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15th May 2015, 11:09 | #30021 | Link | |
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It's not a question of how to do it. It's a question of development priorities. Furthermore it doesn't make much sense to work on things like that if the settings dialog is still not in its final form. Lots of options will still come and go. It's better to do things like this once all features are implemented and finalized. |
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15th May 2015, 11:12 | #30022 | Link | |
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Toggling the D3D11 path on/off/on didn't help, it is same OSD display whether it is checked or not. Thanks |
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15th May 2015, 11:22 | #30023 | Link |
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You don't have desktop composition disabled in the madVR options? Or both in the madVR options *and* in the OS? Basically Aero/DWM must be turned on in the OS.
And you do have the Windows 7 Platform Update installed? |
15th May 2015, 12:41 | #30026 | Link | ||
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There's still strange behavior when flushing after copy to backbuffer - half-full render queue in FS/FSE. With 'flush and wait (sleep)' enabled for 'after copy to backbuffer', I still get render queue 3-5/8, but at least present times go down to reasonable values, although not as low as D3D9's. 'Flush' and 'Flush and wait (loop)' result in additional high CPU usage. Last edited by ibius; 15th May 2015 at 12:43. |
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15th May 2015, 13:08 | #30027 | Link | ||
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In avisynth every color conversion is highly avoided due to quality loss, even in 32-bit precision on 16-bit pipelines and YV24 intermediary as in my example (yes, this is possible in avisynth, so unless I missed something -color spaces?- it's an apples to apples comparison). In that regard, every *real world* conversion leads to quantization errors which translate to blurring. Just run a colored grain test and it will show all the shortcomings of your current process, as nevcairel pointed besides the limited 16-bit it's not even using YCgCo, you also need to use proper wide gamut color spaces to hold the float32 textures otherwise some colors are going to be clipped. But again I ask, what steps in the process forces you to go to RGB that justifies these color conversions? Last edited by Dogway; 15th May 2015 at 13:25. |
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15th May 2015, 13:10 | #30028 | Link | |
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LAV Filters - open source ffmpeg based media splitter and decoders Last edited by nevcairiel; 15th May 2015 at 13:13. |
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15th May 2015, 13:23 | #30030 | Link |
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If there are possible incompatibilities, wouldn't it make sense to store the 64bit kernel separately? And maybe also recreate it whenever madVR version or GPU driver changes?
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15th May 2015, 13:27 | #30031 | Link | |
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BTW, I bought a new large displayer, and madVR use 8bit output setting by default, how can I check whether my displayer support 8bit or 10bit? |
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15th May 2015, 13:31 | #30032 | Link | |
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15th May 2015, 13:33 | #30033 | Link | |
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http://forum.doom9.org/showthread.php?t=172128 only the totally high end displays like samsung SUHD can have a true 10 bit panel. |
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15th May 2015, 14:02 | #30034 | Link | |
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15th May 2015, 14:08 | #30035 | Link | ||||
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Look at the numbers/math from my previous reply and comment on that. That's a much better ground for discussion than running AviSynth tests with weird bitdepth hacks. Quote:
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Anyway, as I said before, the R'G'B' <> Y'CbCr conversions are nearly lossless, due to the high bitdepth I'm using for processing and storage, and due to having enough head room and foot room for out-of-gamut colors. So there's no worry. Anyway, if you need proof, the FineSharp HLSL shader package contains RGB <-> YCbCr conversion routines: http://www.mediafire.com/download/yi...oYuv_ToRGB.zip You can use them in MPC-HC to let madVR convert between R'G'B' and Y'CbCr, and you can repeat that process e.g. 10 times in a row. Do that with any test video you like, then compare the output with the custom shaders enabled/disabled. I believe you'll not be able to see any difference. Please uncheck all the madVR "trade quality for performance" options in madVR for this test, though. |
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15th May 2015, 14:08 | #30036 | Link |
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@madshi, I see your point about the OSD getting wide in relation to adding DX11 or DX9 to the OSD's 'Fullscreen exclusive mode' line. Have you considered removing 'fullscreen' from that line given that is clearly visible from the screen size anyway. In effect replace 'fullscreen exclusive mode, 8 bit' with 'DX11 exclusive mode, 8 bit'. Then do the same with the DX9 modes also?
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15th May 2015, 14:17 | #30038 | Link | |
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15th May 2015, 14:25 | #30039 | Link | |
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Regarding OSD: I quite like "FSE D3D11 10 bit". |
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15th May 2015, 14:51 | #30040 | Link | |
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extra artifacts in madVR comparison?
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Anyone have theories as to what may be causing the additional artifacts in madVR? http://s17.postimg.org/lznm6e7j1/madvr_vs_mpdn.jpg In particular I notice the additional artifacts around the Japanese characters/letters, edge and teeth of the creature, and floating green debris. While its not a huge overall difference it is noticeable to me.
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System specs: Sager NP9150 SE with i7-3630QM 2.40GHz, 16 GB RAM, 64-bit Windows 10 Pro, NVidia GTX 680M/Intel 4000 HD optimus dual GPU system. Video viewed on LG notebook screen and LG 3D passive TV. |
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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