View Full Version : madVR - high quality video renderer (GPU assisted)
Aleksoid1978
3rd June 2015, 12:31
I do some check - in window mode all fine, true 24p mode(with custom mode for 23.976). In FSE - 24p broken, only 24p is broken ... I do not understand :) I changing the display mode before create FSE mode.
P.S. MPC-HC - have the same issue. Maybe some parameters wrong in calling IDirect3D9Ex::CreateDeviceEx() for FSE, can you show how you fill D3DPRESENT_PARAMETERS and how you call CreateDeviceEx(), what parameters use ??
madshi
3rd June 2015, 12:36
Well, as I said, Direct3D might change the display mode when switching into FSE mode. So you may have to call ChangeDisplaySettingsEx() again after entering FSE mode (maybe with a small delay). Or alternatively you could try to stop Direct3D from changing display modes by using ugly hacks like API hooking or stuff like that. But it's probably nicer/cleaner to let D3D do its thang, and then just overwrite it again by calling ChangeDisplaySettingsEx() again. It's all quite ugly, in any case. I wish Direct3D would allow us to choose whether it should change the display mode or not.
Aleksoid1978
3rd June 2015, 12:52
Well, as I said, Direct3D might change the display mode when switching into FSE mode. So you may have to call ChangeDisplaySettingsEx() again after entering FSE mode (maybe with a small delay).
Something wrong, It don't help. Event if i call ChangeDisplaySettingsEx() after create FSE - also have 23.976, not 24p. :)
madshi
3rd June 2015, 14:41
Well, not sure what it is then. Maybe the OS thinks Direct3D already switched to the correct mode, and you then calling ChangeDisplaySettingsEx() afterwards makes no difference because the OS thinks "I'm already in that mode, so I don't need to do anything". What happens if you switch to a totally different mode first, and then afterwards to the real mode? E.g. try 60p first, then 24p. Then it will probably work, but it's ugly... :(
XMonarchY
3rd June 2015, 20:19
The VSync reset stuff might have had a part in this, as well. Here's a new test build:
http://madshi.net/madVR8810test6.rar
This time it's a release mode build. So please double click "activate release mode.bat" first, then replace the madVR.ax file. Then please just double check if this test build still fills the queues with your current settings (4 frames pre-presented). If it does, as is well. If it doesn't, the VSync reset stuff is still a problem. I don't need a log this time. Just the information whether this build still fills the queues for you, or not. Thanks.
test5 created a huge file on my desktop, probably because de-bugging was enabled. Its there a way to disable that in test6???
The 8472
3rd June 2015, 20:43
Linear light should produce the "correct" result, unlike gamma light. The reason is that blending pixels together in gamma light is mathematically not correct. And downscaling blends a lot of source pixels together for each target pixel. For upscaling it's a bit different. In theory linear light should produce more correct results for upscaling, too, but it adds so much ringing that the positive benefits are outweighed.
All 2-tap algos should be fine. However, 3-taps and more produce a lot of ringing when using linear light which the anti-ringing filter doesn't completely erase. Other than the ringing, using 3-taps/4-taps for linear light downscaling is ok, too. It's really only the ringing which is the key problem.
Hmmmm... Isn't that backwards? I mean don't we have to think of linear light as a straight line, and of gamma light as a curve? Jensen's inequality should prove that *gamma light* produces incorrect results, not linear light. Or am I missing something? You seem to suggest that gamma light is a straight line and that linear light is a curve. But I think it's exactly the other way round? Images/videos are using gamma light because that's how CRTs used to work, and also because it happens to approximate the way our eyes perceptually work. But nature/physics really is linear light, not gamma light.
I have very little understanding on the correctness of the underlying processing, but I've found this thread on the imagemagick forum (http://www.imagemagick.org/discourse-server/viewtopic.php?p=89751#p89751) to provide a nice reference of examples. Especially the perceptually uniform (LAB/LUV) colorspaces in comparison to either linear or gamma light.
Also, Nicolas' concolusion from that thread:
(SPOILER ALERT: Don't read this if you don't want the way you look at the images to be influenced.)
Generally, the linear light colour spaces (linear RGB and XYZ) produce exaggerated dark halos, and the "perceptual" colour spaces (sRGB, LAB, LUV) produce exaggerated light halos.
If you think about it for a minute, this makes complete sense, because the perceptual colour spaces pack lots of bits at the darker end of the intensity spectrum, and "hollow out" the lighter end, so as to mimick the HVS (Human Visual System). So, 1 unit of dark overshoot gets you less "far" in sRGB than in linear RGB, but 1 unit of light overshoot gets you less "far" in linear RGB than sRGB.
Sigmoidization treats dark and light overshoots equally, and generally dampens both.
AngelGraves13
3rd June 2015, 21:21
Well, what then watch a movie with a frequency 23.976 ??
Nvidia don't have a mode for 23.976 fps ))
P.S. we are talking about FSE.
Isn't 23Hz NVIDIA's 23.976 mode? It works perfect on my end.
Telion
3rd June 2015, 21:21
I have very little understanding on the correctness of the underlying processing
There is a nice article on this matter. (https://web.archive.org/web/20150523204809/http://www.4p8.com/eric.brasseur/gamma.html) (Giving an archived link since the original site seems to be down right now.)
cyberscott
3rd June 2015, 21:57
The VSync reset stuff might have had a part in this, as well. Here's a new test build:
http://madshi.net/madVR8810test6.rar
This time it's a release mode build. So please double click "activate release mode.bat" first, then replace the madVR.ax file. Then please just double check if this test build still fills the queues with your current settings (4 frames pre-presented). If it does, as is well. If it doesn't, the VSync reset stuff is still a problem. I don't need a log this time. Just the information whether this build still fills the queues for you, or not. Thanks.
This build doesn't completely fill the pre-presented queue, but almost. It fills it to 2-3/4. Just to make sure, I switched back to using madVR8810test5.ax (in debug mode) and rechecked it. Test 5 pre-presented queue filled up and stayed consistently at 4-4/4.
cyberscott
3rd June 2015, 22:01
test5 created a huge file on my desktop, probably because de-bugging was enabled. Its there a way to disable that in test6???
Make a copy of "activate debug mode.bat" Rename it to "activate release mode.bat" Activate it in your madVR folder and you should get a pop-up saying "release mode successfully activated" then your log file will stop being generated.
madshi
3rd June 2015, 22:41
test5 created a huge file on my desktop, probably because de-bugging was enabled. Its there a way to disable that in test6???
Those test builds were made for one specific purpose only: To find a bug. They were not meant for actual use.
I have very little understanding on the correctness of the underlying processing, but I've found this thread on the imagemagick forum (http://www.imagemagick.org/discourse-server/viewtopic.php?p=89751#p89751) to provide a nice reference of examples. Especially the perceptually uniform (LAB/LUV) colorspaces in comparison to either linear or gamma light.
Those are comparison for upscaling. We were talking about downscaling, which is a very different situation, especially when talking about large downscaling factors.
This build doesn't completely fill the pre-presented queue, but almost. It fills it to 2-3/4. Just to make sure, I switched back to using madVR8810test5.ax (in debug mode) and rechecked it. Test 5 pre-presented queue filled up and stayed consistently at 4-4/4.
<sigh> Ok, I know what to do then. I just hope it won't negatively affect other users... :(
Make a copy of "activate debug mode.bat" Rename it to "activate release mode.bat" Activate it in your madVR folder and you should get a pop-up saying "release mode successfully activated" then your log file will stop being generated.
Every time you double click those batch files, the actual madVR*.ax files get swapped around (renamed). So when dealing with test builds, these batch files are actually "dangerous" because you might accidently swap the test build away and use the official build instead, which defeats the purpose of using the test build. Each madVR*.ax file is either a release or debug build. You can't change that, you can just rename the files, which is what those batch files do.
jaju123
3rd June 2015, 22:50
I have a green bar across the top with the AMD W10 drivers in windows 8.1 found here: http://forums.guru3d.com/showthread.php?t=399595
Happens for all W10 driver builds.
Everything is all the wrong color and weird too.
cyberscott
3rd June 2015, 23:01
<sigh> Ok, I know what to do then. I just hope it won't negatively affect other users... :(
Every time you double click those batch files, the actual madVR*.ax files get swapped around (renamed). So when dealing with test builds, these batch files are actually "dangerous" because you might accidently swap the test build away and use the official build instead, which defeats the purpose of using the test build. Each madVR*.ax file is either a release or debug build. You can't change that, you can just rename the files, which is what those batch files do.
I hope it won't cause any negative issues for others as well.
Thanks for the explanation of the batch files. I didn't fully understand how it worked. Now the madVR [debug].ax files makes perfect sense to me!
Budtz
3rd June 2015, 23:17
Well, what then watch a movie with a frequency 23.976 ??
Nvidia don't have a mode for 23.976 fps ))
P.S. we are talking about FSE.
Why is this nvidia 23.976 bug not fixed? Does anyone know?
ryrynz
4th June 2015, 00:17
Madshi, any chance of releasing a test build that includes the other fixes (88.11)?
Why is this nvidia 23.976 bug not fixed? Does anyone know?
Would really like to see true 23.976 output also.. I'll just have to accept frame repeats, frame drops are terrible, especially if you have some motion interpolation enabled.
InstantAli3n
4th June 2015, 00:49
Madshi, any chance of releasing a test build that includes the other fixes (88.11)?
Would really like to see true 23.976 output also.. I'll just have to accept frame repeats, frame drops are terrible, especially if you have some motion interpolation enabled.
Is this what's causing ReClock to act weird? Because since 0.88 came out ReClock will not detect framerate automatically anymore.
Or maybe it's just that ReClock is garbage because devs are too busy supporting bloatware. (Had to be said). I mean if it's so hard why not just have a "set to nearest major framerate" option.
ryrynz
4th June 2015, 02:07
with D3D 11 enabled present frame for every vsync on or off if I enter the madVR properties page whilst a file is playing back
the render queue drops to nothing and video stutters until the video is paused and played again Latest Nvidia driver on W8.1
This is with FSE enabled, no issues in windowed mode.
MysteryX
4th June 2015, 02:14
You guys have been talking a lot about debanding recently. Without starring at the details, here's what I personally found.
The new debanding algorithm seems to make the image sharper, which I like, whereas the old algorithm leaves it a bit blurrier.
That's probably just looking at the edges which is what stands out. From what I've been reading, it seems the details are the opposite: the new algorithm blurs them out while the old algorithm smooths them.
So yeah... at first sight, the new algo looks better.
THe new algo definitely has a greater visual impact. It does much more than debanding but it's not clear what it's actually doing. The one thing I don't like about deband is that its rendering time varies between videos which makes it hard to configure so that it doesn't lag. There's always one video where it causes frames to drop.
MysteryX
4th June 2015, 07:49
Hey Madshi, you managed to get a lot of stuff going that isn't currently possible in AviSynth. I'm wondering, how different is it to program for a DirectShow Filter than for AviSynth?
For example, how difficult would it be to port SuperRes to AviSynth?
Or, would it be very difficult to plug madVR into an AviSynth filter? That may be ideal as it would give access to all madVR features.
nevcairiel
4th June 2015, 07:55
Or, would it be very difficult to plug madVR into an AviSynth filter? That may be ideal as it would give access to all madVR features.
madVR is a video renderer, you cannot ever use it from AviSynth.
James Freeman
4th June 2015, 10:29
Can anyone please suggest a proper shader to correct white balance?
I need to tweak R,G,B Levels (not Contrast, Brightness or Gamma) to correct LED projector extremely blue light source in software.
The hardware color correction is extremely poor and leaves an uneven colorful (red and blue) gradients, so it is unusable.
Thank you.
nevcairiel
4th June 2015, 10:56
Use a 3DLUT for correction.
James Freeman
4th June 2015, 11:18
Use a 3DLUT for correction.
I need a quick white balance fix without calibration.
I wonder why madVR hasn't got an R,G,B sliders if it does have Contrast, Brightness, etc..
Maybe I can quickly lower the Blue and raise the Red via YCMS?
shaolin95
4th June 2015, 15:28
Isn't 23Hz NVIDIA's 23.976 mode? It works perfect on my end.
When you say perfectly, what is your 1 frame repeats every X showing?
I am curious as I was not using Reclock so the best I could get was it repeating anywhere from 30minutes to over a few hours (changes often) but using 47.952. WhenI tried 24 or 23.976, the repeat frame was like every few minutes.
Of course with reclock its rock solid but I am not sure how much damage reclock is doing to the audio etc. |
What will be considered a GOOD rate for the 1 frame repeats ?
Also, not sure if it was reported but when using the 64 bit of madvr, if I use NEDDI3 the screen is just black. Lancz and others work fine.
I wonder why madVR hasn't got an R,G,B sliders if it does have Contrast, Brightness, etc..Years ago I tried to play with Hue and got banding...
James Freeman
4th June 2015, 15:53
Years ago I tried to play with Hue and got banding...
The banding era is long gone.
A simple R,G,B sliders are hard to find... MPC-HC, MadVR, Shaders... nothing...
sneaker_ger
4th June 2015, 15:56
There's a hue setting in madVR's device properties (under "color & gamma").
James Freeman
4th June 2015, 16:03
HUE has no effect on Luma.
I need actual RGB sliders like in a TV for software white balance adjustment.
Any help?
Sorry for the non madVR related question, but I hope madshi would be able to implement these simple R,G,B sliders in the Color & Gamma section of madVR.
I ask because many TVs color management is a complete rubbish;
The simplest color temperature adjustment results in a a rainbow greyscale...:rolleyes:
So my goal is to keep the hardware at Standard (50,50,50) where the greyscale is uniform (native light source), and change the temperature via software.
Oh yes, without using 3DLUT or calibration, just by eye.
har3inger
4th June 2015, 16:39
Most GPU driver control panels offer those settings. Have you tried there already?
nikola
4th June 2015, 17:21
HUE has no effect on Luma.
I need actual RGB sliders like in a TV for software white balance adjustment.
Any help?
Sorry for the non madVR related question, but I hope madshi would be able to implement these simple R,G,B sliders in the Color & Gamma section of madVR.
I ask because many TVs color management is a complete rubbish;
The simplest color temperature adjustment results in a a rainbow greyscale...:rolleyes:
So my goal is to keep the hardware at Standard (50,50,50) where the greyscale is uniform (native light source), and change the temperature via software.
Oh yes, without using 3DLUT or calibration, just by eye.
There's no panel on the market that can do this, i.e. no panel with absolutely linear response on the red/green/blue channels. If you alter R/G/B balance to hit a certain color temperature, you'll only hit it at a specific saturation for each channel, while increasing the mismatch outside your target saturation.
That is why you'd need a LUT - to compensate for the mismatch due to the non-linearity of panels.
karamancho
4th June 2015, 17:22
whats the proper way to diagnose a problem?
the fullscreen exclusive mode wont play nice on my PC no matter the setting :(
in windowed mode everything works fine and I get around 30% GPU utilization.
in FSE mode I get
decoder queue 14-17/16
upload queue 5-8/8
render queue 5-8/8
present queue 1-8/8
and around 35% GPU utilization.
changing scaling algorithms doesn't change those numbers.
win 7 ultimate, nvidia geforce 210, driver ver. 341.44
how can I identify the problem?
do you use d3d9 old/new or overlay FSE?
MysteryX
4th June 2015, 17:38
madVR is a video renderer, you cannot ever use it from AviSynth.
I had asked about SuperRes on the AviSynth forum and someone said that many years ago someone wrote an AviSynth filter to use a Shader, and SuperRes is a shader.
However, that was old code and won't work until someone invests time in getting it to work. Or, until someone rewrites SupresRes for AviSynth.
So, is there such a big difference between the way madVR is programmed and what AviSynth requires?
karamancho
4th June 2015, 17:45
do you use d3d9 old/new or overlay FSE?
in the OSD it says "D3D9 exclusive (new path)"
how can I switch to other FSE modes?
in the OSD it says "D3D9 exclusive (new path)"
how can I switch to other FSE modes?
rendering -> exclusive mode settings-> disable "present frames in advance" for old FSE mode.
you find overlay mode under general settings and you can disable FSE mode there to if you have problem with it.
i my personal experience overlay works best.
karamancho
4th June 2015, 18:00
rendering -> exclusive mode settings-> disable "present frames in advance" for old FSE mode.
you find overlay mode under general settings and you can disable FSE mode there to if you have problem with it.
i my personal experience overlay works best.
overlay mode didn't change anything.
old FSE mode works :) the queues are full
overlay mode didn't change anything.
old FSE mode works :) the queues are full
there is no FSE overlay mode my mistake.
you have to disable FSE and leave present frames in advance active to use it.
but who cares as long as old FSE mode works.
Asmodian
4th June 2015, 21:26
I like overlay myself, it responds a little slower in some situations but is reliable and doesn't need to switch in and out like FSE. It also allows madVR to control all aspects of a calibration for higher quality when using a monitor profile in Windows. :)
You do need FSE disabled to use overlay in full-screen but it doesn't need present frames in advance checked (or not checked), it uses the number of back buffers set in the windowed page with "present frames in advanced" unchecked but it will use them even if "present frames in advance" is checked.
not 100 % true.
http://bugs.madshi.net/view.php?id=271
and on my windows 10 system i get "~my driver doesn't overlay" when i disable present frames in advanced for window mode.
just activated present in advanced and it will work on nvidia and intel
.
Asmodian
4th June 2015, 22:27
How odd, Windows 10 is weird.
Does it use the number of buffers set when "present in advance" is enabled? On Win 8.1 Overlay reports "back buffers" in the OSD and uses the number from the page when "present in advance" is disabled. Overlay works either way on Win 8.1 x64.
XMonarchY
4th June 2015, 23:34
I am sorry for off-topic, but could someone link me to a 12bit video or image sample? I want to compare 8bit to 12bit color depth, but I need a 12bit source for that.
and how are you going to output the image as 12 bit?
and just take the 16 bit gamma ramp from the 10 bit thread.
I am sorry for off-topic, but could someone link me to a 12bit video or image sample? I want to compare 8bit to 12bit color depth, but I need a 12bit source for that.
There is no 12 bit output in madVR ATM:
Windows does not offer any APIs to output 12bit. It supports 16bit output, but in a weird way and the GPU drivers don't handle that well. Because of that it's not supported by madVR.
@all
Any chance to get 12 bit API in Windows 10, DX 12?
6233638
5th June 2015, 13:04
Now that we have a 10-bit output, I tried using CalMAN with madTPG to create a LUT for my display, and I'm running into a few issues:
1. When double-clicking to exit FSE mode, the screen just turns black rather than returning to windowed mode.
2. madTPG doesn't work very well if you have a single display setup.
It's very awkward to switch between CalMAN to set up the reads and then quickly switch over to madTPG and make it fullscreen on the same monitor.
Ideally what would happen is that madTPG would run hidden in the background and then enter an always-on-top state or FSE mode as soon as it is being told to display patterns.
And once that series of patterns is completed, return to being hidden in the background.
Ideally there would also be a way to pause for 5 seconds at the initial switch to FSE mode, but I assume that's something which would have to be fixed on CalMAN's side of things.
SecurityBunny
5th June 2015, 15:57
MadVR 0.88.11
Workaround for queues not filling in D3D11 FSE mode does not work for me. I still have unfilled queues 1-4/20 render and 1-8/15 present (which should be 16?).
madshi
5th June 2015, 16:07
I have a green bar across the top with the AMD W10 drivers in windows 8.1 found here: http://forums.guru3d.com/showthread.php?t=399595
Happens for all W10 driver builds.
Everything is all the wrong color and weird too.
Weird. Other drivers work fine, I guess?
I hope it won't cause any negative issues for others as well.
Hope v0.88.11 is working fine for you?
Is this what's causing ReClock to act weird? Because since 0.88 came out ReClock will not detect framerate automatically anymore.
Or maybe it's just that ReClock is garbage because devs are too busy supporting bloatware. (Had to be said). I mean if it's so hard why not just have a "set to nearest major framerate" option.
FWIW, madVR is reporting the detected refresh rate via the madVR interface. If Reclock wanted, it could get the refresh rate from there. JRiver MC does exactly that for their VideoClock feature (which is similar to Reclock). But it seems Slysoft doesn't have a lot of interest in developing Reclock any further.
with D3D 11 enabled present frame for every vsync on or off if I enter the madVR properties page whilst a file is playing back
the render queue drops to nothing and video stutters until the video is paused and played again Latest Nvidia driver on W8.1
This is with FSE enabled, no issues in windowed mode.
I suppose this is with a dual monitor setup? And you're playing the video on one monitor and then opening up the madVR settings dialog on the other monitor?
All the queues are fine as long as you don't open up the settings dialog?
Does it make a difference if the playback monitor is primary or not?
Hey Madshi, you managed to get a lot of stuff going that isn't currently possible in AviSynth. I'm wondering, how different is it to program for a DirectShow Filter than for AviSynth?
For example, how difficult would it be to port SuperRes to AviSynth?
Or, would it be very difficult to plug madVR into an AviSynth filter? That may be ideal as it would give access to all madVR features.
No change for my to even try to port any madVR filters to AviSynth. However, it's not impossible to maybe someday consider making madVR itself available in some form to AviSynth. But not any time even remotely soon.
Can anyone please suggest a proper shader to correct white balance?
I need to tweak R,G,B Levels (not Contrast, Brightness or Gamma) to correct LED projector extremely blue light source in software.
The hardware color correction is extremely poor and leaves an uneven colorful (red and blue) gradients, so it is unusable.
Not sure how such controls would work. Unless the 3 separate channels behave perfectly linear, just scaling or offsetting one channel might not produce the results you're expecting. That said, it would be relatively easy to add controls to allow you to offset and/or stretch R, G and B separately. But to be honest, nobody has ever asked about this before, so it doesn't seem to be needed by many users. So it's ultra low priority, unless a lot of people think it's suddenly super urgent.
whats the proper way to diagnose a problem?
the fullscreen exclusive mode wont play nice on my PC no matter the setting :(
in windowed mode everything works fine and I get around 30% GPU utilization.
in FSE mode I get
decoder queue 14-17/16
upload queue 5-8/8
render queue 5-8/8
present queue 1-8/8
and around 35% GPU utilization.
changing scaling algorithms doesn't change those numbers.
win 7 ultimate, nvidia geforce 210, driver ver. 341.44
how can I identify the problem?
Do the tips on this post help in any way? They're meant for DX11, but they might influence DX9, too:
http://forum.doom9.org/showthread.php?p=1724688#post1724688
I am sorry for off-topic, but could someone link me to a 12bit video or image sample? I want to compare 8bit to 12bit color depth, but I need a 12bit source for that.
You can use the "smallramp.ytp" test pattern. It's 8bit, but if you upscale it with any of the madVR scaling algorithms (not DXVA!) to fill the whole screen, it will be more than 12bit. See first post of this thread, madTestPatternSource.
1. When double-clicking to exit FSE mode, the screen just turns black rather than returning to windowed mode.
Was this a one-time-only problem, or does it happen every time? Does this only happen with madTPG, or also with your media player?
2. madTPG doesn't work very well if you have a single display setup.
It's very awkward to switch between CalMAN to set up the reads and then quickly switch over to madTPG and make it fullscreen on the same monitor.
Ideally what would happen is that madTPG would run hidden in the background and then enter an always-on-top state or FSE mode as soon as it is being told to display patterns.
And once that series of patterns is completed, return to being hidden in the background.
Ideally there would also be a way to pause for 5 seconds at the initial switch to FSE mode, but I assume that's something which would have to be fixed on CalMAN's side of things.
I think the ideal approach would be to run madTPG on your HTPC, and then to use a laptop to run CalMAN. If you have to run both on the same PC, then yes, maybe that's currently not as smooth an experience as it could be. It's not something I can fix on my own, though. Would have to work with Calman together on that.
MadVR 0.88.11
Workaround for queues not filling in D3D11 FSE mode does not work for me. I still have unfilled queues 1-4/20 render and 1-8/15 present (which should be 16?).
Have you tried this?
http://forum.doom9.org/showthread.php?p=1724688#post1724688
madshi
5th June 2015, 16:17
madVR v0.88.11 released
http://madshi.net/madVR.zip
* fixed: SuperChromaRes produced green screen when downscaling video a lot
* fixed: at exactly 50% zoom, chroma was always repositioned using Bilinear
* fixed: some D3D11 objects were not properly released
* fixed: D3D11 FSE losing focus resulted in black screen
* fixed: one more D3D11 shutdown crash
* fixed: fixed one more OpenCL compilation problem
* fixed: crash when downscaling a lot, with media player asking for cropping
* fixed: SuperChromaRes produced artifacts with "use 10bit chroma/luma" buffer
* removed Shiandow's debanding algorith
* added workaround for one cause of queues not filling in D3D11 FSE mode
* modified "high" debanding preset one last (?) time
* SoftCubic skips anti-ring now (AR harmed SoftCubic more than it helped)
Based on your feedback, I've decided to stick to madVR's debanding algorithm, and to drop Shiandow's alternative algorithm. It was a close race, but in the end there were more users voting for madVR's algorithm, and it's also tried and proven, so I didn't see a good reason to drop my algorithm for Shiandow's, after all. Please note that the "high" preset now also analyzes gradient angles, which means it's slower than it used to be. If you want to get the "old" high preset back, simply activate the trade quality option "don't analyze gradient angles for debanding". That will give you exactly the same "high" deband as older madVR versions used.
FYI, I've setup two domains for madVR:
http://madVR.net
http://madVR.com
Both will point to the same homepage. For now it's just a one-page homepage, containing a brief description and some links. Maybe some day it will become a more complex homepage. The website "madVR.com" was maintained by a madVR user. He has kindly agreed to transfer the domain to me (thank you!), but the transfering could take a couple of days. So for now, to get to *my* madVR homepage, use "madVR.net".
SecurityBunny
5th June 2015, 16:30
Have you tried this?
http://forum.doom9.org/showthread.php?p=1724688#post1724688
Yep. The only way I can get the queues to fill is to reduce how many video frames shall be presented in advance to 6.
Downgrading to madVR 0.88.8, all queues fill perfectly fine. Any version newer than that, it doesn't. Isn't the workaround in 0.88.11 suppose to fix the issue and bring functionality back towards the latest build it worked? For what it's worth, using x64 version.
XMonarchY
5th June 2015, 16:40
Oh damn, I feel so horrible that Shiandow's de-banding algorithm was pulled. Maybe in the future that algorithm will get much better? I shouldn't have criticized it...:(.
madshi - thanks for the new madVR version! Should previous versions be uninstalled before replacing files with new version of madVR? Or maybe settings should be reset before replacing old madVR files with new ones? Are those proper instructions?
One more issue I have had with madVR for a VERY long time. Its about madTPG. Whenever I use dispcalGUI and madTPG, I set madTPG to "Use FullScreen" and "Stay on Top". Yet, at times when calibration starts, madTPG expands to FullScreen, but no patterns are shown. Then I press Esc or Alt+Tab and notice there is another madTPG window in the background that does display patterns. Now I always make sure there is only ONE madTPG process and only ONE mad* home cinema control process. I tried to toggle between "Disable OSD" enabling and disabling, but that made no different. Pretty much, I have to use madTPG in window mode, which is no big deal, but I don't understand why FullScreen mode creates this problem...
nonowaimas
5th June 2015, 16:41
Is there any way to install or use madVR without administrator rights?
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