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Old 15th June 2018, 17:26   #1  |  Link
dll32
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Potplayer and MadVR, strange gpu usage?

Been using PotPlayer (on Windows 10) for a while now and everything works fine, however I recently noticed that my GPU usage gets halved if a play something not at its original video size (could have been doing that from the start, I just recently noticed it).

I don't think it's a problem with the video, since it happens with all video files. Even these samples.

If I play the 720p and the 1080p videos in their original size my GPU load is around 40%. But if I upscale or downscale the window by a few pixels the GPU load is halved to around 20%, why? If I return the window to its original size the GPU load is back at around 40%.
I'm sure same thing happens with the 4K sample, but it will always be downscaled since I'm on a 1440p monitor.

I think I've narrowed it down to the MadVR setting Chroma Upscaling, using NGU with Standard, very high quality. If I change that to Standard, medium quality or lower. The GPU usage does not get halved.

I have been following this guide to get MadVR running together with PotPlayer

Last edited by dll32; 15th June 2018 at 19:54. Reason: Added Operating system.
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Old 15th June 2018, 18:51   #2  |  Link
huhn
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did you check the GPU power states?
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Old 15th June 2018, 19:53   #3  |  Link
dll32
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did you check the GPU power states?
If you mean power plan in Windows, it's already on performance.
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Old 15th June 2018, 20:05   #4  |  Link
huhn
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i'm talking about the dynamic clock of modern GPUs.

with these clocks it is easy to see high GPU usages on easy tasks and lower GPU usages on heaver tasks.
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Old 15th June 2018, 20:50   #5  |  Link
dll32
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i'm talking about the dynamic clock of modern GPUs.

with these clocks it is easy to see high GPU usages on easy tasks and lower GPU usages on heaver tasks.
I checked with GPU-Z.
GPU core clock stays at around 1923 MHz when I play the video. When I exit it returns to 1455 Mhz after a while.
GPU memory clock at 1370 Mhz.

Resizing the window a few pixels does not change the core or memory clock only the GPU load changes. It gets halved.
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Old 15th June 2018, 21:54   #6  |  Link
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Put an empty folder called "ShowRenderSteps" in the madVR directory and check madVR's OSD.
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Old 15th June 2018, 23:39   #7  |  Link
dll32
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Put an empty folder called "ShowRenderSteps" in the madVR directory and check madVR's OSD.
Didn't know madVR had its own OSD. Created the folder and activated the OSD and I noticed when the video is at original size NGU is being used.
However, when resized DXVA is used instead.

I've attached a image of the OSD when at original and resized.
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Old 16th June 2018, 01:39   #8  |  Link
Wolfberry
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Report your own post to get approved faster or just get an image hosting website
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Old 16th June 2018, 05:15   #9  |  Link
Asmodian
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If you set DXVA for upscaling it overrides the chroma upscaling setting (DXVA does both chroma and image upscaling). When upscaling triggers your chroma algorithm goes from NGU to DXVA so a large drop in GPU usages makes sense.

Switch to Spline, Lanczos, or Jinc if you want fast decent upscaling without using a doubling algorithm like NGU.
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Old 16th June 2018, 10:42   #10  |  Link
dll32
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Report your own post to get approved faster or just get an image hosting website
Done, and I also uploaded it imgur, https://i.imgur.com/E9nf7Kb.jpg

Quote:
Originally Posted by Asmodian View Post
If you set DXVA for upscaling it overrides the chroma upscaling setting (DXVA does both chroma and image upscaling). When upscaling triggers your chroma algorithm goes from NGU to DXVA so a large drop in GPU usages makes sense.

Switch to Spline, Lanczos, or Jinc if you want fast decent upscaling without using a doubling algorithm like NGU.
I'll play around with the madVR settings, try different algorithms. And read through the post in your signature (looks to be very informative).

I thank you all for the help!
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Old 29th June 2018, 04:36   #11  |  Link
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Do you notice the display mode you chose had been optimized in madVR custom modes?So you get a lower CPU load.1920*1080P resolution is standard display mode in which something had not been optimized yet.
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