 3,702
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I like NGU AA high as my favorite chroma upscaler, with medium a close second.
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madVR options explained |
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#50869 | Link | |
Registered User
Join Date: May 2018
Posts: 223
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#50870 | Link |
Registered User
Join Date: Feb 2002
Location: San Jose, California
Posts: 3,702
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Yes, I have had good results with an HDR 3DLUT. I have to change my TV's mode off of PC though, so I get better gamut coverage. In PC mode I get clipping of the gamut, resulting in odd off-magenta banding in highlights.
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madVR options explained |
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#50873 | Link | |
Registered User
Join Date: Dec 2014
Posts: 1,127
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Quote:
NGU Anti-Alias, NGU Sharp and Reconstruction are likely the best chroma upscalers, but this is pretty difficult to test with anything besides chroma upscaling test patterns. So, I use NGU Sharp blindly. I don't really do anything special besides that. I use soften edges 1 with NGU Sharp when luma doubling. Add grain can add noticeable noise to solid black textures, so I don't use it, but it probably helps as much as it harms. Neural network scalers are supposed to be able to find small detail like eyelashes and hair textures and reconstruct them. I find NGU Sharp does the best job of finding and enhancing these small details, with NGU Anti-Alias in second place. I haven't seen any examples where NGU Standard is better than NGU Sharp or NGU Anti-Alias. And NGU Soft is too soft compared to NGU Anti-Alias. I toggle the free variant of RCA with certain content with a keyboard. Everything goes back to the defaults when the video is over. If a source is too soft, I enable a profile with image enhancements because some content is just shot that way. Again, everything reverts to its defaults when the video is over. That's really about it. I did look up banding in 4K UHD and found some technical information about the combined efficiency of HEVC, a 10-bit master and high bitrates in improving compression and concluded that banding isn't as common as 8-bit Blu-ray. I have only seen limited 4K content on my 1080p display, but guess that banding in 4K UHD is probably uncommon.
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players Last edited by Warner306; 17th May 2018 at 01:32. |
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#50874 | Link | |
Registered User
Join Date: Dec 2014
Posts: 1,127
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Quote:
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players |
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#50875 | Link |
Registered User
Join Date: Dec 2014
Posts: 1,127
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I just read your profile on GitHub and now know that you worked for Microsoft and Nvidia for over 15 years. Perhaps, you should be posting here more often, unless of course you were responsible for driver development related to HTPC use. In that case, you can go somewhere else...
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players |
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#50876 | Link |
Registered User
Join Date: Dec 2014
Posts: 1,127
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@madjock,
I missed your bold reply. I don't think anyone would argue that a true 4K master is superior to a 1080p upscale. But that doesn't mean that upscaling doesn't have significant value. And good, sharp upscaling can can sometimes be superior if the 4K source is soft and lacking detail. Not all 4K content is razor sharp. HDR -> SDR. The tone mapping curve reduces the luminance (Y) of all pixels to fit the value set in target peak nits. The default curve compresses everything into the available luminance of the display. You will obviously lose some highlight detail by doing this, so there is an option at the bottom to sharpen these pixels to make them stand out a little more at a lower luminance. The gamut mapping algorithm corrects any RGB pixels that don't fit into the gamut after tone mapping. By focusing on luminance reduction and then creating colors, you will end up with some pixels that are out of gamut because each RGB color contains different amounts of white, so they won't scale linearly with reductions in white (luminance). They need to be corrected (estimated) into a value that can be shown by the display's available colors. The way the pixels that are too bright & too saturated are corrected depends on a balancing act between luminance and saturation. This only applies to any of the scientific tone mapping algorithms. The dumb method simply clips the offensive pixels to fit into the gamut. You can't have a perfect balance of hue, saturation and luminance, so you have to adjust each in certain amounts to make the pixel fit. This method of estimating the pixel color is called hue preserving tone mapping, as the goal is to preserve the hue while manipulating saturation and luminance to find the best balance between the two. Some people don't like the hue preservation method and instead prefer dumb tone mapping. It is all subjective as there is no way to perfectly recreate the original highlight color. It won't scale linearly with luminance. Trying to preserve the hue when tone mapping RGB pixels is recommended by Dolby and other white papers that have been written on tone mapping techniques. Hence, madshi's desire to use this method. The option to measure each frame's peak luminance should eventually lead to the creation of dynamic tone mapping like Dolby Vision or HDR10+, where the brightness changes based on the max luminance of the scene rather than use a global value like the current HDR10. I don't think this is working, yet, but should be a significant advantage when it is available. Someone can correct me if any of that is not 100% accurate. Edit: To add to that, the quick math showing how far off colors can be would be as follows: - If colors are calculated as floating point values where 0 = black and 1.0 = white, then the PQ gamma states 1.0 = 10,000 nits. - A 2,000 nit master then has an approximate (likely not exact) maximum value of 0.2 (0.2, 0.2, 0.2), which is pure white. - If the target is 100 nits, then the scaling factor is 10,000/100 = 100 times. - If you multiply 0.2 x 100 = 20. This is 20 times the maximum displayable value of 1.0, so this pixel will have to be tone mapped. - If the max value is twenty times larger than the target gamut (0.0 to 1.0), then you can imagine how many values have to be reduced to fit a 100 nit gamut. So tone mapped images will never look 100% identical to the 4K master because so many values have to be changed to fit into the gamut. Well, I hope that math is right. The 10,000/100 might not be correct.
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players Last edited by Warner306; 17th May 2018 at 03:55. |
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#50880 | Link |
Registered User
Join Date: Mar 2005
Location: Israel
Posts: 162
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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