Log in

View Full Version : madVR - high quality video renderer (GPU assisted)


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 [775] 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329

zoyd
14th July 2016, 14:19
So basically I'd be using something like dE to calculate the best compromise between saturation loss and luminance loss (while keeping the hue angle constant)?

Yes but that assumes the hue angle is obtainable at the desired saturation location. This may not always be the case if for example you are mapping P3 primaries down to Rec709 primaries. In that case you have to vary all three to find the best dE-based compromise, because out-of-gamut now can involve the wrong hue, saturation and luminance.

StinDaWg
14th July 2016, 14:23
This can happen with weird refresh rates, especially in 10bit mode, especially with AMD GPU drivers. I don't think I've seen this reported with NVidia drivers yet. One possible fix is to lower the number of prepresented frames to e.g. 4-6. This reportedly has helped for most users in the past. I believe it's a GPU driver issue, which is related to the mixture of using D3D11, weird refresh rates, a high number of prepresented frames, and maybe 10bit output.
I tried changing present frames to 1,2,3, and 4 as well as changing to 8-bit output and it made no difference. Even though queues are near empty and stay that way madvr is not reporting any dropped frames, so I'm not sure what to think really.

Any idea why it does the same thing in D3D11 FSE after pausing the video and Windows screen saver activates? This happens with all files not just 30 fps. Should I just ignore the stats as long as I don't visually see stuttering?

ShiftyFella
14th July 2016, 14:42
Yes.


Ok. To be fair, both the resolution and the refresh rate differs when comparing hdmi and display port in your screenshots. So I'm not sure if it's proof yet that display port doesn't have the issue.
Ah, sorry. It's two different devices with different resolutions, tv is connected to hdmi and monitor to display port and can only do 60hz, while tv has different display modes set up.

Ok, just did a quick test again with display modes turned off for tv and monitor resolution dropped down to 1080p when using dp or hdmi connection to make it more fair comparison. Now I'm not sure what to make of it. With display modes turned off for TV and using hdmi or display port with monitor, FSE produces no issues and all ques are filled up with presentation times looking normal. turning display modes on for TV produces above mentioned glitch. Next thing I did is left only 1080p60 in display modes plus turned them on for monitor. Having display modes on or off for monitor produced no issues with FSE using either hdmi or display port connection. Meanwhile TV even with display mode of 1080p60 produces glitches in FSE but with it turned off and running at same 1080p60 has no issues. To make sure there is no bandwidth limitation or multi-monitor issues, I had one device connected at a time to video card and used same cable for hdmi connection. This is really weird and I'm not sure this is even same issue StinDaWg experiencing, if this is an issue at all and nothing more then just random amd driver glitches

Sunset1982
14th July 2016, 15:16
This is really what the media player should do. I do know that not all media players provide a nice exclusive mode GUI, though, which is the reason why I implemented the seekbar in the first place. Maybe at some point I'll add more GUI controls for media players that don't have their own in exclusive mode. But it's not a high priority atm.


Is there a player which supports madvr fse mode while using a gui osd? If so, which one is it? A player with support for madvr fse d3d11 (for 10 bit output) and a good skinnable gui would be great...

SpoCk0nd0pe
14th July 2016, 15:42
My control over what the GPU outputs is very limited. I can either output frame packed 3D, or conventional 2D. I have no other options. When outputting conventional 2D, I can do some fancy pixel resorting, which allows me to render 3D for those line or column alternate displays (passive IPS LCDs). But I don't see how I could do frame sequential 3D. Neither Windows nor the GPU manufacturers offer any kind of API for that.
Frame sequential 3d in conventional 2d is really what I am looking for.

So for example: madvr gets frame packed 3d material at 47.952 Hz. What I would like to be able to do is: split the right and left frames and send them one after the other at 95.904 Hz to the TV as conventional 2d frames.

madshi
14th July 2016, 15:55
- Radeon RX 480 (HDCP 2.2 and HDMI 2.0 with support for HDR), connected via HDMI to an HDR 4K television.

I'm trying to play HDR 4K demo clips on MPC-HC which has been configured to use MadVR but the screen remains black. Audio plays, though.
HEVC decoding with Radeon 480 has been reported to be problematic before. Does this work with EVR?

Yes but that assumes the hue angle is obtainable at the desired saturation location. This may not always be the case if for example you are mapping P3 primaries down to Rec709 primaries. In that case you have to vary all three to find the best dE-based compromise, because out-of-gamut now can involve the wrong hue, saturation and luminance.
Doing this kind of stuff in real time in a pixel shader does comes with some limitations. Minimizing dE doesn't seem to be a simple one-step math calculation, at least I don't see how I would do that. So I'll probably stick to keeping the hue angle constant at all times and just try to find the right compromise between reducing saturation and luminance.

Any idea why it does the same thing in D3D11 FSE after pausing the video and Windows screen saver activates? This happens with all files not just 30 fps. Should I just ignore the stats as long as I don't visually see stuttering?
I don't really know. I suppose as long as there are no frame drops reported, it's ok.

Is there a player which supports madvr fse mode while using a gui osd? If so, which one is it?
I think there are several players, but why don't you try for yourself? The list of supported players is available on www.madVR.com.

Frame sequential 3d in conventional 2d is really what I am looking for.

So for example: madvr gets frame packed 3d material at 47.952 Hz. What I would like to be able to do is: split the right and left frames and send them one after the other at 95.904 Hz to the TV as conventional 2d frames.
But how would the display know that it's receiving frame sequential 3D instead of 2D? And how would the display know which frame is for the left eye and which for the right eye? Probably HDMI supports metadata to pass this information to the display somehow. But there's no API available I could use to send this information to the display.

It's also not really all that simple to implement this feature. If audio and video run out of sync, I'll need to drop a frame. Usually I only drop one frame. But with frame sequential output I'd have to make sure I always drop 2 frames, so the eye order doesn't swap.

Why do you need this? Does your TV not support frame packed 3D?

colinhunt
14th July 2016, 18:27
HEVC decoding with Radeon 480 has been reported to be problematic before. Does this work with EVR?
HEVC 10bit UHD/59.94p (SDR), RX 480 connected via HDMI to a TV, MPC-HC with madVR: black screen, both fullscreen and windowed.

Same source, GPU etc. but with EVR: plays perfectly, CPU usage 2-5%

EVR doesn't support HDR output to HDR TV either.

jerryleungwh
14th July 2016, 19:00
The log is pretty hard to interpret. It's made for my eyes, so I'm not sure if you can find what you need. Those 2 lines you mentioned are "good", they should be there are don't indicate a problem.

If you upload the (zipped) log somewhere I can have a look if I can see something. Please activate the Ctrl+J OSD and keep it active while creating the log, then try to enter exclusive mode. Having the Ctrl+J OSD turned on is important because in this specific case it adds more information to the debug log.



Much appreciated. What I did was I turned on the OSD, enter fullscreen and see the "exclusive mode failed" message and leave it for 5 seconds before closing it. It hope that's correct.

https://drive.google.com/file/d/0By8yb27gSv3tXzIydFliaGRCdms/view?usp=sharing

And if you don't mind may I also upload another log file later for you to take a look? I cannot seem to play frampacked 3d properly either. My TV detects the 3D signal but the image output is still in 2D

e-t172
14th July 2016, 20:52
Doing this kind of stuff in real time in a pixel shader does comes with some limitations. Minimizing dE doesn't seem to be a simple one-step math calculation, at least I don't see how I would do that. So I'll probably stick to keeping the hue angle constant at all times and just try to find the right compromise between reducing saturation and luminance.

Couldn't you generate a 3DLUT that precomputes all this stuff, and then you just apply the 3DLUT to every frame? In fact, that's exactly what happens when someone generates a 3DLUT using e.g. Argyll's collink and applies it in madVR - collink computes the gamut mapping between, say, BT.709 and the (measured) gamut of the output device, precomputes the conversion for every possible color, and outputs a 3DLUT to be used in madVR. This is literally the exact same problem. In fact one could theoretically use collink for HDR to SDR conversion today, though I don't know how well it would work.

(Generating that 3DLUT in a reasonable amount of time, on the other hand, could prove challenging. collink for example can take a while to run. Waiting such a long time on playback start could be annoying. However it might be possible to make the process much faster by making a few reasonable performance tradeoffs. Graeme would probably know a lot more about this, since he wrote this stuff.)

By the way, I see we've come full circle in this discussion, we're back to discussing the use of DeltaE which I already suggested 7 pages back (http://forum.doom9.org/showthread.php?p=1773509#post1773509). There was some talk about using CAM02-SCD (http://www.springer.com/cda/content/document/cda_downloaddocument/9781441961891-c1.pdf?SGWID=0-0-45-1337202-p173968189) as well. I believe the main reason why you were not very enthusiastic about this idea was because calculating dE94 or dE2000 is done in CIELAB, which goes against the ICtCp trend that you mentioned (http://forum.doom9.org/showthread.php?p=1773568#post1773568). Maybe there is a robust color difference formula that can be used in ICtCp somewhere?

(By the way: if you look at the DeltaE formulas themselves, you might notice that the problem of minimizing dE94 can be rephrased in 3D space as finding the closest point that is within the gamut volume in the CIELAB system of coordinates. Maybe that could help, especially considering this is done on a GPU? My math skills are not good enough to allow me to elaborate I'm afraid.)

madshi
14th July 2016, 21:22
HEVC 10bit UHD/59.94p (SDR), RX 480 connected via HDMI to a TV, MPC-HC with madVR: black screen, both fullscreen and windowed.

Same source, GPU etc. but with EVR: plays perfectly, CPU usage 2-5%

EVR doesn't support HDR output to HDR TV either.
Hmmmm... Does it work with madVR if you use DXVA copyback instead of native DXVA decoding?

Much appreciated. What I did was I turned on the OSD, enter fullscreen and see the "exclusive mode failed" message and leave it for 5 seconds before closing it. It hope that's correct.
According to the log madVR *tries* to enter fullscreen exclusive mode, but DXGI/Direct3D reports "DXGI_STATUS_OCCLUDED". Which according to Microsoft means:

> DXGI_STATUS_OCCLUDED if you request full-screen mode
> and it is unavailable

Whatever that means. I don't think there's much I can do about it.

And if you don't mind may I also upload another log file later for you to take a look? I cannot seem to play frampacked 3d properly either. My TV detects the 3D signal but the image output is still in 2D
A log file wouldn't help there.

I suspect all these problems are caused by Optimus. I don't really know how to help there, unfortunately.

Couldn't you generate a 3DLUT that precomputes all this stuff, and then you just apply the 3DLUT to every frame?
That's not possible, unfortunately, because the values I get are sometimes so much out of range that they don't fit into the 3dlut input range, even if use "video levels" for the 3dlut, which provides BTB + WTW headroom. E.g. consider a blue pixel with 400 nits, with a 400 nits display. For a legal RGB value (16-235) the blue pixel can be max 24 nits (with a 400 nits display). I'm not sure which RGB value the blue pixel would have with 400 nits, but it would be WAY *WAY* out of range.

By the way, I see we've come full circle in this discussion, we're back to discussing the use of DeltaE which I already suggested
Yes, but you suggested it in a different way. Basically you suggested to replace the out-of-gamut color with color "x". This color "x" would be the one in-gamut color which has the lowest dE difference to the original out-of-gamut color. I'm not aware of a simple math formula to calculate "color x" from the original out-of-gamut color. I'm not even sure how to calculate it at all, other than using trial-and-error.

We're now discussing using dE just to find a decent compromise between losing saturation vs losing luminance, while keeping the hue angle constant. That significantly simplifies the math. Although I'm still not sure how to do the math right now.

e-t172
14th July 2016, 21:54
That's not possible, unfortunately, because the values I get are sometimes so much out of range that they don't fit into the 3dlut input range, even if use "video levels" for the 3dlut, which provides BTB + WTW headroom. E.g. consider a blue pixel with 400 nits, with a 400 nits display. For a legal RGB value (16-235) the blue pixel can be max 24 nits (with a 400 nits display). I'm not sure which RGB value the blue pixel would have with 400 nits, but it would be WAY *WAY* out of range.

Have you considered widening the input range of the 3DLUT to account for all possible input values? That will probably require having a less-than-perfectly-granular 3DLUT (i.e. applying the 3DLUT will require interpolating between 3DLUT values), but that doesn't sound like a big deal - in fact, AFAIK color-managed software never use a fully specified 3DLUT like madVR does, they use something like a 64x64x64 cube and interpolate the missing points. ICC profiles, for example, contain such lower-precision 3DLUTs (cLUTs in ICC parlance) so that people don't end up with ICC profiles that are 100MB in size :)

We're now discussing using dE just to find a decent compromise between losing saturation vs losing luminance, while keeping the hue angle constant. That significantly simplifies the math.

Okay. Hopefully you'll be able to find some way to lift this constraint eventually, because as you said preserving the hue angle is sometimes counter-productive:

Graeme makes the excellent point that desaturating a pixel too much doesn't really preserve hue. E.g. an almost white pixel doesn't really preserve any hue at all, although strictly the hue angle might still be perfect.

madshi
14th July 2016, 22:08
Have you considered widening the input range of the 3DLUT to account for all possible input values? That will probably require having a less-than-perfectly-granular 3DLUT (i.e. applying the 3DLUT will require interpolating between 3DLUT values), but that doesn't sound like a big deal - in fact, AFAIK color-managed software never use a fully specified 3DLUT like madVR does, they use something like a 64x64x64 cube and interpolate the missing points.
The widening would have to be ultra extreme to handle all possible situations. I don't think that makes much sense. The widening would dramatically increase the needed 3dlut size, or alternatively noticeably decrease 3dlut accuracy. Furthermore the widening would also dramatically slow down offline calculation, due to all the possible extremely wide out-of-gamut situations. I expect calculating such a 3dlut offline would *at least* cost multiple seconds, after heavy optimizations. Maybe minutes, without heavy optimizations. It just doesn't make sense.

colinhunt
14th July 2016, 22:28
Hmmmm... Does it work with madVR if you use DXVA copyback instead of native DXVA decoding?
No. Green screen instead of a black one.

e-t172
14th July 2016, 22:34
The widening would have to be ultra extreme to handle all possible situations. I don't think that makes much sense. The widening would dramatically increase the needed 3dlut size, or alternatively noticeably decrease 3dlut accuracy. Furthermore the widening would also dramatically slow down offline calculation, due to all the possible extremely wide out-of-gamut situations. I expect calculating such a 3dlut offline would *at least* cost multiple seconds, after heavy optimizations. Maybe minutes, without heavy optimizations. It just doesn't make sense.

Actually, strike my last suggestion - I just realized that you were referring to RGB values, which are indeed problematic. What about generating a 3DLUT that maps YCbCr (or ICtCp) values? That would be just as valid, and I presume that wouldn't cause any range issues since your inputs are, almost by definition, in range. 3DLUTs can be applied in any color space, and in fact can even be used to convert between color spaces (e.g. YCbCr to RGB) in addition to doing color processing. So, for example, you could have a 3DLUT that takes ICtCp values as input, applies HDR processing such as gamut mapping or gamma ramps, other/various color processing stuff, and at the same time outputs the final RGB values.

I agree that still doesn't address the issue of calculation time though. However, I would still argue that decreasing 3DLUT accuracy would be a good tradeoff for solving that problem. After all, every color-managed application does this, and they don't suffer from accuracy problems. Argyll even has a tool, profcheck (http://www.argyllcms.com/doc/profcheck.html), that verifies the agreement between interpolated values from an ICC profile's cLUT and the original, full-precision measured values. If you can verify that the difference is less than 1 dE, it's unlikely anyone would be able to notice the difference.

madshi
14th July 2016, 22:43
Granted, doing it in YCbCr or ICtCp would be more reasonable. But I still think calculating the 3dlut offline would take much too long. And I don't really see the advantage right now: The math I'm using now works just fine. Except for this one specific problem, and I'm not sure right now how to solve it mathematically, either offline or online. Once I know how to solve it, it's probably possible to do it online, too. So why do it offline? It would cost many hours extra work, delay playback start, have less precision. I simply see no reason why I should do that.

e-t172
14th July 2016, 22:55
Sure, this is all mostly speculation :) It's a matter of processing budget, though. Say you have an algorithm or some math formula that, given an input color X, gives you the best output color Y to map to. Say this algorithm takes 4µs to complete for each color. There's no way to do this in realtime for every pixel of every frame, but it would only take 1 second to generate a 64x64x64 3DLUT using that algorithm.

madshi
14th July 2016, 23:04
Ok, but GPUs are massively parallel, while CPUs are not. If the algo takes 4µs per color per thread on the CPU, then with a quad core CPU it would actually only take 0.25 seconds to calculate a 64^3 3dlut. However, a GPU doesn't calculate just 4 colors at once, but hundreds or thousands at once (not sure how many). So even if the GPU needs 4µs per color, because of the massive parallel calculation, the algo would still run in real time without any problems. But I'd say 4µs on the CPU is very optimistic. It'd probably be much slower than that.

Shiandow
14th July 2016, 23:11
We're now discussing using dE just to find a decent compromise between losing saturation vs losing luminance, while keeping the hue angle constant. That significantly simplifies the math. Although I'm still not sure how to do the math right now.

Which dE are you referring to by the way? From the ones defined on this page (https://en.wikipedia.org/wiki/Color_difference), CIE76 seems doable, CIE94 only with constant hue, and CIEDE2000 is just ridiculous.

madshi
14th July 2016, 23:16
Good question. I was thinking of using either CIEDE2000 with all the hue stuff removed (which should bring it near to CIE94, I think), or straight CIE94. Alternatively, there's a dE formula available in the first google link for the search term "de color difference ipt". In any case, my plan was to stick to constant hue.

Xaurus
14th July 2016, 23:49
Anyone else having problems with Pascal GPU (1070,1080) getting the proper P-state when using Madvr in mpc-hc or mpc-be? I can't seem to make it happen actually. I've observed this by using several programs, and GPU-z confirms the speeds are reduced.
Setting "Prefer maximum power" in the Nvidia control panel doesn't make any difference. I've tried to use DDU and reinstall the latest drivers without any effect.
Could anyone else test the built-in graphics test in GPU-z and watch the clock speeds, and then compare it to when you run a full screen video with madvr? Noticeably the RAM speed is reduced.

zoyd
15th July 2016, 00:09
Good question. I was thinking of using either CIEDE2000 with all the hue stuff removed (which should bring it near to CIE94, I think), or straight CIE94. Alternatively, there's a dE formula available in the first google link for the search term "de color difference ipt". In any case, my plan was to stick to constant hue.

That's where I would start delL, delC components of dE94.

SpoCk0nd0pe
15th July 2016, 00:11
But how would the display know that it's receiving frame sequential 3D instead of 2D? And how would the display know which frame is for the left eye and which for the right eye? It does not necessarily need to know. The idea is to build two switches, one for 3d on/off, one to switch the left and right eye on the glasses.

It's also not really all that simple to implement this feature. If audio and video run out of sync, I'll need to drop a frame. Usually I only drop one frame. But with frame sequential output I'd have to make sure I always drop 2 frames, so the eye order doesn't swap.
I could live with that, I usuall have no frame drops at all with Reclock.

Why do you need this? Does your TV not support frame packed 3D?
I want to replace the motherboard on my TV with this:
https://hardforum.com/threads/no-latency-overclockable-up-to-1080p-270hz-monitor-controller-board.1894299/
My plan is to also build a custom shutter glasses+emitter setup to do 3d active.

zaemon
15th July 2016, 00:20
Dumb question but is it possible to create a 3DLUT for 3D playback (with glasses?) and for HDR playback?


Sent from my iPhone using Tapatalk

huhn
15th July 2016, 01:29
Dumb question but is it possible to create a 3DLUT for 3D playback (with glasses?) and for HDR playback?


Sent from my iPhone using Tapatalk

putting the glasses between the colorimeter and the display should do the trick.

zoyd
15th July 2016, 02:03
putting the glasses between the colorimeter and the display should do the trick.

It's easier if you first profile the meter with glasses in front to without glasses as reference, and create a correction matrix. Then you can do the 3dlut without glasses for more signal.

Sunset1982
15th July 2016, 07:10
No. Green screen instead of a black one.

That's exactly what I found out when testing the RX480. Greenscreen when using madVR and LAV with DXVE Copyback. Any ideas why this is happening?

DragonQ
15th July 2016, 08:42
What are my options if I want to use MadVR without administrator rights? Presumably there's no way to use it with MPC-HC but are there any other players that include it without having to manually register the filter file?

Uoppi
15th July 2016, 09:04
After updating from v0.90.20 to v0.90.21 (haven't got to try v0.90.22 yet), I started getting worse rendering times but only when scaling.

Just wondering what could be affecting the performance so much because according to the changelog, the .20 -> .21 update was almost exclusively HDR-related (which doesn't concern my usage scenario).

The get rendering times down and to avoid dropped frames, I've now downgraded from SSIM 2D to 1D in almost all of my profiles. Nvidia drivers are up to date (I have GTX 960).

70MM
15th July 2016, 09:10
Image Doubling question?

Guys Ive never used image doubling but want to try.
I have the new GTX1080 card.

Is it ok to use Image Doubling with just straight 1080p content (ripped BDs)?
Im using the JVC X9000 projector but not sure how you set this up for 1080p content, 1080p > 1080p.

Can some of you offer some instructions please?

Thanks in advance...

QBhd
15th July 2016, 09:21
After updating from v0.90.20 to v0.90.21 (haven't got to try v0.90.22 yet), I started getting worse rendering times but only when scaling.

Just wondering what could be affecting the performance so much because according to the changelog, the .20 -> .21 update was almost exclusively HDR-related (which doesn't concern my usage scenario).

The get rendering times down and to avoid dropped frames, I've now downgraded from SSIM 2D to 1D in almost all of my profiles. Nvidia drivers are up to date (I have GTX 960).

I'm wondering if this may be what I noticed after moving from .20 ==> .22

I had to skip .21 since mixed scaling was broken for me, but moving to .22 caused a pretty big performance hit. madshi thought it might be the new rules for when scaling is active and maybe some upscaling refinements now being used... But I'm not so sure, especially now that you see a performance hit with version .21.

QB

wolfman2791
15th July 2016, 09:54
It's likely a AMD driver error that stops me from using MPC-HC x64 with madvr. x86 version works fine. The issue is OpenCL. OpenCl kernel compile failure.

Not sure it's worth finding an older driver that works. Will just keep using x86 i guess.

Uoppi
15th July 2016, 11:36
I'm wondering if this may be what I noticed after moving from .20 ==> .22

I had to skip .21 since mixed scaling was broken for me, but moving to .22 caused a pretty big performance hit. madshi thought it might be the new rules for when scaling is active and maybe some upscaling refinements now being used... But I'm not so sure, especially now that you see a performance hit with version .21.

QB

Yeah, I saw the posts on previous pages about this and that's what got me wondering. I've encountered decreased performance once before but it was fixed by a GPU driver update.

Anyway, I'll try the .22 version later today and report back.

EDIT: No discernible difference in rendering times here when going from version .21 to .22. So, still no clue where those aforementioned differences originated from.

Sunset1982
15th July 2016, 12:33
anyone has an idea what player supports madvr exclusive mode while using a nice osd and not just the madvr fse bar?

toniash
15th July 2016, 12:55
anyone has an idea what player supports madvr exclusive mode while using a nice osd and not just the madvr fse bar?

PotPlayer

https://imouto.my/tutorials/configuring-potplayer-for-gpu-accelerated-video-playback-with-dxva-or-cuda-and-also-high-performance-software-decoding/

Sunset1982
15th July 2016, 13:02
PotPlayer

tried that, but when I enable FSE mode, I dont get an osd, and when I enable the bar in madvr settings I only get the madvr one. Is there a special option for this?

toniash
15th July 2016, 13:09
tried that, but when I enable FSE mode, I dont get an osd, and when I enable the bar in madvr settings I only get the madvr one. Is there a special option for this?

My settings in potplayer
https://www.dropbox.com/s/bhl4u4rfb1wjxbf/pot2.jpg?dl=0
https://www.dropbox.com/s/al74z459zoewwrh/pot1.jpg?dl=0

and enable automatic fullscreen exclusive mode im Madvr
you get the OSD when moving the cursor top or bottom

chros
15th July 2016, 13:09
tried that, but when I enable FSE mode, I dont get an osd, and when I enable the bar in madvr settings I only get the madvr one. Is there a special option for this?
Why do you even need this? :) Seekbar makes sense in FSE, but other controls? Use keyboard shortcuts or a remote for the player, and problem solved. :)

ranpha
15th July 2016, 13:16
anyone has an idea what player supports madvr exclusive mode while using a nice osd and not just the madvr fse bar?
PotPlayer's Direct3D skin mode. (https://miku.hatsune.my/potplayer-with-seeking-gui-in-madvr-exclusive-mode.jpg)

Sunset1982
15th July 2016, 13:39
Why do you even need this? Seekbar makes sense in FSE, but other controls? Use keyboard shortcuts or a remote for the player, and problem solved.

I want to have a nice looking seekbar with a nice blue line



PotPlayer's Direct3D skin mode.

ok, have to try it again

Uoppi
15th July 2016, 16:33
With the .22 version (I can't remember seeing this before), the madvr OSD is reporting Bicubic150 AR downscaling in addition to SSIM 1D that is chosen for the profile.

Like this:
image x > super-xbr > super-xbr < SSIM 1D100AR
image y > super-xbr > super-xbr < SSIM 1D100AR < Bicubic150 AR

Would someone be able to tell me what's going on there? This is quadrupling (luma) SD to 1080p.

Chyrka
15th July 2016, 18:50
Hi.
I have something strange with playback.
My main GPU is Intel HD3000. I also have Nvidia 210 in the PC but it is not connected to the monitor.
I am using MPC-HC x86 1.7.10.
The choma scaling algorithm is set to default SoftCubic but for some reason it does not work as well as other scaling options.
When I am watching 8-bit video (i.e. NV12 colorspace is used), I always get DXVA chroma scaling in the stats instead of SoftCubic or whatever set in settings. This DXVA scaling gives ugly aliasing and moreover it changes matrices 601-709.
I got this
http://grab.by/Rufs
and this
http://grab.by/RufG
In my old PotPlayer everything is OK.
My previous madvr 0.87.10 acts well.

huhn
15th July 2016, 19:17
Hi.
I have something strange with playback.
My main GPU is Intel HD3000. I also have Nvidia 210 in the PC but it is not connected to the monitor.
I am using MPC-HC x86 1.7.10.
The choma scaling algorithm is set to default SoftCubic but for some reason it does not work as well as other scaling options.
When I am watching 8-bit video (i.e. NV12 colorspace is used), I always get DXVA chroma scaling in the stats instead of SoftCubic or whatever set in settings. This DXVA scaling gives ugly aliasing and moreover it changes matrices 601-709.
I got this
http://grab.by/Rufs
and this
http://grab.by/RufG
In my old PotPlayer everything is OK.
My previous madvr 0.87.10 acts well.

you are using DXVA native. on default settings DXVA native is used with DXVA chroma scaling.

go to rendering -> trade quality for performance - disable "use DXVA chroma upscaling when..."

edit: or use DXVA copyback

Uoppi
15th July 2016, 19:24
Rendering queue is sometimes hitting a ceiling of 8 max, even though I have set it at 20. Is this a known issue?

I remember there's been reports along the way about rendering queues not filling but this probably only started happening to me with the latest madvr version (v.22).

If I either
1) stop and restart the video or
2) skip forward (and probably backwards too),
the rendering queue is filled properly to max again.

I have GTX 960 with latest drivers + Kodi DSplayer.

Chyrka
15th July 2016, 21:31
you are using DXVA native. on default settings DXVA native is used with DXVA chroma scaling.

go to rendering -> trade quality for performance - disable "use DXVA chroma upscaling when..."

edit: or use DXVA copyback

Thank you for your help. With DXVA copyback works great.

madshi
16th July 2016, 17:30
I do think the desaturation of high luminance red/orange is too aggressive when using preserve hue. Take this for example:

[...]

Without hue preserve the madVR image luminance is too low and appears oversaturated - with hue preserve you lose all of the amber light and a good portion of the red tent.

The CalMAN LUT appears to mildly desaturate and both white and amber headlights look correct. The red tent brightens without loosing too much red definition.
I've managed to reproduce something similar to the Calman result by keeping saturation the same and removing all excess luminance from each pixel. Which is pretty much the opposite of what madVR 0.99.22 does. The next madVR build will compromise by walking middle ground: I'm going to move such out-of-gamut pixels in-gamut by reducing both (perceived) luminance and saturation in a similar amount. It's not directly a dE formula I'm using, but it should be a decent approximation.

Dumb question but is it possible to create a 3DLUT for [...] HDR playback?
If you let madVR do the tone mapping ("enable HDR processing") then your SDR 3dlut should work just fine for HDR content, too. No need to create a separate 3dlut in that case.

That's exactly what I found out when testing the RX480. Greenscreen when using madVR and LAV with DXVE Copyback. Any ideas why this is happening?
No. If software decoding works fine the greenscreen could be a LAV bug, because it shouldn't make a difference to madVR whether LAV uses software or DXVA copyback decoding. Native DXVA is a different topic, though. Can you upload a zipped debug log with Native DXVA decoding and the black screen somewhere?

What are my options if I want to use MadVR without administrator rights? Presumably there's no way to use it with MPC-HC but are there any other players that include it without having to manually register the filter file?
I think J.River MC uses madVR without installing it. I'm not sure if MC itself might need installation, though.

After updating from v0.90.20 to v0.90.21 (haven't got to try v0.90.22 yet), I started getting worse rendering times but only when scaling.
Can you please post a screenshot of the Ctrl+J OSD for this situation with both v0.90.20 and v0.90.21?

With the .22 version (I can't remember seeing this before), the madvr OSD is reporting Bicubic150 AR downscaling in addition to SSIM 1D that is chosen for the profile.

Like this:
image x > super-xbr > super-xbr < SSIM 1D100AR
image y > super-xbr > super-xbr < SSIM 1D100AR < Bicubic150 AR
Interesting. Doesn't seem to happen on my PC. Again: Can you please post a screenshot of the Ctrl+J OSD, so I can see which exact source resolution and zoom factor etc you're using?

Rendering queue is sometimes hitting a ceiling of 8 max, even though I have set it at 20. Is this a known issue?
Is the present queue near empty? Really, in all these situations a screenshot of the Ctrl+J OSD helps.

madshi
16th July 2016, 18:59
After resetting my setting and nuking all of my profiles, I figured out the culprit. It was SuperRes turned on for chroma upscaling. When both SuperRes and HDR procesing turned on, it produces weird color shift and it changes depending on the SR level.
Just tried to reproduce this, but it seems to work just fine on my PC. Can you please make a screenshot of your Ctrl+J OSD, when the problem occurs?

har3inger
16th July 2016, 19:28
Three things:

1) Bilateral chroma upscaling is slower now (when using the new algo).
2) HDR handling is slower now.
3) Fixed a couple of bugs in deciding when image doubling and upscaling refinement becomes activated.



I've also noticed big (32ms->45ms) performance drops from .20->.22, but only today. Perhaps a windows update happened in the meantime? I didn't touch my GPU drivers in the meantime, and windows update didn't either. I've reverted for now, because the drop is huge.

What I've tested (not much):

1. At 1:1 scaling factor, render times are the same between the two versions.
2. At any scaling factor, the effect of the chroma scaler shows no differences between the two versions.
3. ED dithering isn't accidentally on. Neither are any of the image enhancement options.
3. Something in the image upscale chain (sxbr > bicubic 150 down > Superres) seems to cost way more with this version.

madshi
16th July 2016, 19:32
OK, here goes:

http://screenshotcomparison.com/comparison/178293

http://screenshotcomparison.com/comparison/178295

http://screenshotcomparison.com/comparison/178298

files on mega (https://mega.nz/#!q8ZD1a5b!y0GwLF6MjqVZSK8-1ggtrNsWcEiTIIhf--8oCj48-Ig)

I got a good bunch of other features enabled in the upscaling refinement window, my point was in my real-world use AB75 does wonders. Of course SR looks sharper than without but I believe the top left of the picture in my first link with SR1 looks better with AB25 than without. The whole point of AB to me is that motion looks smoother because edges aren't nearly as noisy anymore. Anyway, please bring it back :scared:
I've downloaded both your mega files, and looked at all your screenshot comparisons. To be honest, I'm not fully sure which image was made with which settings. The files are not named with the full settings in the file name. E.g. they should have been named "SR1 no AB" or "SR2 AB75". But instead they have names such as "1.png", "2.png", "3 orignal 4X.png" etc. How am I supposed to understand which SR level and which AB percent those were made with?

Because all the names are not clear, it's hard to draw final conclusions. But e.g. if I compare your "3 SR1 no AB 4X.png" image with "3 AB75 4X.png", then I think the first one (without AB) looks better with less noise around the edges, especially at the bottom left part of the image.

madshi
16th July 2016, 19:34
I've also noticed big (32ms->45ms) performance drops from .20->.22, but only today. Perhaps a windows update happened in the meantime? I didn't touch my GPU drivers in the meantime, and windows update didn't either. I've reverted for now, because the drop is huge.
So far nobody has provided even screenshots of the Ctrl+J OSD. Pretty sad, like 4 reports now, but nobody bothered to post any screenshots or anything else for me to look at.

jerryleungwh
16th July 2016, 19:48
According to the log madVR *tries* to enter fullscreen exclusive mode, but DXGI/Direct3D reports "DXGI_STATUS_OCCLUDED". Which according to Microsoft means:

> DXGI_STATUS_OCCLUDED if you request full-screen mode
> and it is unavailable

Whatever that means. I don't think there's much I can do about it.

I have managed to solve the fullscreen exclusive mode problem. Turns out the problem is that I set madVR to present 16 frames in advance while in exclusive mode but apparently my GPU doesn't support that. I change it back to any value lower than 16 then it works perfectly. Thanks!