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13th May 2015, 17:14 | #29861 | Link | |
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13th May 2015, 17:27 | #29865 | Link | |
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Render queues are still not full in windowed mode. Last edited by MS-DOS; 13th May 2015 at 17:34. |
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13th May 2015, 17:31 | #29866 | Link | ||
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. |
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13th May 2015, 17:32 | #29867 | Link | |
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this is not a samsung only problem nearly all TVs have this problem. the big exception are 1080p sonys they can do 4:4:4 at all refresh rates and most advanced setting still work. but this is getting terrible off topic. |
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13th May 2015, 17:33 | #29868 | Link | |
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13th May 2015, 17:59 | #29869 | Link | |
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i have this registry "hack" active at the moment that's how i find out if my display is dithering and 10 bit was inputted in my screen. but if the GPU is outputting 10 bit is is not dithering to 8 bit so this registry "hack" shouldn't be used for normal viewing. |
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13th May 2015, 18:21 | #29871 | Link | |
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I think currently madVR changes the pattern every video frame, so when I slow down the video the dithering pattern is also slowed down along with the video. You want to say that the dithering pattern should change every refresh of the display itself and NOT the video right?
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13th May 2015, 18:23 | #29872 | Link | |
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13th May 2015, 18:27 | #29873 | Link |
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I guess it's a known issue with Madvr 88.4 and 88.5 because I have an issue watching any movie with some random presention error and Renderer queue and all others are not full.
What is the differences between Font Renderer : Vector Text Renderer and Bitmap Text Renderer ? For example the vector with madvr 88.4-88.5 works ok with the known renderer issues, but as soon I change to Bitmap I have drop in frame every couple time a new subtitles sync is shown. Last edited by x7007; 13th May 2015 at 18:47. |
13th May 2015, 18:46 | #29874 | Link |
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Hi, my first post here in madVR thread.
madshi, thank you very much for this great piece of software, I love it, I love SM FRC on my 60Hz screen and I love all the other bells and whistles it gives me. I'm sooo used to madVR now, can't use EVR(CP) anymore. I like the (small) performance increase D3D11 presentation path provides on my system, and it also being the requirement for 10-bit output, looks like we/I will have to switch to D3D11 sooner or later, so I wanted to give you my feedback on it as well. D3D9 works perfectly for me, D3D11 needs some work. Issues with D3D11: 1. Going FSE is fine, but after first seek presentation glitches start piling up by the dozen every second during playback, enabling 'Present a frame for every v-sync' fixes it, but windowed FS mode works fine without. All queues apart from render queue (see below) are full at the time. 2. After going windowed FS or FSE, render queue is always only 3-5/8, other queues are full, and I get increased CPU usage, e.g. from ~7% to ~30% on my 3,6GHz Intel Core2Duo. 3. Sometimes after seeking/stopping playback video gets stuck in a loop, jumping between few frames. 4. Render times are better compared to D3D9, but present times are way worse, e.g. going from 0.12ms to 0.9x/1.xx ms in windowed mode, in windowed FS or FSE they are even higher (although only chroma is scaled). Config: latest nightly madVR, LAV, MPC-HC x64, GTX 550Ti (2 different stable Fermi-drivers tested) on 60Hz 8-bit Eizo, Win8.1 x64 Flush settings all set to 'Dont flush', except for 'after last render step' only when checking render times, never had tearing, dropped frames or presentation glitches (with D3D9). 'use a separate device for presentation' enabled, it gives me better render times. windowed(FS) mode (new path), FSE only used to test D3D11. SM FRC enabled, delay playback start/after seeking too enabled, ordered dithering, few of the default trade quality for performace options enabled, no new scaling refinements enabled (yet). LAV Video set to defaults, using DXVA2-CBd decoder Nvidia control panel set to defaults, including 'Application-controlled' for 'Max. pre-rendered frames' Last edited by ibius; 13th May 2015 at 18:48. |
13th May 2015, 19:05 | #29875 | Link |
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I noticed that ordered dithering is a very noisy process. I found it fun lately to turn on 1bit output and see very obviously some algorithmic patterns. It appears not dithering at all gives the most "stable" unnoisy picture while error diffusion is more stable and 'random' is a total mess.
I'm surprised, but it appears no dithering at all is a viable choice. Choices.. |
13th May 2015, 19:09 | #29876 | Link | |
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13th May 2015, 19:12 | #29877 | Link |
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Spare me the passive aggressiveness. If the source is suitable, it may be better in some specific cases. I know banding makes it worse in some cases.
I wouldn't be surprised if various modern movies from good sources do not require dithering filters for a good viewing experience. If that is achieved why not avoid the extra noise? The packaged result might be a better outcome. Last edited by tobindac; 13th May 2015 at 19:17. |
13th May 2015, 19:15 | #29878 | Link |
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Yes, dithering is the process of introducing noise to compensate for rounding errors. This helps average out the rounding errors either across the image or between frames (or both), and the noise is based on the actual error being compensated for, but it's still noise.
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Test patterns: Grayscale yuv444p16le perceptually spaced gradient v2.1 (8-bit version), Multicolor yuv444p16le perceptually spaced gradient v2.1 (8-bit version) Last edited by Ver Greeneyes; 13th May 2015 at 19:20. |
13th May 2015, 19:18 | #29879 | Link | |
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13th May 2015, 19:23 | #29880 | Link |
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All the processing that madVR does (including the color space conversions and the chroma doubling that almost all material needs) introduces rounding errors, so just because the source is 'good' doesn't mean you don't need dithering. It might mean you don't need debanding, but that's a different matter.
But - sure, if the noise bothers you when madVR is set to the correct output bitdepth, turn it off. Or turn off "change dither for every frame", which will make it less effective but might make it less visible (except on very uniform surfaces that are displayed for a considerable length of time). But it does mean you'll get more of a rounding error on average, reducing color accuracy.
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Test patterns: Grayscale yuv444p16le perceptually spaced gradient v2.1 (8-bit version), Multicolor yuv444p16le perceptually spaced gradient v2.1 (8-bit version) |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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