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22nd November 2019, 09:19 | #57823 | Link |
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The suggestions helped for smoother playback and even lowered my render time a bit. I still get 1 repeated frame every 8 minutes or so, but I’m getting no dropped frames.
Is repeated frames something we just have to deal with or are we suppose to get 0 repeated and dropped frames for an entire film? |
22nd November 2019, 11:40 | #57824 | Link | |
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most if not all 4k HEVC GPUs can do this, it depends on lots of factors, too many to mention. If you want to throw default MADVR settings at a full bluray 1080p remux with NGU AA every card will play the movie but some will run hot and loud. If you are on a budget i'd reocmmend a used GTX 1060 or a RX580/590. The GTX 1060 is a better performer in NGU so if you are not playing 3D MVC movies this is probably the better choice. The new AMD 5700 or XT is the best current choice for AMD users who need 3D but if you are on a budget look for a used RX580, this is what I am used, I can use NGU AA at medium and also do a bit of tone mapping keeping rendering time around 30ms, however I more than often run it at LOW to keep the noise down as my card can be quite loud, Like gaming, the more you spend the better the card will be, just throw as much as you can at the GPU and then tweak it to get the most out of it.
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22nd November 2019, 11:44 | #57825 | Link |
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This is normal and not the result of render times. Either you use Smooth Motion or you match the refresh rate of your display as close as possible to your source content using madVR's 'custom modes' menu within 'display modes' under 'devices'
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22nd November 2019, 11:54 | #57826 | Link |
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Have to say, looking forward to the next public/official release - Neo-XP's latest curve over at AVS is quite phenomenal.
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22nd November 2019, 16:45 | #57827 | Link | |
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madVR - high quality video renderer (GPU assisted)
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Isn’t this something variable refresh rate should be able to fix? I’m using a c9 with a GeForce 2070 super, and I have variable refresh rate working through “gsync compatibility.” Of course my card can only do 60 hz at 4K since no hdmi 2.2 output, but shouldn’t this fix it when we have hdmi 2.1 cards? |
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22nd November 2019, 17:02 | #57828 | Link |
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madVR doesn't support it(it''s complicated for video).
the VRR ranges is another problem. at a resolution with 120 hz support it should be fine but at UHD 60 is utterly useless because it can't do LFC making it very hard to get a video into the VRR range. |
22nd November 2019, 17:44 | #57829 | Link | |
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I dont think nvidia will do that though so I would have to drop to 1440p if I wanted full range (atleast until hdmi 2.1 graphic cards come out). You would think using dx11 native would just engage variable refresh rate. This seems like the ultimate solution to the repeated frames problem. This guide I read said your card can only output 8 bit in madvr if you use custom modes... Which seems far from optimal. |
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22nd November 2019, 18:08 | #57830 | Link | |||
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and g-sync for video is very complicated it's not a game where A/V sync doesn't exist. audio that "need" sync in games is usually only a couple of secs so it doesn't matter and the sync of BGM is irrelevant. but for movie playback you have to sync an video to an hour or longer audio stream it not build for that. to properly use that madVR needs to measure the difference between audio and video clock fix this using the system clock. yeah lot of fun. Quote:
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22nd November 2019, 18:16 | #57831 | Link |
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I read somewhere if you set your xbox to 4k 60 it will still do LFC on 30 fps titles that dip below 30 fps since 25-30 doubles into samsungs vrr range. Well, im assuming the 2020 and beyond lineup of tvs will start to feature hdmi 2.1 from every manufacturer. So it wont just benefit lg oled.
Last edited by tyguy; 22nd November 2019 at 20:34. |
22nd November 2019, 20:50 | #57835 | Link | |
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I still think VRR support in madVR would be useful. Playback wouldn't be as good as a tuned fixed refresh rate but we wouldn't need to worry about refresh rates at all. madshi is less interested simply because it is going to be worse. I think the minor judder from imperfect presentation timing would be fine, way better than 23fps at 60 Hz, and audio sync is pretty easy if having all frames presented for the exact same amount of time is not considered too important. Simply adjust the frame times a tiny bit as you go to maintain sync. madVR is all about quality so spending a bunch of work to get VRR support for gaming monitors to support a slightly worse playback mode was not reasonable. However, now that TVs are getting VRR too it might be more reasonable to look into it? Probably not.
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madVR options explained |
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22nd November 2019, 21:14 | #57837 | Link | |
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Quote:
I dont label my hdmi input anything. I just keep it to default hdmi 1. With 8 bit I haven't noticed any banding. I will be getting a new card when 2.1 cards come out though. So ill be running my desktop at 4k 120 hz rgb full 10/12 bit. Would there be an issues if I set madvr to 8 bit, but im using 10 or 12 bit with my nvidia drivers? |
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23rd November 2019, 04:17 | #57838 | Link | ||
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Ideally you want to send an LG C9 8 bit YCbCr limited range using the PC or game HDMI mode. Anything else either has banding or blurs the chroma. If you set the drivers to YCbCr limited set madVr to full range output. gradient-perceptual-v2.1 24fps.mkv gradient-perceptual-colored-v2.1 24fps.mkv I know 10 bit sounds cool but it really is pointless at best on an LG OLED. I will be using 8 bit YCbCr limited range 3840x2160 @ 120 Hz on my LG C9 when I get an HDMI 2.1 GPU unless I get a new TV that is not so bad with RGB full input.
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madVR options explained Last edited by Asmodian; 23rd November 2019 at 11:21. |
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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