View Full Version : madVR - high quality video renderer (GPU assisted)
huhn
27th June 2014, 10:44
have you checked if you run out of memory?
Plutotype
27th June 2014, 14:53
have you checked if you run out of memory?
The System memory is 8GB, Videocard has 1GB. You suspect GPU may go behind 1GB RAM when doing rendering/upscaling in FSE?
nevcairiel
27th June 2014, 15:05
On 4K output? Sure, its possible.
Its at least something to look at.
huhn
27th June 2014, 15:09
it was very easy to hit 1 gb Vram with my old 6770 on a FHD screen.
Soukyuu
27th June 2014, 23:40
The System memory is 8GB, Videocard has 1GB. You suspect GPU may go behind 1GB RAM when doing rendering/upscaling in FSE?You could also try reducing the GPU queue, I had an issue where the picture would freeze because of peak VRAM usage being very close to max VRAM.
Plutotype
28th June 2014, 08:17
Thanks guys,
that seems to a very close explanation what is going on, because FSE with HD7750 works only in 1080p mode ( Samsung UHD TV is doing upscaling then ). Windowed mode works in UHD, but unfortunately with tearing. If GPU RAM is the cause, it looks like FSE mode should then grab much more resources from GPU rendering than in windowed mode.
Will test using GPU-Z and revert back with the results.
regiregi22
28th June 2014, 13:37
I have been lurking around for information regarding how smooth motion (frame blending) works in madvr, but found almost nothing in this thread or google. I understand the purpose of it, but not how does it really works internally. I use this feature a lot since it provides a very natural feel to videos when playing 24p in a 60hz screen.
Is there any explanation anywhere or example images of the blended frames?
huhn
28th June 2014, 15:16
it blends frame based on the Vsync if two frames have to be shown in the same vsync it will blend them based on the time in % they have in this Vsync.
nearly every TV out there does the same.
the only real weakness i have found with SM is when feeded in a TV with active frame interpolation.
regiregi22
28th June 2014, 15:31
Thank you, that clears things a lot. I will try later to capture a single static frame by taking an screenshot.
huhn
28th June 2014, 16:22
you can even record it but for what?
just use avisynth with convertfps() it's about the "same".
they simply look terrible without motion X-)
http://abload.de/img/frameblendezj1q.png
Asmodian
28th June 2014, 22:59
Convertfps() feels very different though; the blends being based on the % of a particular v-sync is the key to having it look good. madVR is very aware of v-sync while Convertfps() doesn't know anything about v-sync so it ends up with blended frames being much more obvious. I personally have never seen a TV which does the same. I assume you meant every TV built in the last two years?
Edit: Of course, convertfps() is about the same for screen captures/recordings, sorry I overgeneralized your statement huhn.
MasterMeNL
29th June 2014, 13:35
Is there a way to confirm upscaling algorithms while playing back?
I got a Titan Black yesterday and I turned on quadrupling resolution with 256 neurons and I put all other settings on max (except for jinc, which is still on 3 taps) but the GPU still goes into power save which I find odd.
Either this stuff is very very efficient or something is going wrong.
Input is 720p and 1080p at 60fps (SVP). Output is 1440p at 60Hz.
Edit: Both doubling and quadrupling are also set to "always".
michkrol
29th June 2014, 14:16
Is there a way to confirm upscaling algorithms while playing back?
I got a Titan Black yesterday and I turned on quadrupling resolution with 256 neurons and I put all other settings on max (except for jinc, which is still on 3 taps) but the GPU still goes into power save which I find odd.
Either this stuff is very very efficient or something is going wrong.
Input is 720p and 1080p at 60fps (SVP). Output is 1440p at 60Hz.
To check upscaling algorithm, use the image upscaling algorithm - toggle key shortcut.
I don't think there's any way to confirm if doubling is enabled other than checking render times and GPU usage. Not sure how powerful your GPU is, but check gpu usage and render times with doubling on/off to confirm it's working at all.
From my experience you can't get quadrupling to work when doing 720p->1440p or any other scale factor <=2.0x, even with 'always - if scaling is needed', since after double you don't need any scaling (you already have 1440p), hence only doubling is used.
To check quadrupling performance change target window to something bigger than your screen (>1440p) with 720p content or use something smaller (resolution-wise).
Shiandow
29th June 2014, 15:43
Is there a way to confirm upscaling algorithms while playing back?
If you toggle NNEDI3 on or off you should see the image move slightly, if you don't then NNEDI3 is not working. If you do then it's probably working.
@Madshi,
While experimenting with shaders I seem to have discovered a bug. MadVR crashes when the total number of shaders becomes "too large" the exact number seems to depend a bit on the shaders and the settings but is usually somewhere between 16 and 28. Anyway I've added a bug report, hopefully you'll be able to fix it sometime.
kasper93
29th June 2014, 17:37
Maybe you just run out of the memory?
MasterMeNL
29th June 2014, 17:40
Maybe you just run out of the memory?
Looks like a possible cause.
I had crashes when I had my CPU queue at 128 together with XySubFilter on 1440p, the process also ran out of memory and gave me a write exception every time it happened.
Anime Viewer
29th June 2014, 18:22
Is there a way to confirm upscaling algorithms while playing back?
I got a Titan Black yesterday and I turned on quadrupling resolution with 256 neurons and I put all other settings on max (except for jinc, which is still on 3 taps) but the GPU still goes into power save which I find odd.
The power setting mode is dictated by Windows more than madVR. You don't have DXVA2 set as your image uscaling option in madVR do you? If DXVA2 is selected for image upscaling then NNEDI3 will be disabled in all areas and the system will use DXVA2 where its able. What is the resolution of your monitor, and what resolution is the video(s) you are playing? If you're not seeing higher render time than with any other option(s) selected (CTRL+J in MPC to see render times) and you don't hear your fan kicking on then something is disabling NNEDI3. Your card shouldn't be powerful enough to run always on quadrupling at 256 without dropping frames, so I highly doubt it active.
Shiandow
29th June 2014, 19:18
Maybe you just run out of the memory?
As far as I can tell there's should still be memory left, although memory usage is definitely high. I suppose I could try closing other applications and see if that changes the number of shaders needed.
Update: Nope, after closing applications it crashed while the GPU was using (approximately) 369MB of 1GB and with other applications running it crashed with 533MB memory usage. In both cases it took 24 shaders.
Asmodian
29th June 2014, 22:16
That sounds close to the 2GB limit? I had to use one of the "large address aware" patchers on my 32bit video player (Zoom Player) to avoid crashes similar to MasterMeNL's, though at slightly saner buffer settings. ;)
Of course I have never tried 24+ shaders either so it very well could be a bug.
Shiandow
29th June 2014, 23:09
No I'm pretty sure it isn't the 2GB limit. Firstly because I was talking about the memory of my GPU, which only has 1 GB. And secondly because I've seen it crash while using only 369MB, and have never seen the memory usage climb above 800MB. Thirdly because the RAM usage doesn't change at all when using more shaders. Anyway it doesn't seem to be much of an issue since it only seems to occur with a large number of shaders, which I only discovered because I was trying to use 5 different shaders for the chromaNEDI algorithm, and 12+ more for the SuperRes algorithm while using NNEDI3. Perhaps even more, I don't remember exactly how I caused the first crash.
regiregi22
1st July 2014, 00:16
you can even record it but for what?
just use avisynth with convertfps() it's about the "same".
they simply look terrible without motion X-)
http://abload.de/img/frameblendezj1q.png
Thank you! I know is not something amusing to see, but curiosity was bitting me deeply :D
On different matter, why Catmull-Rom is always undoubtly recommended for downscaling? I've read somewhere because of its sharpness, but the included chart shows that Lanczos provides better sharpness while avoiding some aliasing when compared to C-R.
Asmodian
1st July 2014, 00:41
On different matter, why Catmull-Rom is always undoubtly recommended for downscaling? I've read somewhere because of its sharpness, but the included chart shows that Lanczos provides better sharpness while avoiding some aliasing when compared to C-R.
This is because CR avoids artifacts (especially ringing) when using linear light and aliasing is not a major concern when down scaling with either of them. There was a good discussion about this a few hundred pages back. ;)
6233638 showed several convincing examples recommending CR+AR+LL.
Angurvadal
1st July 2014, 23:39
Guys, I'm trying in vain to read through all the posts here to find a general consensus on what can be considered the best quality (subjective, I know) settings to use for the Scaling Algorithms. Noob here, please advise.
Advantages and disadvantages etc?
Note that I use madVR to primarily watch 1080p/24 (blu-ray) content.
Sparktank
1st July 2014, 23:57
Scaling Algorithms
Rule 12 is to not ask "what's best".
But more details about your graphics card would help more in finding what you're limited to.
Higher end cards can use stronger scalers with AR+LL.
Someone asked what a "good" downscaler is and the last post suggests that CR LL AR (catmull-rom linear light anti ringing) is favorable for downscaling.
http://forum.doom9.org/showthread.php?t=170784
Upscalers would be more likely to limit you based on your graphics card capabilities.
"The best" may not be for your graphics card as it would be for others with bigger hardware.
Angurvadal
2nd July 2014, 00:12
Rule 12 is to not ask "what's best".
But more details about your graphics card would help more in finding what you're limited to.
Higher end cards can use stronger scalers with AR+LL.
Someone asked what a "good" downscaler is and the last post suggests that CR LL AR (catmull-rom linear light anti ringing) is favorable for downscaling.
http://forum.doom9.org/showthread.php?t=170784
Upscalers would be more likely to limit you based on your graphics card capabilities.
"The best" may not be for your graphics card as it would be for others with bigger hardware.
My apologies, and thanks for the reply.
My GPU: AMD R9 270X
regiregi22
2nd July 2014, 13:55
My apologies, and thanks for the reply.
My GPU: AMD R9 270X
GTX 670 owner here. I've found a general consensum around:
chroma upscaling: Jinc 3 taps + AR
Some say NNEDI3 is better, and the more neurons the better. I found no differences with Jinc3 except a very high GPU use with NNEDI3.
image upscaling: Jinc 3 + AR
image downscaling: Catmull-Rom + AR + LL
But remember performance is highly affected by other options such as dithering, but you asked just for scaling options.
Asmodian
2nd July 2014, 17:29
I agree with the suggestions so far, Jinc 3 + AR for both upscaling and CR+AR+LL for downscaling. NNEDI3 is only great for SD -> HD. NNEDI3 is fun to play with for 720p+ but you need to be someone who doesn't mind checking madVR's OSD and tweaking settings, it also heats up my apartment (GTX Titan OC).
Angurvadal
2nd July 2014, 22:50
GTX 670 owner here. I've found a general consensum around:
chroma upscaling: Jinc 3 taps + AR
Some say NNEDI3 is better, and the more neurons the better. I found no differences with Jinc3 except a very high GPU use with NNEDI3.
image upscaling: Jinc 3 + AR
image downscaling: Catmull-Rom + AR + LL
But remember performance is highly affected by other options such as dithering, but you asked just for scaling options.
I agree with the suggestions so far, Jinc 3 + AR for both upscaling and CR+AR+LL for downscaling. NNEDI3 is only great for SD -> HD. NNEDI3 is fun to play with for 720p+ but you need to be someone who doesn't mind checking madVR's OSD and tweaking settings, it also heats up my apartment (GTX Titan OC).
Thanks for the replies guys.
@Asmodian: Can you clarify the above? Are you saying that NNEDI3 is great for SD content only? Why is this?
Asmodian
3rd July 2014, 01:16
@Asmodian: Can you clarify the above? Are you saying that NNEDI3 is great for SD content only? Why is this?
I simply meant that when upscaling 360p -> 2560x1440 NNEDI3 256 luma doubling looks a lot better than Jinc3 but when doing 1080 -> 1440 NNEDI3 32 luma doubling looks almost exactly the same as Jinc3. SD is the only situation where NNEDI3 really is a lot better (IMO of course), I assume because small improvements are magnified due to the subsequent Jinc3 upscale.
There are situations and content NNEDI3 does really well with (720p Anime -> 1440 is another example) but if you don't want to fiddle with it and decide for yourself which setting is "best" for your content/screen/mood it probably isn't worth it. The electricity alone is something to think about. Even the biggest differences are fairly minor compared to Jinc3. Of course you also need to use profiles for NNEDI3 as it is much too slow to run on everything, 60+fps content for example.
Jinc3+AR is the set it and forget it option.
Osjur
4th July 2014, 00:31
You should be able to use smoothmotion with higher rendering times; MadVR only needs to process the frames that are in the original film. The only exception to this is with dithering, but unless you're using one of the error diffusion algorithms that shouldn't be a problem.
What do you mean with this? Dithering goes funky or gets disabled if rendering time is over 16.67ms?
And do you mean that only error diffusion algorithms have problems when rendering times are too high or that it actually affects every dither algorithm?
I did configure my profiles so that rendering times are always less than v-sync interval because of this reply :D
Shiandow
4th July 2014, 01:38
Dithering is the only part of the process that needs to be used on every frame. But usually dithering is so fast that this doesn't cause a significant increase in rendering times if you enable smooth motion. However the error diffusion algorithms are slower than the other dithering options so if you use error diffusion and smooth motion at the same time you might see a noticeable increase in rendering times.
You should be able to play back videos even if the rendering time is higher than the v-sync interval. It's just that the dithering algorithms are the only ones where the rendering times increase if you're using smooth motion. However this just means that you should measure the rendering times while using smooth motion. It doesn't mean that you need to keep the total rendering time below the v-sync interval. You should be fine if it is below the total time per frame (30~40ms).
Osjur
4th July 2014, 02:47
Thanks for the clarification... so I can use a lot more neurons in my profiles.
Is there actually even a point in using error diffusion dithering if you have true 10bit display and amd card with 10bpc color depth enabled?
I just can't see any differences when comparing ordered dithering vs error diffusion 1
XMonarchY
4th July 2014, 03:57
I just finished playing Assassin's Creed 4 - Black Flag using 4x TXAA with LumaSharpen, which ended up being a perfect combo! Nothing gets rid of aliasing, especially temporal one with shimmering that occurs in motion, better than TXAA. Even with 4x SSAA (without SMAA), leaves, grass, and other similar foliage content continues to have aliasing that is very visible as you move. If you add SMAA to 4x SSAA then it gets much better, but 4x SSAA + SMAA has a significant performance impact. 4x TXAA is not as much of a resource hog as 4x SSAA + SMAA, but its blurry as hell! This is where LumaSharpen comes in. With the right settings, it completely gets rid of all the blur, but unlike some people report, it doesn't offset/negate the actual anti-aliasing effect or at least not most of it! It merely sharpens those few surfaces that had some visible aliasing even without LumaSharpen when 4x TXAA was enabled. I can post some comparison screenshots if you don't believe me! 4x TXAA + LumaSharpen is by far the best combination out there for games that produce a ton of temporal aliasing with FXAA, SMAA, MSAA, CSAA, and sometimes even SSAA!
How is this relevant to madVR? I know LumaSharpen is used not only for games, but also for video rendering, although it is not an actual madVR feature. Another example - GeDoSaTo, a tool made for some games like Dark Souls 2 with intent to add some cool graphics features such as DoF, SSAO, SMAA/FXAA, etc. can be set to use Lanczos to downsample from whatever resolution like 4K to any lower resolution like 1080p. Lanczos scaling is also present in madVR!
So... I was wondering if madVR techniques used to improve video rendering image quality could be applied to other applications, like video games??? What about vice versa, where videogame/videocard graphics rendering capabilities and features like TXAA could be applied to madVR to further improve video rendering image quality!? NNEDI3 + Videogames = :rolleyes: , but I doubt its feasible.
Asmodian
4th July 2014, 04:04
Is there actually even a point in using error diffusion dithering if you have true 10bit display and amd card with 10bpc color depth enabled?
I just can't see any differences when comparing ordered dithering vs error diffusion 1
MadVR doesn't do 10-bit at all, it will only output 8-bit RGB. That said ordered dithering is very good, I do think error diffusion dithering is better but the difference is very minor.
This would depend on your display too, if you don't notice the difference use ordered dithering. :)
A fun test is to set your display to 2-bit and change dithering options, make sure to turn off the trade quality for performance option "don't use linear light for dithering".
panetesan2k6
4th July 2014, 06:09
This looks wrong. Assuming that your TV can't handle fullrange RGB, you should set it to either
ATI CCC: pixel format: RGB 4:4:4 (Limited RGB)
madvr: RGB output leves: PC levels (0-255)
(which is the general-purpose solution), or to
ATI CCC: pixel format: RGB 4:4:4 (Full RGB)
madvr: RGB output leves: TV levels (16-235)
(which is probably the preferred solution if you care only about your videos displaying correctly - be warned: anything other than madVR will display incorrectly, with clipped colors).
In your current setup, madVR squeezes the 0-255 RGB data into the 16-235 range, and later, your video driver squeezes that 16-235 data, which it thinks is 0-255 data, into 16-235 again!
Hi.
I don't undestand why there is never a logical correlation (to me, at least) between settings. For example, if a tv can't handle fullrange, why set madvr output to 0-255? As you describe it, it seems like madvr ouput setting would make sense if you couldn't set the output in the graphics card driver, but with both options, they overlap each other.
My TV, for example, can handle full RGB. So my ATI CCC is set to 4:4:4 Full RGB and madvr is set to 0-255. Is that wrong?
Asmodian
4th July 2014, 07:52
Think of the limited settings as "Compress Full Range to Limited" and you always start with full range RGB (madVR's native format if you will).
If you want to use limited you only want to use it in one place. madVR's might be better than the GPU's but then only it is correct while everything else (decktop, etc.) is clipped.
If you can run full range you don't have to worry and can simply set everything to full range.
I just finished playing Assassin's Creed 4 - Black Flag using 4x TXAA with LumaSharpen, which ended up being a perfect combo! Nothing gets rid of aliasing, especially temporal one with shimmering that occurs in motion, better than TXAA. Even with 4x SSAA (without SMAA), leaves, grass, and other similar foliage content continues to have aliasing that is very visible as you move. If you add SMAA to 4x SSAA then it gets much better, but 4x SSAA + SMAA has a significant performance impact. 4x TXAA is not as much of a resource hog as 4x SSAA + SMAA, but its blurry as hell! This is where LumaSharpen comes in. With the right settings, it completely gets rid of all the blur, but unlike some people report, it doesn't offset/negate the actual anti-aliasing effect or at least not most of it! It merely sharpens those few surfaces that had some visible aliasing even without LumaSharpen when 4x TXAA was enabled. I can post some comparison screenshots if you don't believe me! 4x TXAA + LumaSharpen is by far the best combination out there for games that produce a ton of temporal aliasing with FXAA, SMAA, MSAA, CSAA, and sometimes even SSAA!
How is this relevant to madVR? I know LumaSharpen is used not only for games, but also for video rendering, although it is not an actual madVR feature. Another example - GeDoSaTo, a tool made for some games like Dark Souls 2 with intent to add some cool graphics features such as DoF, SSAO, SMAA/FXAA, etc. can be set to use Lanczos to downsample from whatever resolution like 4K to any lower resolution like 1080p. Lanczos scaling is also present in madVR!
So... I was wondering if madVR techniques used to improve video rendering image quality could be applied to other applications, like video games??? What about vice versa, where videogame/videocard graphics rendering capabilities and features like TXAA could be applied to madVR to further improve video rendering image quality!? NNEDI3 + Videogames = :rolleyes: , but I doubt its feasible.
you can't compare video games with videos and AA is not really useful with video. and using nnedi3 with games is just dumb it's most of the time better to render the game direct in double the resolution.
anthropolyte
4th July 2014, 11:41
Hi all, I'm after some advice!
I have MPC-HC installed which I use MadVR with to play back video on my HDTV, connected to my GPU via HDMI.
I'm finding that when the PC is being used on the primary monitor (connected via DVI), and video is being played back on the (secondary) HDTV, I get presentation glitches, audio delays, choppy playback and all sorts of other things going on. This doesn't seem to affect any applications being used on the primary monitor.
The PC is used for a variety of things, including Photoshop, normal web browsing, document editing, etc. Nothing specific seems to set off the problem; just moving the mouse on the other screen can cause the issues to occur if video is being played back on the HDTV.
Specs of the PC are:
AMD FX8350 (8-core, 4.0GHz)
8GB Corsair Vengeance 1600MHz RAM
Sapphire Radeon HD7870 GHz Edition
Western Digital Black 2TB storage drive
I've tried playing with the various settings in MadVR in an attempt to resolve the problems (disabling image doubling, choosing different scaling algorithms etc), but no joy so far.
This seems to happen with all media types as well, including avi, mkv and mpg.
Any help would be greatly appreciated!
*edit*
I probably should have mentioned that when the PC is not being used for anything else, playback is flawless.
Anime Viewer
4th July 2014, 13:56
Hi all, I'm after some advice!
I have MPC-HC installed which I use MadVR with to play back video on my HDTV, connected to my GPU via HDMI.
I'm finding that when the PC is being used on the primary monitor (connected via DVI), and video is being played back on the (secondary) HDTV, I get presentation glitches, audio delays, choppy playback and all sorts of other things going on. This doesn't seem to affect any applications being used on the primary monitor.
Is your computer setup to duplicate the primary screen to the secondary screen? Running in Duplicate or Clone mode can lead to some the of the problems you described. If you're using Windows 8 or 7 right click on a blank part of your desktop and select Screen Resolution. Under the drop down box that says Multiple Displays change from Duplicate these displays (or Clone) to extend these displays.
Then when a video launches on your primary monitor pause it and drag it to the secondary monitor, and play it. Does it still have the same issues?
The other thing that may be occurring is the use of Smooth Motion which can be a drain on resources and shoot up your render times. Do you have Smooth Motion active in your settings? I have two screens too (a notebook screen and a tv). The notebook always runs at 60hz with Smooth Motion off, but playing the same videos on the tv Smooth Motion turns on. If you have Smooth Motion on try turning it off and see if the same issues occur. If they do not it doesn't mean you have to disable Smooth Motion, but that you may have to change to some less taxing settings in other areas (like setting Ordered Dithering instead of Error Diffusion, or dropped the number of Neurons you use if you're using NNEDI3).
One more thing you can experiment with is changing the refresh rate of the tv. Chances are it is running at 60hz by default (if you haven't changed it). Try changing it to 30hz (in Windows if it shows your tv supports it) and see if that makes a difference. 60hz puts twice as much work on the GPU as 30hz, so the lower the refresh rate your tv is set to the higher the settings you can use without it stressing the GPU as much. If this makes a difference you should add your supported screen resolutions in the madVR display area where it says list all display modes madVR may switch to: that will allow the screen to change to the same (or close) speed to each video you are playing, and give you better quality playback.
anthropolyte
4th July 2014, 14:13
Is your computer setup to duplicate the primary screen to the secondary screen?
No - the desktop is already set to Extended, with the HDTV displaying the desktop extended to the right of the primary monitor.
The other thing that may be occurring is the use of Smooth Motion which can be a drain on resources and shoot up your render times. Do you have Smooth Motion active in your settings?
I do use Smooth Motion, so I'll give that a try.
One more thing you can experiment with is changing the refresh rate of the tv.
I'll give that a go too - although the feed via HDMI goes through an AV receiver, so I'm not sure whether I can set that to 30Hz!
Thanks for your help :)
Soukyuu
4th July 2014, 15:50
Something is very wrong with my madvr setup... I am suddenly unable to play any 1080p h264 videos (23,97fps) without dropping frames. I didn't update or downgrade any drivers since I last watched a 1080p video (testing the new dithering modes), and there was no new stable build of madvr since then. The weird thing is, it's definitely madvr causing it (switching to evr works fine), but no matter how low I set the settings (no dither, nearest neighbor upscale, everything else off), the GPU/CPU load stays the same and the playback stutters.
Is there any way to back up madvr settings from the config tool, or do I have to backup the registry keys?
edit: the OSD shows that the backbuffer queue is not filling in windowed mode, the presentation queue in fullscreen mode.
have you restarted the pc?
what does the composition rate say?
Soukyuu
4th July 2014, 16:37
Composition rate?
Here is a capture of the OSD: click (https://dl.dropboxusercontent.com/u/19330332/madvr_1080stats.JPG)
edit: that's with smooth motion on, but the values don't change even if i turn it off, at least not significantly.
Shiandow
4th July 2014, 16:39
Is there any way to back up madvr settings from the config tool, or do I have to backup the registry keys?
You can also backup the settings.bin file in the madVR folder.
Soukyuu
4th July 2014, 17:04
Thanks, Shiandow. I didn't consider it at first, because i thought madvr prefers registry entries over the settings.bin, but since it deletes them when resetting, it works fine.
It's not a settings issue it seems. I have also tried disabling my second monitor (the only thing that changed hardware-wise) and no changes. I guess I will have to test older mpc-hc/lav versions.
edit: well, I'm lost. I even tried older madvr versions, and nothing helps. Any suggestions where to look for a solution? I tried playing around with queue lengths and increasing doesn't help. It does show that the upload queues are stuck at 1-2/x. Could a windows update have caused that? Did anyone else notice GPU performance degradation? Maybe mine is just so old the degradation is so obvious?
edit2: nvm, I found out why: Wikipedia Hyper-V (http://en.wikipedia.org/wiki/Hyper-V#Graphics_issues_on_the_host)On CPUs without Second Level Address Translation, installation of most WDDM accelerated graphics drivers on the primary OS will cause a dramatic drop in graphic performance. This occurs because the graphics drivers access memory in a pattern that causes the Translation lookaside buffer to be flushed frequently.
The interesting thing is that according to system info, my CPU does support SLAT! Still, disabling Hyper-V solves the issue. Thanks, Microsoft!
Osjur
4th July 2014, 23:13
I don't know if this is a bug but if I untick "don't rerender frames when fade in/out is detected" I get about 7-10 droppped frames each time there is a black fade going on. Makes some of the files unwatchable when there's alot of fast movement and black scene changes.
This happens in both windowed and fse mode. Max rendering times are around 7ms so that shouldn't be the culprit.
Ps. My gpu is R9 290X so there should be plenty of power to run madvr.
EDIT: Found out that if I untick artifact removal, I don't get dropped frames anymore. Now the question is why those frame drops doesn't show as high frametimes on max stats (5s) window?
Shiandow
4th July 2014, 23:25
That's more or less expected behaviour. As far as I understand it takes a few frames before MadVR realises that there is fade in/out so what "rerender frames when fade in/out is detected" does is go back a few frames whenever MadVR detects a fade in/out and rerenders those frames to prevent banding on the first few frames of the fade. If this is causing issues it's probably best to leave it off.
mindbomb
4th July 2014, 23:27
try disabling amd radeon's powerplay with msi afterburner. It's in settings>general>amd compatibility options>unofficial overclocking mode>without powerplay. You have to have an overclock or underclock active too, so you can increase or decrease the core frequency by 1mhz. This has solved a lot of my problems in general.
panetesan2k6
5th July 2014, 06:38
Think of the limited settings as "Compress Full Range to Limited" and you always start with full range RGB (madVR's native format if you will).
If you want to use limited you only want to use it in one place. madVR's might be better than the GPU's but then only it is correct while everything else (decktop, etc.) is clipped.
If you can run full range you don't have to worry and can simply set everything to full range.
Thanks for your answer. I guess this sums up to:
MadVR works natively in full rgb, but when you select "PC Levels" output it cuts BTB and WTW intentionally (as madshi explains here (http://forum.doom9.org/showthread.php?p=1400157#post1400157)), so best/preferable scenario is to use a display that can handle full rgb. This won't give us BTB and WTW, but that's ok. In case of having a display that can't handle full rgb, the signal must be "squeezed" to 16-235 either by madVR (setting "TV Levels" in MadVR and leaving desktop whites and blacks clipped) or the GPU (setting "RGB Limited" in the driver and leaving MadVR in "PC Levels"), having desktop and video correct values. I hope I got it right finally.
Now, I have some question regarding luma and chroma and RGB signal: My TV shows 0-255 luma values fed to it, calling this "Full RGB", but subsamples chroma to 4:2:2 anyway, unless I label the HDMI3 input to "PC". Then, it subsamples chroma to 4:4:4. So I started wondering: Can we say a RGB signal is really "full" if chroma is subsampled to 4:2:2? Is it possible that what my tv calls "full RGB" is actually a way of squeezing the 0-255 luma fed to it to 16-235 but leaving chroma out of the process? In that case I think I should feed my TV with a 16-235 signal to avoid that last step of picture processing... What you guys think?
Now, I have some question regarding luma and chroma and RGB signal: My TV shows 0-255 luma values fed to it, calling this "Full RGB", but subsamples chroma to 4:2:2 anyway, unless I label the HDMI3 input to "PC". Then, it subsamples chroma to 4:4:4. So I started wondering: Can we say a RGB signal is really "full" if chroma is subsampled to 4:2:2? Is it possible that what my tv calls "full RGB" is actually a way of squeezing the 0-255 luma fed to it to 16-235 but leaving chroma out of the process? In that case I think I should feed my TV with a 16-235 signal to avoid that last step of picture processing... What you guys think?
just use PC mode or test it with a black clipping clip.
if your TV is doing this:
Is it possible that what my tv calls "full RGB" is actually a way of squeezing the 0-255 luma fed to it to 16-235 but leaving chroma out of the process?
it should be through into the sun right now.
it does a RGB -> YCbCR 4:2:2 but with chroma and luma it's not leaving it out of the precess
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