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5th March 2016, 09:10 | #36663 | Link | ||||
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The original reason I implemented that was to fix shaky 3D playback. But after I implemented it, I thought it might help with non-filling presentation queues, too. |
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5th March 2016, 15:11 | #36664 | Link |
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I've found a really weird issue, I don't know if it has been reported.
The queues are not filling (all of them) when I upscale a video in 2160p using D3D11 exclusive mode (10 bit). It's the only situation when this issue happens. I have no issues with D3D11 windowed mode or with D3D11 exclusive mode (8bit) or when I select 1080p for the desktop (whatever the resolution of the movie). I was using Windows 7 x64 and never saw this issue. I've noticed it since I installed Windows 8.1 x64.
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5th March 2016, 15:29 | #36665 | Link | |
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5th March 2016, 19:57 | #36666 | Link | |
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5th March 2016, 20:04 | #36667 | Link | |
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If I reduce the prepresented frames to 4 frames, the queues fill correctly but I don't really want to modify that... The only combination that doesn't give me dropped frames with interlaced DVD are : - CPU queue size : 23 - GPU queue size : 14 - Frames presented in advance : 6 Deinterlacing seems to be pretty erratic most of the time. Strange, 6 doesn't work for me. I have to use 4.
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5th March 2016, 20:57 | #36668 | Link |
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Okay, this is weird. I tried turning off FSE and just using windowed FS for longer queues, and D3D11 windowed full screen has a delay, but windowed (downsized 1080p-> 1080p plus window frames) has no delay.
Whatever. Back to tiny queue sizes it is :P |
6th March 2016, 00:10 | #36669 | Link |
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Jump to time (by clicking on the time scale in MPC-HC) is broken since 0.90.4 (WinXP). To be precise, the first click works but the second one is not and the player may hang after it.
Sample: http://mir.cr/2XNEHWTK
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6th March 2016, 01:27 | #36670 | Link |
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with d3d11 "old" my queues donīt fill, with the new alternate now my queues fill and the a/v are perfect synced, but i have a slight perfomance loss because the present a frame for every vsync option
i donīt output 10 bit and 3d, so there any advantage for me to use d3d11 ? or should i stay on d3d9? iīm usinf FSE with the standard settings: - CPU queue size : 16 - GPU queue size : 8 - Frames presented in advance :8 theres any advantage if i increase my queues? i have the trade quality option donīt render frames when fade... checked
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6th March 2016, 06:17 | #36672 | Link |
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something wrong with fullscreen scaling.
http://screenshotcomparison.com/comparison/164548 Tested with Zoom control disabled & Only move subtitle to inactive video area. Video is not cropped.I can decrease width with "Num4" & it looks perfect then. Why in fullscreen width is increased????hence some content in both side is lost. How to fix this. I'm using MadVR 0.9.12 with MPC-BE
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6th March 2016, 11:32 | #36675 | Link |
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A more general question: Does anyone know how to fix the display number ID's?
I'd like my pc monitor to be number one, so it's ID number will STAY UNCHANGED when my second display (tv) is turned on for movie viewing. My tv is connected via HDMI to the graphics card and always hijacks the ID number one spot when turned on. The problem, however small, is that I always have to reconfigure the fullscreen options in MPC-HC because the display numbers have changed. PS: This has no negative impact on my desktop positioning or icons, because I set my pc monitor as the primary default screen in win 10. Any help would be greatly appreciated Last edited by Aikibana; 6th March 2016 at 11:34. |
6th March 2016, 16:05 | #36677 | Link |
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madshi, have you already taken a look at the latest super-xbr update? Seems like a big deal to me.
There are new versions of Adaptive Sharpen and SuperRes too. Edit: Latest version on Github is from February: https://github.com/bacondither/Adaptive-sharpen/ Last edited by aufkrawall; 6th March 2016 at 16:54. |
6th March 2016, 19:33 | #36678 | Link | |
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https://github.com/libretro/common-s...-multipass.cgp You're right. It looks nice. Maybe Madshi could use it in madVR...
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6th March 2016, 20:09 | #36679 | Link | |
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Though the new color distance code I'm using on standard xbr might some way improve other filters (including sxbr). Instead using just luma, I found a source that presents a different way to calc distance between colors. See the source here (thanks to Sp00kyfox): http://www.compuphase.com/cmetric.htm I played a bit with that formula and modified it a bit for my needs. So, the new xBR shaders are using that and it improves color, specially in sharp red/blue transitions. I don't know if these sharp color transitions are critical in movies as they are for games, maybe cartoons could benefit. My color distance (a bit different from that source): Code:
// Originally, these are the values //#define XBR_RED_COEF 2.0 //#define XBR_GREEN_COEF 4.0 //#define XBR_BLUE_COEF 3.0 // These are better for my tastes. Other good combination is (3, 6, 1). #define XBR_RED_COEF 17.0 #define XBR_GREEN_COEF 20.0 #define XBR_BLUE_COEF 3.0 float df(float3 A, float3 B) { float rmean = (A.r+B.r)/2.0; float3 diff = A - B; float3 K = float3(XBR_RED_COEF+rmean, XBR_GREEN_COEF, XBR_BLUE_COEF-rmean); return sqrt(dot(K*diff, diff)); } Here's a comparison where it's easy to see how the new color distance algo fixes red/blue sharp transitions when compared to the standard color distance algo based only on luma: http://screenshotcomparison.com/comp...4239/picture:0 Last edited by Hyllian; 6th March 2016 at 20:29. |
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6th March 2016, 20:30 | #36680 | Link |
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I think with the reduced ringing, super-xbr is almost as good as NNEDI3, but with much lower performance impact. NNEDI3 is still a bit better regarding aliasing (however, it also seems to remove some of the source on the other hand).
Kudos for your work! |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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