View Full Version : madVR - high quality video renderer (GPU assisted)
huhn
22nd September 2022, 04:33
you may should look up some other source and you may notice nvidia is sweating.
not about AMD not about the performance but the market condition.
ryrynz
22nd September 2022, 11:13
This is why their prices aren't cannibalizing the 30 series.
Just on the technology side of things, most aren't buying $900+ GPUs so 99% of the market is just drooling waiting for second hand 30 series to sell :P
On another note, is anyone else experiencing the odd frame stutter?
got a 3060, on 516.94 CPU/GPU queues 16/8, D3D11, Windowed 1 frame in advance. Flush/Flush & wait/Don't flush/Don't flush
Would be nice to nail this down but I've been living with it for a while.. Windows 11/somewhat recent driver + 30 series issues? idk..
It's not like MadVR will be updated to resolve anything any time soon, MadVR 1.0 the myth, the legend..
Is it still problem free for most?
flossy_cake
22nd September 2022, 14:48
On another note, is anyone else experiencing the odd frame stutter?
got a 3060, on 516.94 CPU/GPU queues 16/8, D3D11, Windowed 1 frame in advance. Flush/Flush & wait/Don't flush/Don't flush
Would be nice to nail this down but I've been living with it for a while.. Windows 11/somewhat recent driver + 30 series issues? idk..
It's not like MadVR will be updated to resolve anything any time soon, MadVR 1.0 the myth, the legend..
Is it still problem free for most?
I am super sensitive to dropped frames and have not spotted any dropped frames (1 dropped frame per 8-20 hours on ctrl+j) but I am in DX9 fullscreen exclusive mode with desktop compositor disabled.
Usually dropped frames are a software/driver issue but after seeing this video (https://www.youtube.com/watch?v=3UsutA5jqe4) last night I'm more open to the possibility of such things even possibly being hardware related.
brazen1
22nd September 2022, 16:42
I am super sensitive to dropped frames and have not spotted any dropped frames (1 dropped frame per 8-20 hours on ctrl+j) but I am in DX9 fullscreen exclusive mode with desktop compositor disabled.
Usually dropped frames are a software/driver issue but after seeing this video (https://www.youtube.com/watch?v=3UsutA5jqe4) last night I'm more open to the possibility of such things even possibly being hardware related.
EVERYONE considering buying a new card should see that video. Higher profits mean we pay more and get less including longevity.
In the mean time, message boards are flooded with complaints and the blame is directed to everything except the real probable culprit - the first domino even though it was purchased brand new and RMA'd multiple times.
It appears that EVGA has split with Nvidia. Looks like they are done making and selling video cards. https://www.rockpapershotgun.com/evga-are-quitting-graphics-cards-after-splitting-with-nvidia
Still sticking with my madVR processed EVGA GTX 960 which continues to serve me well while bypassing 4 newer generations of ever increasing expensive junk.
Sunspark
22nd September 2022, 17:50
@ryrynz If you haven't already done so, what might be worth experimenting with may be the "Disable full-screen optimisations" checkbox on the exe's file explorer compatibility tab. Maybe also to turn off the xbox game bar in Settings as well since it polls and is an overlay.
huhn
22nd September 2022, 18:04
This is why their prices aren't cannibalizing the 30 series.
Just on the technology side of things, most aren't buying $900+ GPUs so 99% of the market is just drooling waiting for second hand 30 series to sell :P
On another note, is anyone else experiencing the odd frame stutter?
got a 3060, on 516.94 CPU/GPU queues 16/8, D3D11, Windowed 1 frame in advance. Flush/Flush & wait/Don't flush/Don't flush
Would be nice to nail this down but I've been living with it for a while.. Windows 11/somewhat recent driver + 30 series issues? idk..
It's not like MadVR will be updated to resolve anything any time soon, MadVR 1.0 the myth, the legend..
Is it still problem free for most?
play around with the power settings it's most likely throttling because it thinks it can get away with a lower power state.
and all GPU menufactora are pretty "bad".
the difference is asus is failing constantly the 5700 xt strig and tuf where not funny...
but so is EVGA the exploding cards where also a sight to behold.
Sunspark
22nd September 2022, 19:06
play around with the power settings it's most likely throttling because it thinks it can get away with a lower power state.
This is a good suggestion, for a long time on Windows 10 (maybe still is an issue) people with high refresh rate monitors were complaining because they were losing FPS and performance after a "security patch".
The suggested workaround from MS was to set "Maximum Performance" in the power settings instead of "Balanced".
Would be interesting to see if this helps also.
flossy_cake
22nd September 2022, 21:23
Usually I would agree to set max power profile but there are significant power consumption gains to be had by letting it downclock. I'm watching probably around 6hrs/day video content in MadVR and web browser, so the power and heat savings adds up with the crazy electricity prices. Playing 1080p24 h.265 @ 4mbps with DXVA2 decoding is downclocking to 600mhz on GTX1070 (max clock = 1600mhz). GPU usage is only 24% so it could downclock to 300mhz @ 50% GPU usage probably, but maybe then it would be more vulnerable to dropped frames?
edit: actually even it saved 40watts * 6hrs / day * 365 days , it's about 87kwh per year which I guess isn't that much to pay for smoother performance if you're having issues.
ryrynz
23rd September 2022, 03:15
I'll have a play then. It's pretty random It's generally more than just a single frame too, it does very much feel like it's a clocking issue. Don't want to set max performance as thats not an elegant solution, so I might just see if maximizing the GPU queue helps.
Andor has some eye candy btw.
VHT
23rd September 2022, 06:38
Hello, Question about HDR settings and display peak luminance (nits) value. Do I put in eg. peak 3% window value or 100% fullscreen values?
huhn
23rd September 2022, 06:57
with an unstable device it's unlikely to get accurate results so the 3% one could results in more accurate results if it is in the 400 nits range if the 3% is close to common knee points it unlikely to be every be used for real content in this case i would use a lower number.
flossy_cake
23rd September 2022, 08:49
Hello, Question about HDR settings and display peak luminance (nits) value. Do I put in eg. peak 3% window value or 100% fullscreen values?
If your display has ABL then I presume you'd want to pick a window size that represents the APL of typical video content. From memory most movies are around 15% APL so a 15% window might suit.
VHT
23rd September 2022, 14:33
If your display has ABL then I presume you'd want to pick a window size that represents the APL of typical video content. From memory most movies are around 15% APL so a 15% window might suit.
Thanks! Will try with my OLED display. How about with projectors?
flossy_cake
23rd September 2022, 20:50
How about with projectors?
I have zero experience with projectors, but if it uses a technology which has an ABL that reduces peak brightness as APL increases, then I presume the same general logic would apply, unless there is some other behaviour specific to projectors that I'm not aware of.
And I've just realised that figure of 15% I gave you was for SDR movies -- the APL of HDR movies can vary with each movie having a different MaxFALL (Maximum Frame Average Light Level). I'm not sure how to take that into account... perhaps we could take an average MaxFALL across a random selection of movies?
flossy_cake
26th September 2022, 21:12
Actually MaxFALL doesn't seem very useful either — imagine if there was a fade to white scene that pushes the MaxFALL to a high value.
nevcairiel
26th September 2022, 22:20
Actually MaxFALL doesn't seem very useful either — imagine if there was a fade to white scene that pushes the MaxFALL to a high value.
A fade to white would likely fade to diffuse (SDR) white, not max brightness HDR white, though. You don't want to blind people, assuming a screen could actually do that.
flossy_cake
26th September 2022, 22:46
A fade to white would likely fade to diffuse (SDR) white, not max brightness HDR white, though. You don't want to blind people, assuming a screen could actually do that.
Yeah that's true, and as quoted here (https://forum.doom9.org/showthread.php?p=1973841#post1973841) diffuse white is 200 nits -- higher than I would expect the APL would be across the entire movie.
Alexkral
27th September 2022, 02:56
A fade to white would likely fade to diffuse (SDR) white, not max brightness HDR white, though. You don't want to blind people, assuming a screen could actually do that.
I've seen some of those though, e.g. in the film Mother! at 1:52:10 there's a fade to 533 nits white. The rest of the film is extremely dark, so I think the author's intention is precisely to blind the audience. :)
flossy_cake
29th September 2022, 04:31
Random question: how come when I set [deint=off] with 29.97i 3:2 cadence video I'm not seeing mice teeth?
huhn
29th September 2022, 06:19
because it is 2:2 or 6:4 anime or because you have software deint on.
flossy_cake
29th September 2022, 07:46
because it is 2:2 or 6:4 anime or because you have software deint on.
I do not have software deint on & LAV Video Decoder's deint settings are both set to "auto".
Here are 2 clips with the following properties:
MadVR & MediaInfo both report 29.97fps
MadVR reports "cadence 3:2" when MadVR's film mode deint is activated
My TV is refreshing @ 59.94hz and I visually observe the classic 3:2 "judder"
I can step through each frame with ctrl+arrows and count 24 unique images before the timecode ticks over 1 second
https://drive.google.com/file/d/1Gv9OVu8A3UckeS23lXeiJAL7JuWfs6aK/view?usp=sharing
https://drive.google.com/file/d/1PgsUqbmGM6WG4Q5fpjazH4KrvTEnNbMr/view?usp=sharing
huhn
29th September 2022, 15:01
soft telecine or what ever this has no interlaced frame in it.
flossy_cake
29th September 2022, 21:38
soft telecine or what ever this has no interlaced frame in it.
Yes that's what I thought too!
But the first clip (Cowboy Bebop) immediately follows the intro sequence which contains mixed cadences of 1:1 and 3:2. So it really is a 29.97i stream not soft telecine.
Is it possible to be using variable framerates? I don't mean mixed cadences, I mean the MPEG stream may be flagging "these frames are 29.97i, but these frames are 23.976p" and then leaving it up to the DVD player to generate the interlaced output?
edit: but that still doesn't explain why MadVR & MediaInfo are both reporting 29.97i, AND, if I play a typical 23.976p file with [deint=film] MadVR reports "cadence 2:2" instead of "cadence 3:2" with those test clips. Maybe the 29.97i flag is just some leftover incorrect metadata based on the beginning of the stream before it dynamically changed to 23.976p mid stream?
edit: and also, playing them on my PC monitor refresh at 119.88hz shows 3:2 judder as well, which it wouldn't if it was soft telecine 23.976p since that goes evenly into 119.88 just like when playing a 1080p23.976 file there is no 3:2 judder. But I still think you are right and it is probably soft-telecine, because I can't think of any other explanation why there aren't mice teeth. There must be some explanation for how soft-telecine variable framerate stuff is handled by the decoder that's making it get presented in this fashion. I just have no clue what it is.
Siso
11th October 2022, 23:33
Which is the good way to prevent black clipping on an IPS display? With custom levels in madvr 0,5-255 in my case, or to adjust the black output offset in the 3dlut to 90% or something?
flossy_cake
12th October 2022, 09:23
Which is the efficient way to prevent black clipping on an IPS display? With custom levels in madvr 0,5-255 in my case, or to adjust the black output offset in the 3dlut to 90% or something?
What do you mean by "efficient" - low GPU consumption? In that case just use a GPU meter while factoring in the current clock speed. The solution you are currently using should use a trivial amount of GPU processing.
From memory, 3D LUT has the advantage of adjusting a much wider range of colours but doesn't have as much precise adjustability within a narrow range of colours, otherwise the 3D LUT has to be very large. This could be bad if you want to fine-tune a small range of colours near-black.
But maybe I'm wrong and 3D LUTs are big now and can do these kinds of precise adjustments. From memory 3D LUTs will get upscaled at runtime where it calculates intermediate tones between each row in the table. But that won't necessarily get you the precision you want - depends how it's interpolating between rows in the table.
At the time I was studying all this, only a 10-bit or greater 1D LUT with 256 rows gave me the necessary precision to finely tune shadow detail to my liking. If you had the same precision 3D LUT the table would be massive, but again maybe that's not a problem anymore these days maybe someone can correct me on that.
The other problem I have with 3D LUT is that it can't be applied to everything, so you'll only get the correction when in an application that supports it. If you want a global customised boost to shadow detail that applies to all apps then you can do that with my app Calibration Tools (tiny.cc/calibrationtools) which uses 1D LUT (video card gamma table). There was some discussion about that on the previous 2 pages. Try not to overboost the shadows though as 1D LUTs cant adjust brightness linearity without also affecting hue and saturation. Basically the more you boost the shadows in a 1D LUT, the more blue and sickly skin tones will start to look in the low end (0-10% range).
flossy_cake
15th October 2022, 05:51
Try not to overboost the shadows though as 1D LUTs cant adjust brightness linearity without also affecting hue and saturation. Basically the more you boost the shadows in a 1D LUT, the more blue and sickly skin tones will start to look in the low end (0-10% range).
Just to clarify this in case it sounds like I'm talking rubbish. Suppose you have a skin tone RGB (0.15, 0.10, 0.05) which has an average brightness value of around 10%, such as might be found in a "low light" scene. Because 1D LUT operates on subpixels not entire pixels, if we use 1D LUT to boost R+G+B at the 5% level, for this particular colour only the blue subpixel (0.05) gets brighter.
So in a 1D LUT we tried to brighten all channels around 5% to increase shadow detail, but a side effect was that skin tones at 10% got brighter, bluish and desaturated. 3D LUT doesn't have this problem (but has that other problem of not enough granularity or precision to make precisely shaped curves in very small ranges of colours...unless the table is very big).
The best way to adjust shadow detail imo is to use a pixel shader, take the lightness value (such as L* or Y) of the pixel and apply a curve to it, then convert it back to RGB and it should get brighter without affecting its hue and saturation very much.
Here is an article showing how putting curves in a 1D LUT screws up the saturation and hues: http://www.colormancer.com/whitepapers/comparison/filter_comparison.html
You can replicate it in Caltools by opening the first original image from above and selecting S-Curve "high" preset in the editor and toggling it on and off with the "preview" checkbox. I've also put some test images in /images/miscellanous folder of the app (skin ramp & skin check png's) where you can see how much you're mucking up the colours.
Drew Neilson
17th October 2022, 14:51
Will MadVR be rewritten as a Media Foundation Transform so that Media Foundation players can use it?
My experience with MadVR is limited by the fact that my only PC--a 2017 Microsoft Surface Pro--doesn't really have enough horsepower to support MadVR, according to my limited experimentation with it in JRiver Media Center. However, I experimented with it enough to see its quality. I'm currently researching PC parts and I might build a gaming HTPC in the near future. I'd like to be able to use clients for Twitch and YouTube and have those clients use MadVR processing for video playback. I am assuming, perhaps incorrectly, that modern video playback applications use Media Foundation and not DirectShow. That's why I'm asking if MadVR will be rewritten as a Media Foundation Transform, so that it will work with Media Foundation.
It would be cool to have the option to make a web browser, such as Microsoft Edge, apply MadVR processing to videos on the web, such as at YouTube or at Twitch's sites. It'd also be nice to have the option to make third-party YouTube and Twitch apps from the Microsoft Store use MadVR.
SirMaster
17th October 2022, 16:24
Will MadVR be rewritten as a Media Foundation Transform so that Media Foundation players can use it?
My experience with MadVR is limited by the fact that my only PC--a 2017 Microsoft Surface Pro--doesn't really have enough horsepower to support MadVR, according to my limited experimentation with it in JRiver Media Center. However, I experimented with it enough to see its quality. I'm currently researching PC parts and I might build a gaming HTPC in the near future. I'd like to be able to use clients for Twitch and YouTube and have those clients use MadVR processing for video playback. I am assuming, perhaps incorrectly, that modern video playback applications use Media Foundation and not DirectShow. That's why I'm asking if MadVR will be rewritten as a Media Foundation Transform, so that it will work with Media Foundation.
It would be cool to have the option to make a web browser, such as Microsoft Edge, apply MadVR processing to videos on the web, such as at YouTube or at Twitch's sites. It'd also be nice to have the option to make third-party YouTube and Twitch apps from the Microsoft Store use MadVR.
You can definitely play YouTube and twitch via MPC-BE/HC and thus with madVR processing.
This is how I play YouTube in my home theater. madVR tone-maps YouTube HDR and upscales everything to 4K for me.
Drew Neilson
17th October 2022, 21:30
I am assuming, perhaps incorrectly, that modern video playback applications use Media Foundation and not DirectShow. That's why I'm asking if MadVR will be rewritten as a Media Foundation Transform, so that it will work with Media Foundation.
I meant to ask the following:
I'm asking if MadVR will be rewritten as a Media Foundation Transform, so that Media Foundation will use it like how DirectShow currently uses it, and its processing will be applied to video played by *any* Media Foundation application--web browsers, video players from the Microsoft Store, and video players from elsewhere.
You can definitely play YouTube and twitch via MPC-BE/HC and thus with madVR processing.
This is how I play YouTube in my home theater. madVR tone-maps YouTube HDR and upscales everything to 4K for me.
Thanks. I will check out MPC-BE/HC.
nevcairiel
18th October 2022, 01:10
There are practically no standalone players using Media Foundation that would support the use of madVR. And even if there were, the chances of such an addition happening to madVR are basically zero.
mclingo
22nd October 2022, 17:53
He released the most recent beta build 9 days ago and 2 builds 2 days before that as well.
He alternates back and forth between madVR and Envy development. He uses madVR as a testing ground for Envy dev.
i dont think there are any new MADVR builds are there?, just tweaks to HDR settings page, no dev is happening in MADVR itself?
Drew Neilson
22nd October 2022, 22:09
I'm currently researching PC parts and I might build a gaming HTPC in the near future. Can MadVR's processing be accelerated if the user's GPU has AMD's FSR or Nvidia's DLSS? While those technologies might be geared towards gaming, they are image upscaling algorithms, so could they be used to improve video playback, and could MadVR use them to accelerate some of its processing?
mclingo
22nd October 2022, 22:19
I'm currently researching PC parts and I might build a gaming HTPC in the near future. Can MadVR's processing be accelerated if the user's GPU has AMD's FSR or Nvidia's DLSS? While those technologies might be geared towards gaming, they are image upscaling algorithms, so could they be used to improve video playback, and could MadVR use them to accelerate some of its processing?
no they cannot.
nsnhd
23rd October 2022, 05:32
Is Nvidia DLDSR using Tensor cores any good for video play back improvements ?
ryrynz
23rd October 2022, 09:29
Even if it was you're not going to see support for anything new in MadVR in your lifetime. Buy an Envy.
flossy_cake
23rd October 2022, 10:12
Not that it has anything to do with MadVR, but it should be possible in theory to call on technologies like DLSS via Avisynth+, if someone with the knowledge and experience could make an Avisynth plugin to call the relevant Nvidia API functions.
I've spent the last few weeks learning Avisynth and it's quite incredible how much control you get over the video. If there's anything MadVR can't do, chances are you can do it in Avisynth script which can be saved to a .avs file and opened directly in media player and applied in realtime -- amazing. For instance the DXVA chroma shift issue when using DXVA deinterlacing can be greatly improved by shifting the chroma positioning 0.5 pixels up-left, and sharpening the chroma a little bit too.
clsid
23rd October 2022, 12:44
The fact that these scalers are not being marketed for video should tell you enough.
Basically they are somewhat similar to NGU, which is a neural network based scaler, but they are inferior to NGU and trained for games rather than video.
flossy_cake
23rd October 2022, 18:01
Is it possible to tag files so that MadVR activates more than 1 profile?
eg.
myvideo [profile='sharpen low'][profile='crop borders'].mkv
I tried a bunch of variations like
myvideo [profile='sharpen low', 'crop borders'].mkv
myvideo [profile='sharpen low'; 'crop borders'].mkv
myvideo [profile='sharpen low' && 'crop borders'].mkv
myvideo [profile='sharpen low', profile='crop borders'].mkv
I realise I can get around the issue by combining both profiles into a single profile name, or using the profile script functionality, but I'd much rather use file tags since they live outside of MadVR's settings.bin and using them in a modular way that minimises bloat.
SirMaster
24th October 2022, 18:46
i dont think there are any new MADVR builds are there?, just tweaks to HDR settings page, no dev is happening in MADVR itself?
It's both.
https://www.avsforum.com/threads/improving-madvr-hdr-to-sdr-mapping-for-projector-no-support-questions.2954506/page-486#post-60235595
"I've done a lot of changes to the madVR source code in the last few months, because some of the source code is shared with Envy."
So they are interlinked and changes are shared.
One example I remember reading is that newer builds of madVR beta have more efficient NGU performance, this was done so that the Envy Pro could perform better with slower GPU (1660 Super and then 3060).
Another example are more recent madVR betas have fixes that fix issues in newer versions of Windows, like Windows 11.
So to say madVR betas are only HDR tone-mapping changes is a bit misleading.
But also, so what if it is? If the other features of madVR work already, why does there need to be other development on those portions? To madshi's mind, HDR tone-mapping still has some way to come before it is 100% complete and done from his perspective.
There is no rule that even he was making new madVR builds that weren't betas that they couldn't be almost entirely focused on HDR tonemapping still, if that is still where his focus lies.
huhn
25th October 2022, 08:00
Not that it has anything to do with MadVR, but it should be possible in theory to call on technologies like DLSS via Avisynth+, if someone with the knowledge and experience could make an Avisynth plugin to call the relevant Nvidia API functions.
DLSS works on completely different basis.
it similar to a frame adaptive deinterlacer for computer games it's not called as an image it's far more complicated it has for more information just the fact that it uses old "frames"/objects for reference is just totally different.
it is absolutely useless for video scaling.
DLSS 3 on the other hand "may" work with videos but the current version is so bad you should just use SVP. i doubt it will ever or anytime soon be exposed to a simple video renderer it doesn't even support vsync yet...
AMD FSR is just some kind of bicubic image scaling with an optional sharpener so it could be used but why would you.... no clue about FSR 2.
intels tech is well maybe still a prototype...
flossy_cake
28th October 2022, 01:47
Is zoom control supposed to be so laggy? It seems to take around 5 seconds to detect changes in black bar size on scene changes and this makes the zoom change visible and obvious when MadVR decides to make an adjustment.
I'd actually prefer if it MadVR made no zoom adjustments at all and just locked in a fixed zoom setting for the entire video. But even with "if black bars change" unticked it still insists on adjusting the zoom level slightly when the border size changes slightly. I can do the zoom with Avisynth but I'd rather not as that's wasting CPU cycles.
Asmodian
28th October 2022, 02:22
I'd actually prefer if it MadVR made no zoom adjustments at all and just locked in a fixed zoom setting for the entire video. But even with "if black bars change" unticked it still insists on adjusting the zoom level slightly when the border size changes slightly.
It will change the zoom if it sees image content in an area that it was previously cropping. What if you use settings like these?
https://hosting.photobucket.com/images/dd496/asmodian3/madVR_Black_Bar.png
How fast it responds also depends on the player, which has to notice when the image size changes and render accordingly. Zoom Player has a good implementation of madVR's "notify player" feature.
flossy_cake
28th October 2022, 04:33
It will change the zoom if it sees image content in an area that it was previously cropping
Yep, and that is precisely the problem. There is seemingly as far as I can tell no zoom mode which reliably disables that behaviour and instead locks in a fixed zoom setting for the entire duration of the video.
What if you use settings like these?
In that case you have ticked "if black bars change pick zoom factor" which means it's going to be monitoring the black bar size and making changes to the zoom level in real time. So it's always a possibility that if the bars get slightly smaller it will zoom it out slightly, or conversely if the bars get slightly larger it will zoom in slightly. I'm trying to avoid this behaviour altogether cause it's noticeable when it happens.
eg. if I select "which don't lose any image content" then if active picture area becomes slightly larger at some point, MadVR will zoom the frame out slightly. Or conversely if I tick "which doesn't show any black bars" then if active picture area becomes slightly smaller at some point MadVR will zoom in slightly. This would be fine if MadVR was setting the zoom factor immediately on a per-frame basis since bar size changes typically occur on a scene change (well, I have one video where it fades into the next scene with a barsize change and that would trip it up too). But MadVR seems to be checking every 5 seconds or so -- perhaps to save on processing time?
Obviously madshi has put a lot of work into the zoom options and it's quite impressive how much control we are given. But if the zoom changes are noticeable mid-scene then it's all for nought IMO. A couple of examples where this occurs are The IT Crowd DVD S01E01 and Fawlty Towers BD S01E01. In the former, active pixel area starts off at 100% then gets slightly smaller at the first scene, then goes back to 100% on one of the establishing shots, then back to the smaller size and there is no MadVR setting which can avoid visible zoom pops when this happens so for now I'm using Avisynth LanczosResize(1024, 576, 2.5, 2.0, -2.5, -2.0).
How fast it responds also depends on the player
I have unticked "notify media player" as I'd prefer to use MadVRs scaling algorithms. Is that how it works though?
el Filou
28th October 2022, 09:48
For me it's always laggy at the beginning of a video, sometimes I have to keep the movie paused, or seek back a bit, for madVR's cropping to kick in, but afterwards it's stable.
In fact I don't think I've ever seen a film where the black bars change slightly, what kind of material is that from?
Note that madVR's black bar detection also use CPU cycles (unfortunately for me), so I'm not sure if using another software in its place would make such a negative difference.
flossy_cake
28th October 2022, 21:09
In fact I don't think I've ever seen a film where the black bars change slightly, what kind of material is that from?
I havent seen a film with varying black bars either but The IT Crowd and Fawlty Towers were recent additions to my collection which have varying barsize multiple times during the episodes. It's usually when they use an external establishing shot and then transition to internal shot that the barsize changes.
Actually the situation with Fawlty Towers is a little bit different -- the bluray has a squished aspect 1.29:1 active pixel area when it should be 1.33:1 so I'm having to use MadVR's screen config > anamorphic lens > 1396/1440 to stretch 1.29:1 to 1.33:1. Because anamorphic lens never crops it just adds borders to maintain the stretch factor I end up with small black bars at top and bottom which I have to use zoom to compensate for.
Siso
30th October 2022, 17:31
SirMaster, I tried your HDR to SDR settings, and I like it. I have a question about dynamic clipping and disable avghighlights ceiling. Do I have to check them on my 100 nits monitor? https://thumbs2.imgbox.com/76/10/biN1z7ex_t.png (https://imgbox.com/biN1z7ex)
SirMaster
31st October 2022, 17:02
SirMaster, I tried your HDR to SDR settings, and I like it. I have a question about dynamic clipping and disable avghighlights ceiling. Do I have to check them on my 100 nits monitor? https://thumbs2.imgbox.com/76/10/biN1z7ex_t.png (https://imgbox.com/biN1z7ex)
I would enable both of them as I think they benefit the image.
On a ~100 nit display I would set the no compression to 100 instead of 75 if you haven't done that.
Selur
31st October 2022, 17:46
Hi, what can I do when MadVR detects my display as 8bit, when they are 10-bit?
Windows itself properly detects the displays as 10bit.
https://i.ibb.co/rQTcZpm/grafik.png (https://ibb.co/FhN0BYK)
The debug osd shows:
display: 59.9999949Hz (OS HDR)
Also madVR additionally detects the wrong resolution for my main monitor.
https://i.ibb.co/k8nKfcF/grafik.png (https://ibb.co/zRcsYfw) (this display is fed through two display port connects)
The debug osd shows:
display: 59.98009Hz (10 bit, RGB, full)
For the HDR and the SDR display the debug osd does show 'D3D11 windowed (8 bit)'.
https://i.ibb.co/7WBk45N/grafik.png (https://ibb.co/85GYcp4)
https://i.ibb.co/sC8ksFS/grafik.png (https://ibb.co/8b1TPj3)
=> shouldn't D3D11 be 10bit?
Cu Selur
Siso
31st October 2022, 17:49
I would enable both of them as I think they benefit the image.
On a ~100 nit display I would set the no compression to 100 instead of 75 if you haven't done that.
The screenshot I posted is the setting I'm using. Thanks for your feedback.
huhn
1st November 2022, 07:05
Hi, what can I do when MadVR detects my display as 8bit, when they are 10-bit?
Windows itself properly detects the displays as 10bit.
nothing as it doesn't matter just edid information-
this just means that the edid is read wrong or that it is just plain bad. can be ignore really just ignore it.
The debug osd shows:
display: 59.9999949Hz (OS HDR)
Also madVR additionally detects the wrong resolution for my main monitor.
(this display is fed through two display port connects)
The debug osd shows:
display: 59.98009Hz (10 bit, RGB, full)
^^
see above
the resolution that is been detected doesn't matter if you run your system with let's say DSR on at 8K on a UHD screen madVR has to renderer 8K as long as this is the active desktop resolution.
For the HDR and the SDR display the debug osd does show 'D3D11 windowed (8 bit)'.
=> shouldn't D3D11 be 10bit?
no under the current settings it's impossible to be 10 bit.
10 bit needs a FSE or WFS surface you are currently windowed which is just not enough.
there is only one case where 10 bit is blocked if set to active and that is with an nvidia card that is sending 8 bit to the display under this situation madVR will force 8 bit output because that was or is still bugged in nvidia where it does odd things adding banding.
you are also using DXVA2 native which doesn't work to well with madVR.
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