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7th April 2013, 08:24 | #18222 | Link |
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If it helps, one if the issues with MPC-HC that I've heard of is that whenever you drag it from one monitor to another, it automatically crashes if you're using madVR, while in MPC-BE that doesn't happen. Unfortunately, I don't have duplicate monitors to test this.
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7th April 2013, 08:28 | #18223 | Link | |
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7th April 2013, 08:55 | #18224 | Link |
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I heard about this bug 2-3 months ago, it seems it was already fixed.
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7th April 2013, 11:21 | #18225 | Link | ||||||||||||||||||
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Because with smooth motion FRC on, madVR renders and presents additional blended frames. Quote:
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I might look into that at some point in the future, but probably not soon. Quote:
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If you replay the same video, do you notice them again at the same frame? If so, could you upload a small sample with one such situation where the blended frame is especially obvious? I'm not sure if there's anything I can do about it (probably not), but I'd really like to see if I can reproduce/see the problem in my setup. If you can't reproduce the visibility of blended frames when replaying the same movie that would suggest that there was a glitch during rendering/presentation somehow... Quote:
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Rendering times without "flush & wait" are more or less meaningless. The "wait" is what makes the rendering times measurements valid. Without the "wait" madVR does not know when rendering really completed. |
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7th April 2013, 11:21 | #18226 | Link | |||||||||||||||||||
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(1) Either you naively repeat/drop frames. (2) Or you blend frames. (3) Or you motion interpolate frames. madVR can do (1) and (2), but not (3). Doing (3) well is extremely difficult. Doing (2) is like eating cake in comparison. I've said many times in the past that I have no plans to do (3), at least not any time soon. And that has not changed. I don't know what that Sammy does, and to be honest, I don't really care. I don't think you can do (2) better than madVR. So if the Sammy looks better to your eyes compared to what madVR does then the Sammy is likely doing some sort of (3). Or maybe it's (2) and madVR's FRC doesn't work correctly in your setup, for some funny reason... Quote:
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There's one additional catch: When enabling FRC, the number of frames to present increases. If you have e.g. 3dlut processing enabled, this also increases the 3dlut processing load accordingly. So depending on the other madVR settings FRC can have more or less effect on the GPU load. Quote:
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So what you need to find out is whether the judder you're seeing is the 23/24p judder caused by the low framerate of the source, or whether it's judder caused by a movie framerate / display refresh rate mismatch. madVR's FRC only fixes movie framerate / display refrash rate mismatches. It does not even try to remove judder that is encoded in the source. Does smooth motion FRC seem to work well on the madTestPattern 23p/24p source patterns for you? Quote:
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Furthermore, as nevcairiel mentioned, good displays seem to use even higher refresh rates for BFI/DFI than 120Hz, and they do this internally. So I wonder if this even makes sense to build into madVR. I've too many other things to do first, anyway. So even if it were feasible and I had a capable display, it would not come any time soon... Quote:
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For the record, madVR does *not* convert 24p to 48p if your display is 60Hz. Instead madVR converts 24p to 60p. However, 12 out of those 60 frames are duplicates. And madVR doesn't show duplicates in windowed mode (it does in FSE mode). That's why FRAPS reports less than 60fps. This is just a cosmetical issue with the way madVR presents respectively FRAPS measures. It makes no difference to our eyes whether duplicate frames are redrawn or not. Quote:
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This looks like 3D rendering anti-aliasing. I don't think this has much benefit for video related stuff because video usually doesn't have aliased edges to begin with (camera lenses are too soft to produce aliasing even remotely near to what 3D rendering sometimes produces). |
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7th April 2013, 11:22 | #18227 | Link | ||||||||||||||||||||
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Hmmmm... I'm not sure. This could be interesting, or maybe not. Quote:
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If you run the madTestPatternSource test patterns, do they run with perfect smoothness with FRC turned on? Quote:
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If you see a character face blurred for a moment that is a sign that something isn't working as it should. Frame blending as performed by madVR in 60Hz (or higher) should not be visible to the naked eye, except for a very minor loss of sharpness during motion. If you can separate blurry frames that most probably indicates that those blended frames are visible longer than planned, for whatever reason. Sample? |
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7th April 2013, 11:40 | #18228 | Link | |
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What would you theorize is the reason some people have supposedly been seeing major artifacts? Display response time? TV "post-processing"? Inaccurate system timer? Certain floating point refresh rate values causing miscalculations (rounding error)? GPU driver bug? Something else? |
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7th April 2013, 12:16 | #18229 | Link | |
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I'm aware that's nitpicking, but it would be nice to have and the implementation is trivial, so… Last edited by e-t172; 7th April 2013 at 12:20. |
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7th April 2013, 13:05 | #18230 | Link | |||
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Oh, and welcome back of course.
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7th April 2013, 16:14 | #18231 | Link |
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madshi
https://github.com/libretro/common-shaders/tree/master/cgp
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7th April 2013, 16:43 | #18232 | Link | ||||
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550Ti -> 650Ti: 691 -> 1421 GFLOPS That's more than twice as much shader power! Quote:
I don't see any explanation anywhere of what these do exactly. Last edited by madshi; 7th April 2013 at 16:53. |
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7th April 2013, 17:55 | #18233 | Link | |
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7th April 2013, 18:34 | #18235 | Link | |
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7th April 2013, 19:10 | #18236 | Link | ||
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7th April 2013, 19:28 | #18237 | Link | |
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The weird frame-order errors still occur randomly too (it happens way more often when doing other stuff whilst watching rather than just having the video full screen). They are fixed by pausing and unpausing. Video showing this is here. Will try to get a sample soon. It happens all the time with sport replays because they're usually slowed down but not properly deinterlaced beforehand. They're probably not done very well at the source because you can clearly see bob deinterlacing is being used when they show freeze frames or step-by-step footage. Smooth Motion just doesn't seem very compatible with this kind of material.
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7th April 2013, 20:28 | #18238 | Link |
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Welcome back Madshi!
Originally Posted by Budtz View Post Is a sharpener on the to do list for madvr? Madshi's reply: I might look into that at some point in the future, but probably not soon. Great news! (except for the "probably not soon" part )
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7th April 2013, 22:46 | #18240 | Link | |
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Ohohoho. You're right, I forgot madVR uses shaders to render the video! I should review my data on GPUs again.
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It's like I said, it's an old bug. nev did the test of that. MPC-BE never had that issue AFAIK.
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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