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21st October 2011, 18:09 | #10322 | Link |
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I think SoftCubic is just too blurry to use properly. When you watch a lot of Anime, the sharpness matters 100x as much. The blurring makes anime basically unwatchable.
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Forget about my old .3dlut stuff, just use mpv if you want accurate color management |
21st October 2011, 18:52 | #10325 | Link | ||||||||||
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Why would I be?
That's too bad, it makes it very hard for me to fix the problem. Quote:
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(1) "matrix" - this is the source's decoding matrix (2) "primaries" - this is the source's gamut/primaries (3) "full/limited range" - this is the source's range madVR tries to autodetect the correct values. The OSD shows in brackets how madVR autodetected the specific value. There are various different ways that madVR can autodetect these things (sorted by priority): (a) "says ffdshow" - madVR has detected that ffdshow is sending RGB and madVR has found out which range/levels ffdshow is sending (b) "says upstream" - the upstream filter has officially informed madVR (c) "says bitstream" - madVR has read the info from the compressed video bitstream (h264, MPEG2 or VC-1) (d) "best guess" - madVR has guessed, based on resolution (matrix/primaries) or color space (range) Quote:
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(1) creating and maintaining the DShow framework (2) finding the best way to forward the subtitles to the renderers (3) actual work on implementing libass etc I'm thinking right now that you'd probably spend 90%+ of your time on (1) and (2), would you agree with that? If so, I'm wondering whether it really makes sense. If I would implement libass directly in madVR (without support for other renderers, of course), I could probably get along with 20% of the time you'd need to invest. Or do you think my estimates are off? Quote:
Have you tried nand chan's tools? Doesn't he have a "competeting" solution to yCMS? Maybe his tools create better 3dlut files? Quote:
That is technically not possible, because the new madVR settings dialog is not created by madVR.ax, anymore, but by the external madHcCtrl.exe process. That said, I'm usually changing settings through the madVR tray icon menu. That works faster for me. |
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21st October 2011, 19:01 | #10327 | Link | |
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2) Is something actually wrong with the subtitle interface you use for MPC-HC? I thought all the issues we are having were due to bugs in the sub renderer, not in the interface. 3) Will certainly be fun! Like mentioned before, one blocking factor for me is the time spend trying to figure out Direct3D, as i haven't done much with it. I would probably add it to 3), but i would take longer with it then you would, for example, as you have the D3D experience. I just think that the benefit of being able to use it with other renderers (and possibly without renderer support as a last resort, painting on the image, or for transcoding) outweights the extra efforts in this case, because the only alternative is VSFilter or ffdshow (which really are based on the same code), and those projects are really long dead, and unlikely to receive much love.
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LAV Filters - open source ffmpeg based media splitter and decoders Last edited by nevcairiel; 21st October 2011 at 19:07. Reason: typos |
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21st October 2011, 19:13 | #10328 | Link | |
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I can't "reliably" reproduce it, but i can reproduce it. What i usually do: Watch a file, let it run to the end (or seek close to the end). MPC-HC goes to Window mode. I click my mouse thumb button, which goes to the next file in the folder, playback resumes. Go back to FSE mode. Now repeat that procedure above until it fails. *Maybe* there are some other circumstances, i'll try some things and see if i can make it break more reliably.
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LAV Filters - open source ffmpeg based media splitter and decoders |
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21st October 2011, 19:58 | #10329 | Link | |
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(1) the D3D work is done by the subtitle renderer, I'd prefer to get simple bitmaps with an alpha channel and do the drawing myself; e.g. I would run into big trouble if I wanted to use a full D3D11 rendering path, that simply wouldn't work with the current subtitle interface (2) alpha blending on 16bit textures doesn't work with older GPUs, making it hard for me to have the subtitles run through 3dluts (3) I'm not sure the current interface will work for 3D content I think if you create an external filter, it would be better to create a new interface, which would just forward the subtitles in bitmap form with an alpha channel. That way you also wouldn't have to do any D3D stuff. At least not for madVR. That would be great. |
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21st October 2011, 20:00 | #10330 | Link | |
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I'll think some about it, but i don't have any immediate plans eitherway.
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LAV Filters - open source ffmpeg based media splitter and decoders Last edited by nevcairiel; 21st October 2011 at 20:18. |
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21st October 2011, 20:45 | #10331 | Link |
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Alpha blending: Yes. Scaling? Not sure. If you render in SD and ask me to scale to HD then the subtitles will look very blurry and low-res. It'd be better if the subtitles were rendered at target resolution. Then scaling should not be necessary.
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21st October 2011, 20:53 | #10332 | Link |
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For performance reasons people might want to render in lower resolutions, or maybe a bitmap subtitle just is lower resolution. I can scale it as well, but it would be equally blurry.
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LAV Filters - open source ffmpeg based media splitter and decoders |
21st October 2011, 21:05 | #10333 | Link | |
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For loops are the only place I ever see it used. for(int i = 0, j = 10; i < 10; i++, j--) { ... } |
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21st October 2011, 21:12 | #10334 | Link |
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Why would you want to scale subtitles ?
People choose something like "Arial, 20", then you display the subtitle always in size "20", you put it in an image for madVR, and then no blur. But I guess there's some stuff I don't understand at all, then sorry. |
21st October 2011, 21:19 | #10335 | Link | ||
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1. Performance as mentioned 2. 3D transformations and such will simply look wrong if not rendered at the correct resolution, or so I've been told 3. In some cases, blurry subtitles might be desired because they would fit into the scenery better (eg. softsubbed signs), whereas a noticeably too-HD sign would stand out too much. It makes communication like this a great deal faster when all involved parties are present. Quote:
It is not intended for nor capable of any form of measurement-based display calibration.
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Forget about my old .3dlut stuff, just use mpv if you want accurate color management Last edited by nand chan; 21st October 2011 at 21:23. |
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21st October 2011, 21:34 | #10337 | Link | ||
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21st October 2011, 22:38 | #10338 | Link | |
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Let it at 20 in window mode, and 20 in Full Screen. And if it's possible for the subtitle renderer to know if we're in Full Screen, then we can choose a size for window mode, and a size for Full Screen; like this, no upscale/downscale. Any upscale/downscale will be uglier than a defined size. |
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21st October 2011, 22:51 | #10339 | Link | |
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They can be used to convert ICC profiles to .3dlut files, but in this case, he doesn't even have an ICC profile - he's looking for software that will generate an ICC profile (either device or link) to his requirements. My software is not capable of generating ICC profiles whatsoever, just using them.
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Forget about my old .3dlut stuff, just use mpv if you want accurate color management |
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22nd October 2011, 00:41 | #10340 | Link |
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Yes sorry, wish I could make it easier for you ^^;
So the address reported when the crash occurs doesn't help at all I guess. I think for now let's wait for Blight's view on the issue, from my testing the bug is due to ZP displaying its own OSD/Control bar while a frequency switch occurs. If I force ZP to never show OSD/Control bar, the bug never shows up.. What led me to believe it was a madVR issue is that it doesn't happen with the other renderers. Tough one! Simply to make madVR's internal frequency switcher as flexible as ReClock's so it's finally possible to ditch ReClock's RunEvent completely (no more need to switch freq. behind madVR's back!) Currently madVR's switcher only takes framerate into account. The request is about having madVR's switcher also take media height into account. You seemed to be OK with it. ^^; A related question: madVR doesn't currently "know" which frequency is used, does it? Because I noticed a strange thing. If in the "list all display modes madVR may switch to" I input only "720p50" (omitting purposefully 720p60), and play a 29.97fps media while on 720p60, madVR switches to 720p50!? It seemed strange to me. Of course it doesn't happen if I input 720p60 in the list too.
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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