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28th November 2016, 14:54 | #40883 | Link | |
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You definitely should not have to have anything under the performance options enabled, and be able to use NGU, DX11 dither, image enhancements such as thin edges, enhance detail, adaptive sharpen, anti-ringing, add grain (under upscaling refinement), and smooth motion on the 480 since a 280X can handle it fine! It's not so much performance now (massively improved but still not ideal in v0.91.3, its the instability. Everything else works fine . |
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28th November 2016, 15:16 | #40884 | Link |
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@madshi, I've been testing 0.91.3 this morning, and just like with 0.91.1, I can use higher settings with D3D9 than with D3D11 enabled.
GPU is GTX 1060 6GB running on Win 10 build 1607. Doesn't bother me to use D3D9, but I'm curious why the performance difference? EDIT: I'm a UX Designer, and I think the changes you've made to the Settings UI are very good and quite well thought out. If you wanted, you could even add an "Easy" mode for beginners, with an Image Enhancement page with only Low, Medium, High, and Very High choices. The defaults are that good (assuming use of NGU). Last edited by jkauff; 28th November 2016 at 15:41. |
28th November 2016, 15:25 | #40885 | Link | |
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Videos do not work like real-time rendered 3d scenes, which is the entire point several of us have been trying to bring across to you for several posts. If a video was recoded at 24p, then its frames are exactly 41.6ms apart. Exactly that. No other interval is acceptable. Not 40ms, and not 43ms, and certainly not 35 or 50ms. G-SYNC and FreeSync are awesome for 3D rendering in games and the like, the increase in smoothness is extremely noticeable. I have a screen myself. However, video playback is not a 3d game - that is the entire and only point everyone has been trying to make.
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LAV Filters - open source ffmpeg based media splitter and decoders Last edited by nevcairiel; 28th November 2016 at 15:30. |
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28th November 2016, 15:38 | #40886 | Link | |
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chroma that is in image upscaling is for double chroma I will say this again, it took me a while to understand as well. The only thing that changed is doubling settings, now it's simply condenced in one menu,, and they haven't changed that much you still have same options there as before. LL for SSIM is one of two things you can't set for double resolution downscaling. And other thing is superxbr in doubling. No idea why would we need xbr for doubling anymore with new low for NGU though, maybe didn't test enough SD sources. There is still a lot of confusion how to adjust other settings for NGU, because it conflicts with a lot of refinements and people think that it's worse than tested algorithms when it's in the very least it's equal PQ wise if set up properly. |
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28th November 2016, 16:04 | #40891 | Link | |
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I'm out of this thread because it's giving me cancer. Bye. |
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28th November 2016, 16:06 | #40892 | Link | |
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I was talking about the classic quadruple (aka 2x double), not new one-step quadruple madshi currently is working on for NGU. Last edited by aufkrawall; 28th November 2016 at 16:08. |
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28th November 2016, 16:21 | #40895 | Link |
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Join Date: Mar 2016
Location: Norway
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Newest madVr settings
@ madshi
I have tried the newest madVr version and I miss the ability to set the upscaling settings like before. With the max awailable NGU settings, it does'nt fully utilize my GTX 1080 card anymore. This is my settings (with Chroma Upscaling set to NGU-VeryHigh) : Here is a OSD screen of a 480p, 29 fps clip : Max 8.34ms rendering... I could have used much higher settings, but with newest madvr, that is not possible. Here is a OSD screen of a 720p, 23 fps clip : Same here. Am I missing something here? My image quality was better with 0.91.1 version of madvr with my (higher) settings there.
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28th November 2016, 16:35 | #40898 | Link |
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Hi, I want to report a bug, I can't select chroma quality very high when using luma NGU High. (I just was testing different profiles and discovered it), looks almost the same with automatic.
I also would like to say that I really like the new GUI, found it more intuitive than before, and easier to use for noobs or starters. But as usual you need to know what you are doing! Last edited by fedpul; 28th November 2016 at 16:37. Reason: Commenting about the new GUI. |
28th November 2016, 16:43 | #40899 | Link | ||
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This issue does not apply to traditional fixed VSync because the GPU is in charge of refreshing the screen on every VSync interval, and that refresh is both timed and acted upon entirely in hardware by the GPU output circuitry itself, with no software components involved. This guarantees that screen refreshes will occur on time and with negligible jitter. Quote:
Also, not everyone uses madVR with "high end graphics cards". There are people, such as me, who use madVR mostly for its reliable, smooth playback and features such as dithering, 3DLUT support and Smooth Motion, and have little interest in extreme power-hungry upscaling algorithms. Just because most of the discussion in this thread is about upscaling does not mean everyone cares about upscaling. |
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28th November 2016, 17:05 | #40900 | Link |
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@flossy_cake
It seems perfectly clear to me why madvr can't use adaptive sync tech (freesync/g-sync). You seem to assume madvr can generate in between frames in a video file when it's impossible. It's like setting pre-rendered frame to infinite. If you record a ball flying across the air on a video, if you examine all the frames individually frame by frame, you see it in a certain position as it moves along the screen. If a frame is delayed by half a frame, you can't generate where to ball should be in half a frame delay. For a game, it's easy since it "knows" where the ball should be at ANY TIME. Unless everyone here that has been trying to explain to you is wrong about the way adaptive sync works, there's no simple and easy way to implement support in madvr. EDIT: "bcdedit /set useplatformclock true" is bad advice. Just leave it to windows to choose which timer it should use. Last edited by Crimson Wolf; 28th November 2016 at 17:08. |
Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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