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flossy_cake
26th June 2024, 23:05
I kept notes of wattmeter readings from my system with the previous 1070 installed and I am surprised to find I'm actually getting lower total system wattage with the 3060 in max performance mode. I guess that means I must have been running the 1070 in max perf mode before? Could swear I had it on power savings mode. It's still strange cause 3060 has a slightly higher TDP so I was expecting it to be at least equivalent. With 3060 in power saving mode (Optimal/Adaptive in Inspector aka Normal in NVCP) the savings is only about 13 watts not 20 like RTSS is reporting. So yeah that's not too bad I'll happily use max perf mode globally -- all good.

Sunspark
27th June 2024, 07:17
@flossy_cake There is one additional thing you can try. The PCI Express Link State Power Management option in Windows power plan advanced options. Off, Moderate and Maximum are options. Change it to off.

This setting manages the communication between the GPU and the system. The setting you were working with was the setting for inside the card itself, not the same thing. So, to turn off power saving for communication, and then turn the nvidia thing back to moderate or whatever and do your testing. Link state can be an issue sometimes.

flossy_cake
27th June 2024, 13:58
@flossy_cake There is one additional thing you can try. The PCI Express Link State Power Management option in Windows power plan advanced options. Off, Moderate and Maximum are options. Change it to off.

This setting manages the communication between the GPU and the system. The setting you were working with was the setting for inside the card itself, not the same thing. So, to turn off power saving for communication, and then turn the nvidia thing back to moderate or whatever and do your testing. Link state can be an issue sometimes.

Cheers, I already had that one set to off as it's a desktop PC powered by AC only so it defaults to that anyway.

Anyway I'm fairly happy with the power consumption in max perf mode, total system draw idling at desktop 33w (it downclocks here cause those NVCP power settings only apply to 3D apps) 1080p24 x265 55w, 4k24 HDR x265 65w.

Although I don't know how accurate this wattmeter is, it's one of these cheapo ones

https://i.ibb.co/xSYK1rk/arlec-energy-cost-power-meter-bunnings-large.webp

System is a i74790k (2014) and 2x12TB WD Red Plus's attached and some USB game controller adapters

Sunspark
27th June 2024, 16:08
That's interesting that it was defaulted to off. On mine it wasn't, but it's a NUC, so probably a lot of laptop design in there.

55w is nothing for sure. :) Heck, I was gifted an old 14" diagonal 1024x768 CRT the other week and that will draw more power.

PS. Oops, I just realized I have been on the high performance power plan with the minimum cpu state at 100% for a long time. There was a reason I did that, but I forget now what it was. I have changed the minimum state to 1% now.

flossy_cake
28th June 2024, 18:45
55w is nothing for sure. :) Heck, I was gifted an old 14" diagonal 1024x768 CRT the other week and that will draw more power..

Oh I wasn't including the monitor in my wattage figures, only the PC case. Display is a Samsung plasma and that uses tons of power :o

If I overlay RTSS frametime graph during stutters while in Adaptive/Optimal power management mode (NVidia) the graph looks like this at the time of stutters (circled in red is when the stutter occured, it scrolls from right to left with right being most recent frame)

https://a.l3n.co/i/zLoaJ9.png

Do those small fluctuations circled in red actually mean the 16.7ms interval was missed? Seems hard to believe, the spike is only about 25% of the height which would be a 4ms fluctuation, and MadVR is buffering like 8 frames in advance anyway so even if the 16.7ms interval was missed it still shouldn't stutter.

I'm thinking that render graph has nothing to do with what's actually causing the stutter and actually the NVidia driver is somehow internally mucking up the actual presentation of the frame, like MadVR is calling "present" and the driver is still sleeping in its power saving mode and doesn't respond until 16.7ms later or something. In reality it looks like I'm actually getting 2-3 dropped frames at the screen which again is nowhere near the small 4ms spike on the RTSS graph. It's really quite a harsh jerk, sometimes the frame jerks forward in time then backwards then forwards all in the space of about 50ms or so. Luckily full power mode solves it but I hope it's not a fluke.

btw the 60fps test video is here https://www.youtube.com/watch?v=vigX3H7WX5Q

Beware it's 60.0fps not 59.94 so if you are at 59.94hz you will have a stutter every 16 seconds so make sure your monitor is a precise integer multiple of 60.0hz.

Oh and that reminds me previously we were discussing fine tuning refresh rates to reduce the madvr debug screen's "1 dropped frame every..." value and I installed an AMD GPU and it got all modes perfect out of the box no need to adjust anything. Then I got the new Nvidia 3060 and it's the same as 1070, needs tweaking (probably cause NVidia not implementing CTA timings quite perfectly in the driver) anyway I found a way easier solution than tweaking, all I had to do was reduce the vertical resolution in CRU by 1 pixel for the modes which have issues. That was all it took, 1 pixel less in the vertical direction and all n/1.001 modes became perfect with this 1 pixel adjustment. I don't have to use this calculator (https://www.monitortests.com/pixelclock.php) anymore and spend ages tweaking, it's just a 1 pixel offset that solves it for me. That is a 1 pixel offset from "Automatic (HDTV)" timings provided by CRU.

clsid
28th June 2024, 19:51
Have you tried presenting just 1 frame in advance?
That is a common fix for Nvidia stutters issues with Madvr.

And those who have Samsung monitors, try disabling "VRR Control".

huhn
28th June 2024, 20:19
i needed to set everything to no flush to.

2000 and newer cards have serious issues with madVR and presentation.

if the interval isn't missed you wouldn't be able to see any issue.

flossy_cake
30th June 2024, 02:17
Have you tried presenting just 1 frame in advance?
That is a common fix for Nvidia stutters issues with Madvr.

I tried that just now in MadVR and in NVCP, no effect. Then I tried different combos like 1 frame in NVCP but not in MadVR, and some other combos I hadn't tried before. The only thing that solves it for me is setting power mode to max performance in NVCP.

NVidia drivers seem to have gone downhill since the 1070, that GPU was perfect everything ran nice and smooth on it with the March 2020 driver. I'm having other issues with the 3060 too like shader compilation stutters which weren't present on 1070 and Dolphin emulator is nearly unusable because of it. So I bought a new motherboard and CPU and will be trying various configs and OS's over the coming weeks. I'm on windows 7 currently and the driver channel seems to be different vs windows 10, like the latest windows 7 driver released this month is 475.06 but for windows 10 it's 556.12. If I get good perf on windows 10 I might be forced to migrate everything over to that. Actually I'm lucky nvidia even put out a windows 7 driver at all and actually all their latest ones aren't even signed so you have to press f8 to boot into "no driver signing mode" just to even use it (I'm still researching if it's even possible to sign them myself)

Sunspark
30th June 2024, 02:57
Yes, you're lucky. With AMD, the version of Windows 10 has to be at least 1809 before the current drivers will install.

Try disabling NVIDIA Audio Device (Wave Extensible)(WDM).

SirMaster
1st July 2024, 18:56
If you are having stutters on Nvidia, make sure vsync is enabled globally or for your media player. Set Nvidia low latency mode to off (again globally or for the media player), and disable multiplane overlay.

https://nvidia.custhelp.com/app/answers/detail/a_id/5157/~/after-updating-to-nvidia-game-ready-driver-461.09-or-newer%2C-some-desktop-apps

x7007
3rd July 2024, 15:07
Oh I wasn't including the monitor in my wattage figures, only the PC case. Display is a Samsung plasma and that uses tons of power :o

If I overlay RTSS frametime graph during stutters while in Adaptive/Optimal power management mode (NVidia) the graph looks like this at the time of stutters (circled in red is when the stutter occured, it scrolls from right to left with right being most recent frame


https://a.l3n.co/i/zLoaJ9.png
Do those small fluctuations circled in red actually mean the 16.7ms interval was missed? Seems hard to believe, the spike is only about 25% of the height which would be a 4ms fluctuation, and MadVR is buffering like 8 frames in advance anyway so even if the 16.7ms interval was missed it still shouldn't stutter.

I'm thinking that render graph has nothing to do with what's actually causing the stutter and actually the NVidia driver is somehow internally mucking up the actual presentation of the frame, like MadVR is calling "present" and the driver is still sleeping in its power saving mode and doesn't respond until 16.7ms later or something. In reality it looks like I'm actually getting 2-3 dropped frames at the screen which again is nowhere near the small 4ms spike on the RTSS graph. It's really quite a harsh jerk, sometimes the frame jerks forward in time then backwards then forwards all in the space of about 50ms or so. Luckily full power mode solves it but I hope it's not a fluke.

btw the 60fps test video is here https://www.youtube.com/watch?v=vigX3H7WX5Q

Beware it's 60.0fps not 59.94 so if you are at 59.94hz you will have a stutter every 16 seconds so make sure your monitor is a precise integer multiple of 60.0hz.

Oh and that reminds me previously we were discussing fine tuning refresh rates to reduce the madvr debug screen's "1 dropped frame every..." value and I installed an AMD GPU and it got all modes perfect out of the box no need to adjust anything. Then I got the new Nvidia 3060 and it's the same as 1070, needs tweaking (probably cause NVidia not implementing CTA timings quite perfectly in the driver) anyway I found a way easier solution than tweaking, all I had to do was reduce the vertical resolution in CRU by 1 pixel for the modes which have issues. That was all it took, 1 pixel less in the vertical direction and all n/1.001 modes became perfect with this 1 pixel adjustment. I don't have to use this calculator (https://www.monitortests.com/pixelclock.php) anymore and spend ages tweaking, it's just a 1 pixel offset that solves it for me. That is a 1 pixel offset from "Automatic (HDTV)" timings provided by CRU.

how do you show the GSYNC details in the picture?

huhn
3rd July 2024, 16:34
it's just good old rivatuner; https://www.guru3d.com/download/rtss-rivatuner-statistics-server-download/
it has nothing todo with gsync.

Drybonz
6th July 2024, 03:53
I just noticed there was a test build 206... was wondering if there is a changelog that is kept anywhere, or at least a list of things we should test in the new build? Thanks for the help.

huhn
6th July 2024, 12:46
here https://www.avsforum.com/threads/improving-madvr-hdr-to-sdr-mapping-for-projector-no-support-questions.2954506/page-949?post_id=63406056#post-63406056
tone mapping stuff curves if i remember correctly.

beware this 205-206b version is very broken.

Drybonz
6th July 2024, 19:29
here https://www.avsforum.com/threads/improving-madvr-hdr-to-sdr-mapping-for-projector-no-support-questions.2954506/page-949?post_id=63406056#post-63406056
tone mapping stuff curves if i remember correctly.

beware this 205-206b version is very broken.

Thanks. Which version is best for daily use?

flossy_cake
6th July 2024, 20:33
how do you show the GSYNC details in the picture?

Edit ProfileTemplates\Global and set SyncInfo to 1

It's not very useful for mad VR tho, I only use it to confirm when I've enabled scanline sync in games cause I toggle it on and off for different games

ryrynz
7th July 2024, 00:19
Thanks. Which version is best for daily use?Betas have an expiry, but if you're okay with updating every few months or so, then usually the latest version, but in this case it's beta 205 until 207 is out in a few weeks or something.

Drybonz
7th July 2024, 00:30
Betas have an expiry, but if you're okay with updating every few months or so, then usually the latest version, but in this case it's beta 205 until 207 is out in a few weeks or something.

Ok... so just roll back to 205? What was the issue with 206?

blindspot
10th July 2024, 21:13
Anybody having problems with latest 31.0.101.5590 Intel Graphics Driver on UHD Graphics 770 and madVR renderer? Image looks like white noise.
@nevcairiel acknowledged (https://forum.doom9.org/showthread.php?p=2003248#post2003248) reports about this.

Yes. Intel drivers are killing madVR. Everything from gfx_win_101.5590 and forward is broken and even latest beta drivers gfx_win_101.5762 are bad. :(

Perenista
12th July 2024, 01:24
Why madVR does not work with the MPC command to flip the image horizontally? I have a video source with some parts that need this, but was only capable of doing with Enhanced Video Renderer, if I am not mistaken.

Asmodian
12th July 2024, 19:25
Because madVR does not have an option to flip the video and MPC does not have a way to intercept the video between the decoder and renderer to flip it. The renderer is the right place to do something like a horizontal flip, but madVR does not support it.

HillieSan
13th July 2024, 16:45
If you are having stutters on Nvidia, make sure vsync is enabled globally or for your media player. Set Nvidia low latency mode to off (again globally or for the media player), and disable multiplane overlay.

There is no “I like” button in this forum. Herewith, I like your tip. I use this simple solution as well and madvr runs smooth on my 1080 and 3060. It’s more like solving the glitches than stuttering.

flossy_cake
17th July 2024, 07:12
So am I correct in understanding that in Windows 10 MadVR cannot do a proper full screen exclusive mode like DX9/DX11 games use?

Because after "upgrading" from Windows 7 to 10 I can see regardless of my chosen MadVR settings the MadVR debug screen always reports "composition rate" which I take to mean the rendering is all going through the Windows compositor now.... which means what ... Windows is applying its own vsync and triple buffering to MadVRs output? Is that how it works in Windows 10? Or is that only Windows 7 behaviour?

Also random comment, I'm playing around with a new Intel UHD 730 iGPU and shocked to find how pissweak it is... all it can basically manage for 60fps is bicubic scaling only, and that's it. Lanczos is too much GPU load for it, antiringing filter is too much for it, and none of the DXVA features work either, just get black screen for any DXVA processing. The UHD 770 is about 50% faster than 730 so maybe that one could be used for light HTPC duties but I reckon you'd want at least a 1060 or a 3050 for MadVR (my old R9 380 manages it ok too, but needed the stable enterprise driver otherwise it has a 5% chance of crashing every time MadVR changes the display mode). To confidently steamroll everything I'd say you'd want a 1070/3060/4060 or AMD equivalent.

huhn
17th July 2024, 07:16
nothing can do FSE ou of the box.
microsoft disabled it and just lies to the software.

you are always going through the DWM as there is no FSE anymore.
some driver and windows version will show a composition rate some don't do that.

flossy_cake
17th July 2024, 07:37
nothing can do FSE ou of the box.
microsoft disabled it and just lies to the software.

you are always going through the DWM as there is no FSE anymore.
some driver and windows version will show a composition rate some don't do that.

Cheers, I won't worry about it then.

The windows 7 compositor is a bit flakey for me, so maybe the windows 10 compositor is better. Haven't had any issues with it so far but need to do lots of testing.

isamu
17th July 2024, 09:31
Hi guys, do any of you happen to know of a plugin, or any sort of way that enables menu support for 4K UHD Bluray discs in either MPC-HC or MPC-BE? Sucks that we have this as support by default.

Manni
17th July 2024, 10:01
Hi guys, do any of you happen to know of a plugin, or any sort of way that enables menu support for 4K UHD Bluray discs in either MPC-HC or MPC-BE? Sucks that we have this as support by default.

jRiver MC does it very well and supports both madVR and JRVR. AFAIK there is no such option for MPC-BE.
I use jRiver (with JRVR) as an external player for CMC and it works great (within the limitations of HTPCs).

isamu
17th July 2024, 13:20
jRiver MC does it very well and supports both madVR and JRVR. AFAIK there is no such option for MPC-BE.
I use jRiver (with JRVR) as an external player for CMC and it works great (within the limitations of HTPCs).

Thank you sir! What exactly is jRiver MC and where can I find more information about it? Link?

SamuriHL
17th July 2024, 13:29
Thank you sir! What exactly is jRiver MC and where can I find more information about it? Link?https://jriver.com/

Sent from my SM-S928U1 using Tapatalk

isamu
17th July 2024, 13:41
https://jriver.com/

Sent from my SM-S928U1 using Tapatalk

Thanks buddy!

Sunspark
17th July 2024, 17:03
@flossy_cake It really depends on what OS build, driver version and GPU level you're using.. One of the things that is necessary to do on older builds, not sure about the newest ones as I don't use them, is on the compatibility tab of the player's properties is to place a check on "disable fullscreen optimizations". I believe FSE does work on my system as looking at the graph lines in the HUD of other renderers like evr-cp and mpc-vr the shape is not the same as when it is in non-exclusive. Do you "need" exclusive? No. Can it be useful sometimes? Yes, a good example is if you use night light but don't want it to affect the video playing, then you need FSE as it bypasses night light. Overlay still works for me, but older system.

Do your test with the checkbox I mentioned.

You may need to go much further like disabling the game bar as well which is another overlay layer.

Composition rate line was present even on Windows 7.

You don't want to recommend AMD for your own use, because you do a lot of deinterlacing--there are issues, unless you rolled up a fully software solution.

All non-exclusive modes get vsynced by Windows so it's not necessary to turn on built-in vsync options in players. I very much do like to switch to the resolution and refresh rate of the video playing, so even in FSE you don't need to turn on player vsync either if you do that.

Tip for the scaling issue you're having at 60 fps. Instead of trying to scale both chroma and the image, switch to the resolution and refresh of the video and scale just chroma only and let your display do the image scaling. Is it going to be "as nice"? Depends on what your display does. Mine is ok and doing that reduces system load.

flossy_cake
19th July 2024, 15:50
on the compatibility tab of the player's properties is to place a check on "disable fullscreen optimizations".

Cheers I didn't know about that one. The Windows 10 machine I was building has been handed off to my parents so I'm unable to test it right now but does it still say "composition rate" for you?

Also what about FSE mode games - do those all go through compositor now too on Windows 10+? Cause the "tell" on Windows 7 that you were going through compositor is that vsync would always be enabled even when you disabled it in the game. But in Windows 10 if I run Unigine Heaven benchmark in fullscreen mode I can run it vsyncless and get tearing which I *thought* implied no compositor but I'm probably wrong it seems and Windows 10 probably stopped forcing vsync for its compositor?


You don't want to recommend AMD for your own use, because you do a lot of deinterlacing--there are issues, unless you rolled up a fully software solution.

I do all my deinterlacing on the CPU with Avisynth in realtime using my own script to adaptively and seamlessly switch between BWDIF and TIVTC - heres (https://drive.google.com/uc?export=download&id=1srRRVH9r0RakkX9tHUWoN8IDrQmW72W3) a demo of it in action (480i30 -> 1080p60). I was motivated because the MadVR IVTC gets tripped up on cadence breaks whereas my script doesn't because it maintains the field rate when IVTC'ing to 60p so the cadence is always the same as the source. It can also optionally IVTC to 24p and detect the cadence breaks and do a frame blend over 10 frames to hide the stutter caused by duplicates ending up in the final 24p clip, in case you prefer the smooth motion of 24p vs 3:2 at 60p.

Sunspark
19th July 2024, 22:24
Yes, the checkbox still says composition rate, however from what I read it was only respected between versions 1709 and 1809 and after that no. There are a bunch of registry keys in \HKEY_CURRENT_USER\System\GameConfigStore to control things around FSE, but I haven't messed with them. Can't even remember if I added a key. There are 7 entries listed there for me. If you really get into it, you may need to mess with the registry keys, especially for games. So now I don't know if it's actually using true FSE.. alt-tab doesn't work with my setup, so who knows? YMMV, a lot of testing will be required around those keys.

That said, I was curious so I booted into Windows 7 to take a look. Overlay DOES show a composition rate there if using the Aero theme, but does not show the line if it is using Basic or Classic. Checking the MadVR option to disable desktop and unchecking only fullscreen sub-option, you see the theme switch to basic so that is what it is doing. FSE mode doesn't show the composition line in any theme there. In Windows 7 overlay mode will show a composition rate of 30 Hz when playing 23.976 when in Aero.

In Windows 10, all display paths including overlay will show the composition line. That said, from poking at it, fullscreen exclusive when resolutions and refresh rates are matched, but using old-path backbuffers has a consistently lower rendering time than new-path frames in advance on this old igpu, this is with the player properties checkbox checked to disable optimizations. Don't know if there's a relation. The difference is minor and not worth caring about, but it is there. Overlay mode will show 23.976 as the composition rate unlike 30 in Win 7.

flossy_cake
8th August 2024, 14:53
I just "upgraded" from a 1070 to a 3060 and it introduced stutters in MPC-HC + MadVR on 60fps videos. I traced it down to the new driver defaults which defaults to "power management mode: normal" instead of "max performance". In other words, if I set "max performance" mode the stutters go away completely.

I have now downgraded all the way back to a AMD R9 380 and it downclocks during the 60fps test video and the playback is still perfectly smooth with not a single dropped frame, so I am 100% sure NVidia are being silly dummies with their bugged power profile driver code. Well, to be fair AMD are silly dummies too as I have to use some third party app called ClockBlocker to prevent downclocking in games order to get smooth fps in older games that use barely any GPU. :)

huhn
8th August 2024, 17:49
this is a madVR issue mpv works pretty good in this regard and games usually also have not that type of issue.

the default should be changed massively anyway nvidia is literally not working with out of the box settings.
but we all know that's not going to happen any time soon.

tp4tissue
8th August 2024, 23:01
For purely playback purposes, amd cards are just more convenient, that plus the nvidia greed tax, no brainer where madvr is concerned. AMD also cycles between 8bit and 10bit hdr seemlessly, no broken blank screens that crash sometimes.

flossy_cake
9th August 2024, 13:34
this is a madVR issue

how can u say that when turning off the nvidia power management solves the issue, cmon man its clearly the power management and that behaviour is happening inside the driver so to blame it on something outside the driver is not fair to the authors of MPC and MadVR :thanks:

flossy_cake
9th August 2024, 14:06
oh I know what we could do... leave nvidia max performance mode enabled but downclock to 300mhz in afterburner. if it doesnt stutter then i would say it's the nvidia power management driver code to blame . i would test this myself but i already moved the 3060 to a new mobo that doesn't have any OS installed and that is a big job for me to build a new image from scratch so i probly wont get it done for another week or so

huhn
10th August 2024, 05:35
how can u say that when turning off the nvidia power management solves the issue, cmon man its clearly the power management and that behaviour is happening inside the driver so to blame it on something outside the driver is not fair to the authors of MPC and MadVR :thanks:

because a video renderer is design to run at low power and other video renderer have no issue but you removed that part of the quote to just misquote me.

madVR uses a render queue of 8 which nvidia doesn't support for like 6 years now.

what has mpc todo with this anyway?

Siso
10th August 2024, 14:15
Huhn, what number of render queue nvidia supports now?

huhn
10th August 2024, 14:39
in the driver up to 3 a number of 1-3 usual works for the majority of user.

clsid
10th August 2024, 14:53
In madvr settings, its the present in advance setting. Use 3 or less, preferably 1 if you have any stutter related issues.

Siso
10th August 2024, 14:58
He was talking about render queues, the frames in advance is a different thing.

huhn
10th August 2024, 15:12
i mean the frames in advanced the presenting driver couldn't careless about the decoder or render queue.

madvr may call them render in advanced but that's just the GPU queue.
same for back buffer there is quite a number of types and way to do that.

the madVR render queue may break deint and other parts that want x number of frames but that's been a while.

a decoder queue of over 16 or 8 sorry can remember the actual number was breaking VP9 decoding. i only noticed this because i was using a CPU queue of 128 as a cheap mans subtitle buffer.

Siso
10th August 2024, 15:17
For users with nvidia cards, which method is more stable - present frames in advance or use backbuffer.

flossy_cake
10th August 2024, 15:25
because a video renderer is design to run at low power and other video renderer have no issue

As part of my extensive troubleshooting with this issue of course I tried different renderers and they were no better. Actually the only one worth even looking at was MPC Renderer , the rest are all ancient and featureless. If you know of an equivalent alternative DS renderer than MadVR I'd like to hear it.



madVR uses a render queue of 8 which nvidia doesn't support for like 6 years now.

Yes and in my previous replies I tried every combination of every setting and none of them resolve the issue, even some profile inspector settings.

what has mpc todo with this anyway?

Because MPC+MadVR is the combo I'm using and if we start with an agnostic premise of not knowing the root cause, then it could be anything in either of those two. But in my case it's obviously the nvidia driver as the issue/solution is reproducible.

huhn
10th August 2024, 15:46
For users with nvidia cards, which method is more stable - present frames in advance or use backbuffer.

i'm not aware if everyone even testing that.
for d3d11 you have to use advanced and madVR is using flip the one disabled in mpcVR because it could result in issues.

i have to disable flushing to get it to work properly another user also reported that this help but i really don't want to make this common use case this also has issues.

As part of my extensive troubleshooting with this issue of course I tried different renderers and they were no better. Actually the only one worth even looking at was MPC Renderer , the rest are all ancient and featureless. If you know of an equivalent alternative DS renderer than MadVR I'd like to hear it.




Yes and in my previous replies I tried every combination of every setting and none of them resolve the issue, even some profile inspector settings.



Because MPC+MadVR is the combo I'm using and if we start with an agnostic premise of not knowing the root cause, then it could be anything in either of those two. But in my case it's obviously the nvidia driver as the issue/solution is reproducible.
mpc-hc has nothing todo with the GPU driver outside of hardware decoding and giving the frame to the renderer it is not related to GPU usage or presentation.

the nvidia driver and madVR are clearly not working properly with each other but there are countless games out there and they do just fine.

just pointing at the GPU driver for all our issues getting a little bit old over those years when other renderer like mpvVR and mpv work like a charm.

madVR is in a terrible state barely working. changing to 1 frame in advance disabling mpo and forcing the terrible high performance mode and you may even need to change the flsuh settings... is not a state madVR should be in.

the current beta is literally an epilepsy hazard... knowingly!

flossy_cake
11th August 2024, 02:53
Well I should say all my comments this far are on windows 7 in full screen exclusive mode (which actually works, unlike on windows 10 it seems). For all I know it could be a total shitshow on windows 10.

When I finally migrate the HTPC over to windows 10 some time next week I'll report back with my observations. I am expecting it to work "ok" based on some minor testing with a Win 10 iGPU system but that is a different setup to a standalone NVidia/AMD. We shall see. Maybe it's as bad as you say, I hope not.

I deliberately bought 3060 and a motherboard with CSM so I still have windows 7 as a fallback option in case I can't get smooth playback on 10.

I have already noticed on the iGPU system that windows 10 cannot even render a grey ramp in SDR without some banding — there are 2 tones in the low end which are duplicates and nothing I tried can get rid of them (solutions like linearising the vcgt and disabling windows colour management).

tp4tissue
12th August 2024, 02:16
Is there a quick way to have mpchc or madvr call a specific resolution simultaneously stipulating 422 or 444, 8bit/10bit?

huhn
12th August 2024, 11:08
https://github.com/Maassoft/ColorControl
you can call it using profiles in madVR.
with amd you have issue that the driver can't change refeshrate and windows doesn't change colorspaces/bitdeep.
so i'm not aware of a tool that tries to do that.