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madshi
3rd March 2014, 10:39
Does this have any change that might cause potplayer to leak? Because that's what I'm experiencing since around the time I installed it. +~80MB for every new playback cycle with fullHD videos.
No, I don't think so. Anyway, it's just a test build to test one fix.

madshi
3rd March 2014, 13:36
@XMonarchY,

Graeme has replied to the problem you reported here:

http://www.avsforum.com/t/1471169/madvr-argyllcms

Can you please follow-up there and answer any questions he might have? Specifically he's asking for the .ti3 file you used and the collink options etc.

Asmodian
3rd March 2014, 16:16
I posted my calibration files there as I have a similar issue. I hope it helps. :)

seiyafan
3rd March 2014, 16:28
Actually with the currently inflated price of AMD cards, I have more hope with maxwell.

Asmodian
3rd March 2014, 18:29
Based on feedback at avsforum it looks like it is actually a feature to allow wtw representation when possible (it is only possible when using -a in collink and linear GPU gamma ramps). It is only that on my display (and I assume XmonarchY's) blue cannot get any more blue so the brighter whites turn yellow. As only test videos should have any wtw beyond ~237 and the color isn't very off at 237 we probably shouldn't worry about it. :)

It does make interpreting test patterns trickier. ;)

Edit: OR not! I'll just keep watch for a bit and see.

madshi
3rd March 2014, 18:33
No. It's a bug in ArgyllCMS (at least Graeme explicitly said that what we're seeing is not as intended) and needs to be fixed.

mzso
3rd March 2014, 18:35
No, I don't think so. Anyway, it's just a test build to test one fix.

Okay. I installed over the madvr files with v0.87.4 and the memory usage normalized.

Test:http://abload.de/thumb/pot-madvr-leakdukde.png (http://abload.de/img/pot-madvr-leakdukde.png) vs. Stable:http://abload.de/thumb/pot-madvr-leak2dyk1m.png (http://abload.de/img/pot-madvr-leak2dyk1m.png)

Ceremony
3rd March 2014, 18:36
Fantastic presenter madshi! Danke schön!

However, I can't really get smooth motion to work, without serious judders, while the delayed (and dropped) frames numbers climb.

decoder, subtitle, upload, render and backbuffer queue is always full and I went with the maximum amount for each.

This is most noticeable when I do something while the video is playing, like minimizing some random window or so.

With smooth motion disabled, actions such as these have no impact on the video.

PC/environment specs of interest:
NVIDIA GTX480 1.5GB @ Stock
INTEL i7-2600k @ 4.8GHz
12GB DDR3 RAM @ 1600MHz
2x Samsung PX2370 1920x1080 displays @ 70Hz

Test with various videos (720p, 1080p, 480p), result remains the same: Smooth Motion is unfortunately unusable :(
However, lower resolutions are less prone to the issue.

P.S. using mpcbe with lav(split+decode), ffdshow tryouts (filter video, mix audio), reclock and xysub

madshi
3rd March 2014, 18:39
Okay. I installed over the madvr files with v0.87.4 and the memory usage normalized.
If this problem occurs with v0.87.5, then please let me know. Otherwise please ignore this problem for now.

However, I can't really get smooth motion to work, without serious judders, while the delayed (and dropped) frames numbers climb.

decoder, subtitle, upload, render and backbuffer queue is always full and I went with the maximum amount for each.
Maximum queue size is not always the best idea. If you run out of GPU RAM, this can have all kinds of bad effects. Anyway. Have you tried fullscreen exclusive mode? That's the best mode to use for smooth motion to work reliably.

Ceremony
3rd March 2014, 19:11
If this problem occurs with v0.87.5, then please let me know. Otherwise please ignore this problem for now.


Maximum queue size is not always the best idea. If you run out of GPU RAM, this can have all kinds of bad effects. Anyway. Have you tried fullscreen exclusive mode? That's the best mode to use for smooth motion to work reliably.not an issue:
still ~1/3 of VRAM left and plenty of RAM too.

exclusive works much better, however, as i am using two monitors, its not really an option. Plus, it causes visual defects:
Minimizing, maximizing or closing windows will freeze the animation of said window in a state inbetween, till you exit exclusive mode on the other monitor.

madshi
3rd March 2014, 19:16
Well, exclusive mode is the recommended mode. Of course if you have a dual monitor setup and want to continue working on the primary monitor while playback is running on the secondary, that might currently be problematic. I'm not sure if I can improve that. Maybe, but not soon. You could also try Overlay mode.

cyberbeing
3rd March 2014, 19:21
AMD, but I have a hard time believing that it would be GPU specific. Anyway, doesn't matter, as long as I can reproduce it.I'd be curious what the underlying cause is, once you track it down.

Since you've now mentioned fully resolving this, what did the 'proper fix' end up being?

Ceremony
3rd March 2014, 19:30
Well, exclusive mode is the recommended mode. Of course if you have a dual monitor setup and want to continue working on the primary monitor while playback is running on the secondary, that might currently be problematic. I'm not sure if I can improve that. Maybe, but not soon. You could also try Overlay mode.

seems like that fixed it! thanks a bunch!

Also, is there a way to stop it from reinitializing when dragging the player to the other screen? My display have the same resolution and framerate/Hz, so there is no need to clear the queues, at least some of them.

EDIT: oh yeah, its probably been covered before, but searching a thread with 1200+ pages is like looking for that infamous needle in a haystack: Why doesnt OpenCL dithering work with NVIDIA? shouldnt it properly support OpenCL by now?

madshi
3rd March 2014, 19:33
Since you've now mentioned fully resolving this, what did the 'proper fix' end up being?
The fix was 2-part: (1) A very small stretch of the data (~ 1.0000008 stretch factor) to move pure black below BTB and peak white above WTW. (2) I had to use a trick to get more precision out of the 16bit float format I have to use for D3D9 <-> DirectCompute interop.

Also, is there a way to stop it from reinitializing when dragging the player to the other screen? My display have the same resolution and framerate/Hz, so there is no need to clear the queues, at least some of them.
That is necessary, because every monitor is driven by a separate "GPU", even if it's just 2 output ports of the same PCIe card.

Ceremony
3rd March 2014, 19:48
That is necessary, because every monitor is driven by a separate "GPU", even if it's just 2 output ports of the same PCIe card.
ah, okay, but is there a chance to improve upon that? e.g. when I use the enhanced video renderer (custom) with "reset when changing dispay" unchecked, it only seems to reset audio, not video.

well, this is probably the lowest priority request one can make^^

madshi
3rd March 2014, 20:11
EDIT: oh yeah, its probably been covered before, but searching a thread with 1200+ pages is like looking for that infamous needle in a haystack: Why doesnt OpenCL dithering work with NVIDIA? shouldnt it properly support OpenCL by now?
The next release will use DirectCompute for error diffusion (but not for NNEDI), which will work fine for NVidia users, too. But NNEDI/OpenCL still seems to be broken, NVidia's fault.

well, this is probably the lowest priority request one can make^^
Yes, too many more important things to do.

XMonarchY
3rd March 2014, 20:33
Well... I am glad that 3DLUT WTW issue is now being worked on. It appears that at the moment, the only way to create a proper WTW is to make sure that all 256 bits of R, G, and B are present for the original LUT. That isn't possible on my TV - my B at 100% gray level is at 110% or so, which means 10% of bits are be missing to make up for imbalances in the rest of the LUT. This is why bars are yellow. Someone who is missing R, or G, instead of B, has pink or whichever other color bars. It is only my luck that Asmodian has a similar issue or my feedback/report would be dismissed...

Where should people submit the nVidia OpenCL <-> D3D9 interlop bug? nVidia's official bug reporting channel? Should any more information be provided, like a generic letter? I think the more people submit the bug, the more likely it is to be fixed in the next driver release or some time in the future...

Can D3D10 or D3D11 be used with OpenCL instead of D3D9 to run NNEDI3?

cyberbeing
3rd March 2014, 21:37
Where should people submit the nVidia OpenCL <-> D3D9 interlop bug? nVidia's official bug reporting channel? Should any more information be provided, like a generic letter? I think the more people submit the bug, the more likely it is to be fixed in the next driver release or some time in the future...

Driver surveys (http://surveys.nvidia.com/index.jsp?pi=6e7ea6bb4a02641fa8f07694a40f8ac6)

Posting in ManualG's stickied Driver Release threads on Geforce Forums (https://forums.geforce.com/default/board/33/)

Bug reports (http://nvidia-submit.custhelp.com/app/answers/list)

NVIDIA's CUDA Registered Developer bug reports (for madshi only, since NVIDIA's implements OpenCL via their CUDA compiler) (https://developer.nvidia.com/nvbugs/cuda/add) Or probably a similar bug reporting mechanism which may exist through NVIDIA's Graphics/Game Development Registered Developer Program (https://developer.nvidia.com/rdp/applications/graphicsgame-development-registered-developer-program) for Direct3D/OpenGL bugs (because of past abuse, they are more strict on accepting applications for that program, compared to the CUDA program where they'd accept anyone easily).

tp4tissue
3rd March 2014, 22:26
Hello... for 24fps FRC'ed to 30hz... in 1/6 of a second, there are 2 real frames, and 3 blended frames, is that right?

*Touche*
3rd March 2014, 23:40
The fix was 2-part: (1) A very small stretch of the data (~ 1.0000008 stretch factor) to move pure black below BTB and peak white above WTW. (2) I had to use a trick to get more precision out of the 16bit float format I have to use for D3D9 <-> DirectCompute interop.

Will this fix the higher blacks when colored dithering is enabled?

BTW: FSE works without problems on secondary screen while normal work is done on the primary.

Ceremony
4th March 2014, 01:10
one more week and madvr will power my home cinema <3

(waiting for that slow ass screen to arrive!)

Asmodian
4th March 2014, 04:31
Hello... for 24fps FRC'ed to 30hz... in 1/6 of a second, there are 2 real frames, and 3 blended frames, is that right?

Yes, blended frames in red.


|-------|-------|-------|-------| 24 Hz
-|-----|-----|-----|-----|-----| 30 Hz

cyberbeing
4th March 2014, 06:13
Since madVR FRC blending is variable each VSYNC, the blending percentages between video frames are better visualized like the following:

http://i.imgbox.com/UifzjPPy.png

Thrown together quickly and not very exact, but the point is that unlike traditional blending, you'll have custom blending ratios each VSYNC based on your refresh rate VS video timestamps on a global optimal timeline. If your 30hz refresh rate or video timestamps are non-perfect, you'll likely end up with all video frames being blended to some degree because of misalignment. madshi generally recommends using at least 60hz refresh rate (the higher, the better) to cut down on the number of heavily blended frames and the blurriness they induce.

madshi
4th March 2014, 09:25
Will this fix the higher blacks when colored dithering is enabled?
I don't know. As far as I remember some users had higher blacks with colored dithering, others had lower blacks. So I've no idea what effect this will have on you. It should not make things worse, in any case.

BTW: FSE works without problems on secondary screen while normal work is done on the primary.
Seems to work for some users but not for others. Might depends on the media player? Don't know...

Francois76l
4th March 2014, 14:11
Dear all,
I've some difficulties for correctly set up my HTPC and I need your help.

I'm using MPC-HC + LAV Video decoder (software decoding) + ffdshow video decoder (avisynth) + ffdshow audio decoder + MadVr (0.87.4).
All is running on Win7 with i7 3770k @ 4.5Ghz and Asus Nvidia 660 Ti (driver v327.23) and all is perfectly set up. No dropped frames, 23.97689Hz etc...

My problem concern VSYNC support on MadVr.
I'm using a dual screen system. The primary screen is always using for playback (HDMI 660Ti Output --> JVC X35), the secondary is my HC system (MotherBoard HDMI output --> Onkyo TX-SR875) for sending bitstream via hdmi.

I tried to search some informations but nothing is clear for me and I think I'm not alone with this problem.
Could someone clarify those points for me please...?

-1: Do I need to desactivate aero?
-2: I heard about activating VSYNC under Nvidia control panel but on what program? MPC-HC.exe or madhcctrl.exe? Which mode? On, Adaptive, Adaptive (half refresh rate)?
-3: Am I missing another thing? :)

Thank you so much for helping me!
And sorry if my english is not good!

huhn
4th March 2014, 14:35
because your screens have different refresh rates you have to disable aero to fix the composition rate but this can create tearing i get tearing with my amd card this way or use exclusive fullscreen this can create problems if you do something else in the same time like playing a game working on a excel.

leave your nvidia settings at default don't force anything in them.

you don't run in vsync problems with exclusive fullscreen mode and vsync problems with window mode and active aero are a problem of the past.

Francois76l
4th March 2014, 14:41
Thank you huhn

So the only way to avoid any interference on the video is to use a single monitor?
It can be done. I was using 2 hdmi cables (so two monitors) to have a direct link between my PC and my video projector for the video and another one for audio but maybe it's not a good idea...
I can use only one from PC --> receiver -> projector

I will leave everything by default in the Nvidia control panel concerning the VSYNC

huhn
4th March 2014, 15:00
if you don't want to use this pc for watch movies on the beamer and do something else on the monitor at the same time.
you can just use fullscreen exclusive mode and everything should be fine.
and all i say was it can produce problems but i didn't say it will create problems.

if you can't use fullscreen mode for what ever reason you should, you will most likely run in problems thanks to the composition rate.

so use full screen exclusive mode that's my recommend and if this produce problems report back.

madshi
4th March 2014, 15:14
Dual-Monitor solution: Fullscreen exclusive mode. Or overlay mode. The latter only works for Intel and NVidia, but not for AMD.

Francois76l
4th March 2014, 15:36
Ok, thanks for your precious informations!
I'm already in fullscreen exclusive mode.
I will try to desactivate Aero in the MadVr options.
when I'm watching a movie, nothing else is loading (games, excel and so on)

Shiandow
4th March 2014, 15:39
Does anyone know of a way to apply a shader after smooth motion but before dithering? I made a shader which uses a trick to gamma correct the dithering algorithm, and I'd like to see if this solves the 'blinking' but to do that I need to apply it after the frames are blended.

huhn
4th March 2014, 15:46
I will try to desactivate Aero in the MadVr options.
doesn't have a affected on fullscreen exclusive mode. fullscreen exclusive is only active in fullscreen else window mode is used.

when I'm watching a movie, nothing else is loading (games, excel and so on)
so what is your problem then? you talked about vsync, do you get tearing or what is the problem with vsync?

Francois76l
4th March 2014, 17:51
so what is your problem then? you talked about vsync, do you get tearing or what is the problem with vsync?
I don't have tearing problems but since a few days I have a lot of jerking especially during rapid movements. I was thinking it could be a VSYNC problem

huhn
4th March 2014, 17:55
I don't have tearing problems but since a few days I have a lot of jerking especially during rapid movements. I was thinking it could be a VSYNC problem

can you you play a file where "a lot of jerking" is happing and make a screen with the osd (control + j)? you need to use screen print not the screen-shot function

jaju123
4th March 2014, 17:58
Maybe if enough people submit a bug report here then the issue with d3d9 - opencl interop cost will be fixed by AMD:

http://www.amdsurveys.com/se.ashx?s=5A1E27D25AD12B1A

Francois76l
4th March 2014, 18:03
can you you play a file where "a lot of jerking" is happing and make a screen with the osd (control + j)? you need to use screen print not the screen-shot function

Thanks huhn, of course I can.
What do you call a screen print? The key on the keyboard?
Generally, I'm using Fraps. I will do it after work. Thanks for your help ;)

huhn
4th March 2014, 18:12
please use control+print or alt + print (the media player has to be active in this case).

you can input the screen then with control +v in paint and save it.

Francois76l
4th March 2014, 19:10
please use control+print or alt + print (the media player has to be active in this case).

you can input the screen then with control +v in paint and save it.

It's not working in fullscreen exclusive mode so I used Fraps
Here is my screenshot

http://img11.hostingpics.net/pics/523948mpchc2014030419070303.png

In general settings, only "enable automatic fullscreen exclusive mode is checked"
Chroma upscaling: NNEDI3 16 Neurons (YV12 output from ffdshow)
Image downscaling: Lanczos 8 taps + anti-ringing + Scale in linear light

Image doubling is not used since I made all my upscale via avisynth for my SD contents using NNEDI3 (the best for SD!!)

annovif
4th March 2014, 19:18
Hello, i've got a light version of windows 8 , can i know what kind of microsoft net framework or other microsoft software i have to load for 0.87.4 madvr full functionality?

huhn
4th March 2014, 19:27
It's not working in fullscreen exclusive mode so I used Fraps
Here is my screenshot

http://img11.hostingpics.net/pics/523948mpchc2014030419070303.png

In general settings, "only enable automatic fullscreen exclusive mode is checked"

your screenshot shows perfect playback. have you waited till "a lot of jerking" is happening else the source is at fail or very very unlikely your display device.

agustin9
4th March 2014, 19:38
Maybe the display is delivering "fake" 48hz, you should try 60hz with smooth motion on

huhn
4th March 2014, 19:58
smoothmotion creates blurring with HFR files.
smoothmotion triggers when movie frame rate is higher than display frame rate, this causes a lot of blurring.

the effect is extreme with 30 fps file on a 23p screen.
this can cause huge problems on 4k 30 fps displays or with 120+ fps files.
smooth motion shouldn't be trigger when the FPS is way higher than the display refresh rate. i don't know if a true 60 fps file makes problem on a 59p screen.

Well, I'm not totally sure about this one. The alternative would be dropping frames like crazy. Smooth motion will at least provide a smooth playback experience. Sure, it will blur a lot. But isn't that better than sharp juddering motion? Actually the algorithm to do this is quite complicated. So this is absolutely not an accident, but intentional. Whether it's good is another question. But I don't think this is a bug. Instead it might make sense to discuss this on the doom9 forum first?
yeah why not discussing this first. but it may be better to drop frames at least if the file fps is a multiply of the display refresh rate (no judder)but let's see what other people on doom9 think after seeing/reproducing this problem.
source: http://bugs.madshi.net/view.php?id=172 (http://bugs.madshi.net/view.php?id=172)

the "problem" i see with HFR files on "low" frame rate display is a lot of blur and even ghosting. so i'm question if this is the right way to handle these files.
so a realistic case is a 60 fps file on a max 30 fps screen. (4k hdmi 1.4 displays)

here is a file i created to trigger a bug in madvr(you may encounter it too, but it is reported and fixed in 87.5) it's a real vfr ~ 119 fps 5 sec sample: file (http://www.file-upload.net/download-7856451/lol120.mkv.html)

you should be able to reproduce the blur and ghosting from smooth motion.
you only have to actived smooth motion, all smooth motion settings trigger on a 60 fps screen

so what did the reader of this thread think about this? i'm totally aware that this is NOT a serious problem because 120 fps file are very rare and 30 fps max displays even more.

i may created a CFR 120 fps file with really high motion later if i find the time. higher motion= higher effect.

madshi
4th March 2014, 20:23
I'm already in fullscreen exclusive mode.
I will try to desactivate Aero in the MadVr options.
If you're already in FSE mode then you don't need to disable Aero.

I don't have tearing problems but since a few days I have a lot of jerking especially during rapid movements. I was thinking it could be a VSYNC problem
Please have a look at the debug OSD (Ctrl+J) while you have that jerking. Do any of the queues get near empty at those times? Do you get any dropped or delayed frames listed in the OSD, or presentation glitches? Also please try to increase the size of the CPU and GPU queues (e.g. 16 CPU, 12 GPU) and also the number of pre-presented frames for exclusive mode (I'd suggest at least 8, maybe 12, currently you have 4).

Maybe if enough people submit a bug report here then the issue with d3d9 - opencl interop cost will be fixed by AMD:

http://www.amdsurveys.com/se.ashx?s=5A1E27D25AD12B1A
I don't have much hope, but it might be worth a try. I wish I could still contact AMD devrel. There used to be an email available for that, but it doesn't work, anymore. So I've no way to contact AMD developer relations, anymore.

Hello, i've got a light version of windows 8 , can i know what kind of microsoft net framework or other microsoft software i have to load for 0.87.4 madvr full functionality?
You may need to update/install Direct3D9. Windows 7 and 8 only come with a subset of D3D9 functionality, so installing D3D9 might be helpful. Other than that I'm not aware of anything you have to install.

Does anyone know of a way to apply a shader after smooth motion but before dithering? I made a shader which uses a trick to gamma correct the dithering algorithm, and I'd like to see if this solves the 'blinking' but to do that I need to apply it after the frames are blended.
In the long run I might make things like this possible, but currently it's just not possible.

the "problem" i see with HFR files on "low" frame rate display is a lot of blur and even ghosting. so i'm question if this is the right way to handle these files.
so a realistic case is a 60 fps file on a max 30 fps screen. (4k hdmi 1.4 displays)

here is a file i created to trigger a bug in madvr(you may encounter it too, but it is reported and fixed in 87.5) it's a real vfr ~ 119 fps 5 sec sample: file (http://www.file-upload.net/download-7856451/lol120.mkv.html)

you should be able to reproduce the blur and ghosting from smooth motion.
you only have to actived smooth motion, all smooth motion settings trigger on a 60 fps screen

so what did the reader of this thread think about this? i'm totally aware that this is NOT a serious problem because 120 fps file are very rare and 30 fps max displays even more.

i may created a CFR 120 fps file with really high motion later if i find the time. higher motion= higher effect.
FWIW, after trying your 120Hz sample, I'm not sure whether I prefer smooth motion to be on or off for this sample (monitor set to 60Hz). With SM FRC on, the whole experience is definitely much smoother. With SM FRC off, it's sharper. But we're talking about aliased game graphics here. Do we really want graphics to be aliased? Then you may want to turn off SM FRC, and you may turn on Nearest Neighbor sampling, too... :p Ok, just kidding.

I do wonder, though, how filmed 120Hz content looks with smooth motion frc on/off. I think for filmed content it might have less visible disadvantages than game content has. But as I said above, I'm not even sure if I prefer smooth motion frc to be off for game content.

If you do make another sample, please make it a lot longer, like at least 30 seconds or so. Thanks.

DigitalLF
4th March 2014, 21:44
MadShi: i got a ATI 5750 and I'm about to get my self a 4k projektor and i think i need a new GPU for MadVR mostly for 1080p processing. What card would you recommend? is it still at the red team? or have you joined the darkside green team (nvidia)?

my signature is very old btw. i will get it fixed.

Shiandow
4th March 2014, 22:31
In the long run I might make things like this possible, but currently it's just not possible.

That's a shame, although I suspected it wasn't possible yet (since it is very rarely useful). Anyway, I have been able to show that, in principle, you can 'gamma correct' the dithering by changing the input of the dithering algorithm. And I've confirmed that this correction generally doesn't affect the first 16 bits, although for very dark colours it could in theory affect the 10th bit, but this doesn't seem to be very noticeable. I'm also pretty sure that you should use the same 'gamma correction' for smooth motion and dithering otherwise you can get the 'blinking' effect, but I haven't been able to confirm this.

madshi
4th March 2014, 22:57
MadShi: i got a ATI 5750 and I'm about to get my self a 4k projektor and i think i need a new GPU for MadVR mostly for 1080p processing. What card would you recommend? is it still at the red team? or have you joined the darkside green team (nvidia)?
This question is asked a lot, and there's no simple answer. It all depends on which algorithms you want to use, which input/output resolutions need to be supported and which movie framerate and display refresh rate etc. Just as an example: If you need support for 60p, the GPU has to be almost 2.5x as fast as it would have to be if you limited yourself to 24p. So that shows clearly how much all of this depends on your exact requirements.

AMD and NVidia have their own set of advantages and disadvantages, so I can't give a clear recommendation for either one, either. If you decide to get something from AMD, you should definitely get a 7xxx series GPU.

That's a shame, although I suspected it wasn't possible yet (since it is very rarely useful). Anyway, I have been able to show that, in principle, you can 'gamma correct' the dithering by changing the input of the dithering algorithm. And I've confirmed that this correction generally doesn't affect the first 16 bits, although for very dark colours it could in theory affect the 10th bit, but this doesn't seem to be very noticeable.
Ok, but does this improve overall image quality? Last time I tried, linear light dithering looked worse than gamma light dithering. I think the answer to this question might depend on the output bitdepth. At very low bitdepths, using gamma light is so wrong that any sort of linear light hack will probably improve things. But at higher bitdepths (say 5bit+) using gamma light dithering is probably good enough to avoid obvious gamma problems, and the dithering patterns might look better than when using linear light. This is just a guess, though...

I'm also pretty sure that you should use the same 'gamma correction' for smooth motion and dithering otherwise you can get the 'blinking' effect, but I haven't been able to confirm this.
I'm not convinced about this. Smooth motion blending could in theory mix a black pixel from frame A together with a white pixel from frame B, regardless of bitdepth. Obviously doing this in linear light will result in dramatically different results compared to doing it in gamma light. However, if we're talking about dithering, we're dealing with mixing two neighbor shades in the output bitdepth. The general position of these two shades on the overall gamma curve are not changed by the dithering process. Using linear light will only slightly change how many pixels are drawn with shade 1 and how many with shade 2. Because of that I don't think that smooth motion FRC and dithering would have to use the same gamma function. But I've not tested any of this, so I'm just brainstorming here...

huhn
4th March 2014, 23:15
new 120 fps test file (http://www.file-upload.net/download-8681857/120fpssample2--1-.mkv.html) looks with and without SM terrible.

iSunrise
4th March 2014, 23:36
new 120 fps test file (http://www.file-upload.net/download-8681857/120fpssample2--1-.mkv.html) looks with and without SM terrible.
For some reason I canīt play that file at all here when I enable smooth motion. All I get is a still picture and a lot of dropped frames are showing up in the OSD. If I pause and play, I get a new still picture and the OSD just updates the dropped frames count.

I tried to dial down all available settings to the bare minimum, but still, I canīt play that file with smooth motion at all.

GPU load without smooth motion is only about 18% in windowed fullscreen, so itīs definitely not the GPU, also CPU is at about 30% max. during playback without SM.

GPU is a GTX580 with 327.23 drivers, CPU is a i7 920@4GHz and display at 60Hz.

EDIT: Found the problem, I had to re-adjust my queue sizes, especially the CPU queue, because the backbuffer queue always went down to 0-2/4 or 0-2/8, which caused permanent drops without madVR even having the chance to update the frames to the display. Works fine now.

huhn
4th March 2014, 23:56
sounds ike a bug for the bug tracker.

i got some problems on my gaming pc too (nvidia 760 gtx) but in the end it works.

cyberbeing
5th March 2014, 00:07
Kinda strange, it seems like randomly that 120fps file huhn posted wants to playback @ double speed in FSE + Smooth Motion (CTRL+E a few times in FSE with MPC-HC), but only when using a 60hz refresh rate. Probably the same thing causing iSunrise's issue.

With and without Smooth Motion, that 120fps file looks fine when playback is normal speed. It appears to be a human controlled run though, so there are many sudden movements.