View Full Version : madVR - high quality video renderer (GPU assisted)
takenori
19th May 2017, 13:28
No problems here, but running the Restore Default Settings batch file has always fixed any madVR problems I've run into after a change to my system.
Just be sure to make a note of all your settings before you run it, if you can get to them. Best bet is to run "madHcCtrl.exe editLocalSettingsDontWait" command from the madVR folder.
it still wont appear.
i tried both that line and editLocalSettings but still the same.
the apps is running in the task manager and need to be force closed, but the window settings still not appearing
-----------------------------
just found this and found the problem with nahimic 2. now it appears.
http://bugs.madshi.net/view.php?id=478
anta777
19th May 2017, 19:38
How to test the speed of a graphics card for an algorithm NGU sharp ?
Is interested in NVIDIA 1070-1080 vs AMD RX 570-580.
Asmodian
19th May 2017, 20:32
The 1080 is faster (and 2x the price). Polaris doesn't like NGU very much.
anta777
19th May 2017, 21:55
How many times faster?
2x as price or less ?
Asmodian
19th May 2017, 22:47
Much less than twice... though I am not sure as to the exact ratio. I haven't seen any good benchmarks, only anecdotes from this thread. :(
Edit: Oops, it is probably around twice as fast. :o
it's not easy to do. boost clocks are unstable other algorithm are using the GPU too.
a 1060 is about 3-5 times as fast using NGU as a 480.
i wouldn't be shocked if a 480 is generally fast when NGU isn't used.
a 1060 is about 3-5 times as fast using NGU as a 480.
I doubt it.
i had both cards what's your reason for the doubt?
just as a reference i can do NGU sharp very high normal chroma with my 1060 when scaling 1080p23 -> 2160p23.
compare that. high is already a problem for the RX 480.
there goes something terrible wrong when using NGU on polaris cards. my r9 270 was totally fine using NGU.
i can do NGU sharp very high normal chroma with my 1060 when scaling 1080p23 -> 2160p23.
Really? What are your render times? Can you post OSD screen?
high is already a problem for the RX 480.
My RX 470 can do NGU Sharp High and has a lot of headroom left. Test results below.
1080p23 -> 2160p23. All settings identical except for Luma:
NGU Sharp Very High - 69.5ms (SM ON); 51ms (SM OFF)
NGU Sharp High - 24.7ms (SM ON); 22.8ms (SM OFF)
NGU Sharp Medium - 15.5ms (SM ON); 13.5ms (SM OFF)
NNEDI3 256 - 89ms (SM ON); 83.2ms (SM OFF)
NNEDI3 128 - 50.5ms (SM ON); 47.3ms (SM OFF)
NNEDI3 64 - 31.6ms (SM ON); 29.6ms (SM OFF)
I included smooth motion results because with NGU Very High performance hit was very hard for some reason, thought it was interesting.
sure https://abload.de/img/nguveryhigh2zcjho.png
way better result i'm used to.
make me wonder if a driver update is the reason because my finding back in 2016 early 2017 where confirmed by other user and yours are not even close to it.
i wonder why noone else is noticing such a giant permanence increase and reportet it.
that's only about 1.5-2x.
BTW. i was using SM back in the days.
i saw stuff like 150 ms with my 480 back in the days (ngu was used on chroma doubling too).
huhn, what kinda rendering times youre getting with NGU Sharp High 1080p23 -> 2160p23?
NGU very high
in FSE ~32 AVG and ~35 ms max.
but i'm not a huge friend of rendertimes i get rendertiems of 39 ms with super xbr because the cards goes for a nap.
with advanced rendertimes NGU takes ~29 ms. it is hard to read because it is called finalsteps there right before smoothmotion.
GPU usages is abut 90% and the AVG boost clock is 1700
i use other filter at the same time.
in short
NGU very high
32 ms
NGU takes about 29 ms
GPU load 90 %
boost clock 1700
NGU high
16-17 ms
NGU take about 11 ms (a ~3rd like it should be)
GPU load is 45 %
boost clock is 1900 (don't think about this)
huhn, impressive. What about NNEDI3? I wonder if its also faster on Pascal.
Asmodian
20th May 2017, 20:14
Interesting, it does seem like NGU has improved on Polaris.
My Pascal Titan X doesn't do that much better at NGU Sharp very high 1080p -> 2160p.
These are the rendering times for the NGU step by itself (ShowRenderSteps). If you disable subtitles and smooth motion you can see it reported by itself, the times weren't quite the same when it was mixed into another line. I used chroma doubling set to normal (Bicubic 60). madVR v0.91.9 of course, DX11 fullscreen windowed, Win10 w/ creators update, Nvidia driver version 382.05. I added image enhancements and changed chroma upscaling to keep the GPU clocks up. The GPU was at 1860 MHz unless otherwise noted.
NGU Sharp (low): 1.7 ms
NGU Sharp (med): 2.6 ms
NGU Sharp (high): 5.2 ms
NGU Sharp (very high): 16.8 ms
edit:
I remember NNEDI3 differences being interesting too:
NNEDI3 32: 4.18 ms
NNEDI3 64: 7.54 ms
NNEDI3 128: 18.83 ms
NNEDI3 256: 32.93 ms (1835 MHz)
madshi
20th May 2017, 20:34
Madshi, the .ax files are quite a bit larger than in previous releases, zip is now 10MB larger.
Not that it's a big deal but, what gives?
Not sure why that happened. In any case, it will be fixed in the next build.
Does anyone know why no matter what I do my MadVR Control Panel will not show up.
Seems weird. You sure it's not in the list of "hidden" tray icons? (The OS sometimes hides some tray icons.) The tray icon is handled by madHcCtrl.exe, that process is running?
> Why are you worried about memory consumption or short term chip/memory frequency?
> These things are not really very important.
Looking through movies and different clips, I can constantly switch to full screen mode and back and then it turns out that the graphics card works for a long time in maximum mode
Forgot to say that the frequency of the chip and memory is growing and when rewinding the video
This is not what I would like to get from soft decoding
I have a gluttonous 130 watt graphics card
And for the processor, the video formats sd and full hd are not even noticeable if the program is competently optimized
SD format(default setting):
Mplayer(frontend Smplayer) Cpu 1-2% memory 35mb (video card is resting)
Mpc-hc lav-filters madvr Cpu 2-7 memory 380 mb (increase in the frequency of the video card under certain conditions)
Your post doesn't really answer my question. I asked why you're worried about memory consumption and chip/memory frequency. I see zero reason to worry about memory consumption, as long as you don't have some other application running at the same time which needs the memory. Consuming more memory doesn't cost any electricity.
I can understand if you want to save power, and have your GPU fan be silent. So I can understand that you want low chip/memory frequency *during normal video playback*. However, frequencies being temporarily higher after changing the window size or after seeking is totally irrelevant, IMHO. I don't see why that would matter in any way.
I absolutely understand how that pro pricing works, I'm just wondering what's going to be missing from the pro version then. But I'm guessing you don't know for sure yourself yet :).
I see a lot of tools where everything is available, but then only in 8 bit for instance. And it's frustrating for me that I would spend close to a $100 no problem to get some very good algo in 10bit or 16bit support, but if the pro license then jumps up to $500 and more it's a shame (for me). So close yet so far :P. Like I said, understandable though.
Having access to things like special chroma upscaling and NGU stuff (gpu accelerated all?) would be awesome. Upscaling stabilised footage back up to it's original res with NGU or being able to process and mix some of my 1080p footage with my 4k footage (ngu upscaling + debanding + knlmeanscl) sounds like a lot of good video toys to be testing.
Of course if someone asked me if I really needed 10bit+ they probably have a point. Really needing something really wanting something are not the same but related :P.
Actually limiting the input to 8bit is currently the most probable option, because for most "hobby" users 10bit input support is not crucial, while for pro users 10bit support is probably quite important. If you have a better idea, I'm all ears. There does need to be some sort of limitation, or else I'd lose many sales. Ideally the limitation should hurt only pro people but not hobby users.
Hi madshi,I also,the HDR, color space can be identified, the transfer function can not be identified, windows 10 1703, epson tw8300
I'm not sure what you mean. Unfortunately your attached image is not visible to me. Attaching stuff to this forum rarely works, so it's better you upload it to some external image host and then link to it here.
madshi, since I can't get the ytp test images to load anymore, can I just as well drag one of the png test images from http://www.lagom.nl/lcd-test/ into MPC-HC? The gradient one specifically. Thanks
I'm not familiar with those png test images, so I can't comment on that. The ytp test patterns currently only work with 32bit media players.
Ran NGU sharp for the first time on some a 720 movie and was quite impressed with how it looked. Couldn't run Very High on my 960 but High was a go with about 20ms render time.
Glad to hear that!
I have created .3dlut in displayCal for my display (NEC PA302W), using i1 Display 2 calibrator.
And recently I noticed some bad artifacts in video when this 3dlut is used in madVR.
Here is a screenshot (the saturated color patches can be seen, especially in the left part of the image).
The video is ok when i disable calibration LUT.
It seems that something is wrong with calibration or its usage.
What can be done to fix this?
Can't open your image, unfortunately. Please ask DisplayCAL related questions here:
http://www.avsforum.com/forum/139-display-calibration/1471169-madvr-argyllcms.html
I'm attempting to play 3D @ 60fps to an LG OLED in PC mode using LAV, MPC-BE and MadVR in order to bypass as much processing in the LG as possible and have greater control.
Currently 3D rendering is optimized for 1080p displays. I'll add to my to do list to look into offering a line alternative 4K mode. But I don't know when I'll get to that, could take a while.
As a preliminary question, I have come across comments that MadVR only works with MPC-BE x86 and not x64: is this still true, or doesn't it have an impact on speed anyway?
madVR has supported x64 for a long time now.
I'm also confused over having 3D output format settings in both MPC-BE and MadVR: what should I set each one to in order to get unmolested line interleaved 3D with the least processing overhead?
I'm not sure what those settings in MPC-BE do, haven't tested that yet. Maybe they only affect MPC-BE's internal renderers? Or maybe they overwrite the madVR settings? I don't know, that's a question you should ask the MPC-BE devs. Generally, the media player doesn't even have to know you're playing 3D. LAV and madVR do all the dirty work. So IMHO you can probably leave all MPC-BE options at default settings (or turned "off" for 3D, if there is such a setting).
I've been using MadVR (currently v0.90.13) with Kodi DSPlayer 16.1 on my Windows 10 HTPC for a long time with no problems, but just recently started experiencing video/audio stutters two or three times per hour of playback. The best way I can describe it is like a skipping vinyl record, where the same millisecond of audio/video repeats in a rapid-fire machine gun fashion for 1-2 seconds. Sometimes the video/audio are out of sync afterwards and I have to stop and restart playback.
Interestingly, the MadVR playback stats don't recognize these stutters as frame repeats or presentation glitches - it seems like as far as MadVR is concerned, nothing is awry, which makes me wonder if something else in my system is causing the problem.
Any advice on how to troubleshoot this?
"recently started"? What has changed? Did you change drivers? Or madVR version? Or did you install Windows 10 to Creator's Update?
Are you using fullscreen exclusive mode?
I'm encountering some very strange behavior if I disable exclusive mode:
If I seek in the video and keep the seek bar active I'm getting comparable render times to exclusive mode
http://i.imgur.com/64UvGhM.jpg
As soon as the seek bar becomes inactive and madvr changes from D3D9 windowed to D3D9 windowed fullscreen I'm getting very high render times
http://i.imgur.com/MpJU5u0.jpg
But it isn't only related to D3D9 windowed fullscreen, because if I activate the seek bar without actually seeking I'm still getting very high render times
http://i.imgur.com/3nc7OAN.jpg
Edit:
Immediately after posting this I discovered that enabling the option "use Direct3D 11 for presentation" seems to be a solution for my problem.
I've also received some crash reports from various users (mainly NVidia) which suggest that D3D9 is very unstable on NVidia atm in Windows 10. For most of those users it seems that activating the "use D3D11 for presentation" option helps.
Since [...] MadVR takes ages to load a video now
It shouldn't. It certainly doesn't for me.
I'm just starting to try madVR in graphstudionext. I'm connecting the LAV splitter and decoder to it. I'm using Windows 7.
When the input pin of madVR is connected, a dialog box appears that says:
File Open - Security Warning
Do you want to run this file ?
...\madHcCtrl.exe
with Run and Cancel buttons.
The madHcCtrl.exe file seems to be the configuration gui for madVR. If I click "Run" to allow it to run, nothing seems to happen - the gui window does not appear.
It seems a bit strange that madVR tries to run the configuration gui just because the input pin is being connected - is this normal behaviour ?
It seems a bit pointless, especially when the gui doesn't even appear.
madHcCtrl's main purpose is to handle the madVR tray icon and display the madVR settings dialog. In certain situations madVR also starts additional madHcCtrl instances which then have a special job, like watching over the media player and restoring the original display mode in case the media player crashes, or things like that.
madshi
20th May 2017, 21:11
madVR v0.91.10 released
http://madshi.net/madVR.zip
* improved Windows 10 HDR metadata support
* added new option "hack Direct3D to make 24.000Hz and 60.000Hz work"
* performance improvement with "trust DXVA" + "use D3D11 for presentation"
* fixed: Intel GPU driver flickering bug with "use D3D11 for presentation"
* fixed: madVR(64).ax files were larger than necessary
* Intel: 10bit DXVA surfaces are now converted to 10bit RGB (instead of 8bit)
1) I hope switching your display into HDR mode works now? Currently only NVidia and AMD drivers support this, Intel not yet.
2) There was a long standing bug with Intel GPUs where activating the "use D3D11 for presentation" option could result in video frames jumping back and forth. I was finally able to reproduce the bug on my new Kaby Lake test PC. It turned out to be a GPU driver bug (as usual). I've found a workaround, so the problem should hopefully be fixed now.
3) I've had a hack in madVR which hooked deep into D3D9 and D3D11 to make sure that 24.000Hz and 60.000Hz display modes were correctly used in Windows 8.1 and Windows 10. However, I've found that this hack can sometimes lead to presentation queues not filling properly. So this hack is now optional (and disabled by default). Without the hack, you will probably always get 23.976Hz and 59.940Hz, even if you want 24.000Hz and 60.000Hz. With the hack, you will probably get proper refresh rates, but may run into issues with the presentation queue not filling. Pick your poison... :(
ryrynz
20th May 2017, 23:21
Solid maintenance release. Glad to see that Intel bug finally "fixed".
Please, anyone posting after this, don't quote madshi's entire post..
imhh11
20th May 2017, 23:33
madVR v0.91.10 released
1) I hope switching your display into HDR mode works now? Currently only NVidia and AMD drivers support this, Intel not yet.
Thanks for the new release.
Does this mean we dont have to manually switch the windows hdr slider anymore ?
if so, it didnt work on my system.
Can't open your image, unfortunately. Please ask DisplayCAL related questions here:
http://www.avsforum.com/forum/139-display-calibration/1471169-madvr-argyllcms.html
Here is another example:
https://s19.postimg.org/k5fmo1wlb/madvr_colors-1.jpg (https://postimg.org/image/k5fmo1wlb/)
I think, it could be due to whiter-than-white values or something like that in the original video. But all that leads to unpleasant artifacts in the video.
Is it possible to still convert these values for them to not be out of sRGB gamut?
arrgh
20th May 2017, 23:45
madVR v0.91.10 released
...
* fixed: Intel GPU driver flickering bug with "use D3D11 for presentation"
...
2) There was a long standing bug with Intel GPUs where activating the "use D3D11 for presentation" option could result in video frames jumping back and forth. I was finally able to reproduce the bug on my new Kaby Lake test PC. It turned out to be a GPU driver bug (as usual). I've found a workaround, so the problem should hopefully be fixed now.
excellent... works...
Asmodian
21st May 2017, 00:07
Is it possible to still convert these values for them to not be out of sRGB gamut?
If you use the rendering -> general settings -> "enable windowed overlay (Windows 7 and newer)" option, and don't have exclusive mode or DX11 enabled, WtW values are clipped to in gamut.
If you use the rendering -> general settings -> "enable windowed overlay (Windows 7 and newer)" option, and don't have exclusive mode or DX11 enabled, WtW values are clipped to in gamut.
I have tried this already, D3D9 with windowed overlay - and it made no difference, the colors still seem to be out of gamut.
Although I would prefer using exclusive mode with D3D11.
Is it really a difficult problem to solve ? It seems to me that many computer-generated videos contain such colors.
Asmodian
21st May 2017, 01:39
Are you using a 3DLUT with an absolute or relative intent? Some of the intent options clip colors that are outside the gamut which can cause artifacts like that.
JarrettH
21st May 2017, 02:52
Pretty major bug since 0.91.9 or 0.91.10 (I'm on 0.91.8): I can't exit out of full screen (d3d9, automatic full screen exclusive) by double clicking nor does alt+enter work. Both produce a black screen - no desktop - audio continues. I have to alt+F4 the program to close it. ctrl+alt+del doesn't overlay for me to access task manager. In d3d11 exclusive (automatic full screen exclusive), switching between full screen and windowed now takes 4-5 seconds.
550 Ti
Windows 10 Home (not on Creators Update yet)
Latest stable MPC-HC
378.78 drivers
Dell U2417H over HDMI
Asmodian
21st May 2017, 02:58
It works fine here, both D3D9 and D3D11 in and out of full screen exclusive almost instantly.
Titan X (Pascal)
Windows 10 Pro
Zoom Player
382.05 drivers
JarrettH
21st May 2017, 03:05
I should follow-up to say I was on 0.91.8 before this, so maybe not in 0.91.10 :cool:
mrcorbo
21st May 2017, 04:11
With madVR v.0.91.10 I now get the following HDR behaviors on my GTX 1060 with Nvidia driver version 382.19
In windowed mode, with HDR on in Windows settings, and using the Windows 10 HDR metadata transmission API I get HDR output that seems correct.
In FSE mode, I get the same incorrect output I was getting prior to version 0.91.10. (https://forum.doom9.org/showpost.php?p=1805089&postcount=43508)
If I turn automatic FSE off and try to go fullscreen, I almost immediately get a black screen followed within about a minute by a reboot. I can consistently reproduce this and it happens with the windowed overlay on or off.
huhn, impressive. What about NNEDI3? I wonder if its also faster on Pascal.
as far as i know there are no problem with nnedi using a polaris GPU. i can add numbers later.
just to give you an idea what the real problem is a r9 270 is not much slower when NGU is used compared to a rx 480.
and there is no reason for that!
but it looks like NGU got a lot faster on polaris so maybe it get's fixed someday.
edit:
only the nnedi3 numbers:
32: 10 ms
64: 19 ms
128: 37ms
256: 72 ms
ryrynz
21st May 2017, 07:17
Benchmarking has come up a few times, I was thinking a new thread specifically testing some hand picked samples using a preconfigured config might be an idea.
Perhaps madshi could help here adding a simple benchmark mode specifically to display and or maybe log the minimum, average and maximum render times, dropped frames etc of whatever video is played
showing an average at the end on a blank screen after playback until the player is closed, since this basically exists already in the OSD and logging functions I'm guessing this in basic form would be pretty easy to add.
I think though this was more a 1.0 feature perhaps fleshed out a bit more, but some basic logging/display and some specifically chosen samples would provide some apple to apple comparisons going forward.
har3inger
21st May 2017, 07:23
The intel fix has also resolved intermittent frame flickering with low queues (such as when starting playback/seeking without waiting for queues to fill) that I experienced with a laptop running dual intel/AMD gpu setup. Well done!
mrmojo666
21st May 2017, 07:26
madVR v0.91.10 released
1) I hope switching your display into HDR mode works now? Currently only NVidia and AMD drivers support this, Intel not yet.
Hi Madshi,
sorry but seems on my AMD is same as before, seems no metadata sent to tv :(
thank you
Are you using a 3DLUT with an absolute or relative intent? Some of the intent options clip colors that are outside the gamut which can cause artifacts like that.
Which rendering intent is better for the 3DLUT on a monitor with sRGB coverage?
oldpainlesskodi
21st May 2017, 10:36
Hi Madshi,
sorry but seems on my AMD is same as before, seems no metadata sent to tv :(
thank you
Might just be my set up, but same here on Nvidia GTX 1080 Strix OC Win 10CU x64, driver 378.92, FSE Dx11 = TV does not switch to HDR mode (nvidia api or win 10 api).
K
madshi
21st May 2017, 11:13
Questions:
1) For those of you who have new problems with v0.91.10, please double check which exact version introduced the problems. Is it really v0.91.10, or maybe v0.91.9? Or some other version? It's important for me to know which exact madVR version introduced each specific problem for you. You can download old versions here:
https://www.videohelp.com/software/madVR/old-versions#download
If the problem was really introduced by v0.91.10, and didn't occurwith v0.91.9, then please check if activating the option "hack Direct3D to make 24.000Hz and 60.000Hz work" makes any difference?
2) If HDR switching WORKS for you, please let me know which GPU you're using, and exactly in which way it works? Do you have to enable the OS HDR switch or can you disable it? Does your display switch into HDR mode only while madVR is playing a HDR video? Or how does it work exactly? I can't test it myself atm, so it would be nice to know.
3) If HDR switch does NOT work for you: Which GPU are you using? Does the OS show the "HDR and Advanced color" switch to you? Have you tried with the switch on and off? Does your display switch into HDR with the switch on or off? Or neither?
Are you using a 3DLUT with an absolute or relative intent? Some of the intent options clip colors that are outside the gamut which can cause artifacts like that.
Here are the options of 3D LUT for madVR:
https://s19.postimg.org/efze3qqf3/madvr_display_Cal-3_DLUT.jpg (https://postimg.org/image/efze3qqf3/)
Sideeffect
21st May 2017, 11:40
@ madshi
System - Nvidia 1070 Windows 10 creators LG OLED C6 display.
To get HDR to work i have to enable use default colour settings in Nvidia control Panel and enable HDR and advanced colour in display settings.
In MadVR I have to enable Directx 11 exclusive mode and I leave hdr setting on passthrough.
When I start a HDR video as soon as it goes into exclusive mode it shows as HDR.
This was the same bahavour as with last version of Madvr.
The new HDR functions send HDR metadata both Nvidia or Windows have no effect.
If I use Nvidia colour settings of any combination HDR does not work and the windows HDR and advanced colour switch will not toggle even though it shows.
When playing HDR games I have to follow same process.
The Nvidia HDR sample SDK doesn't work on creators update using Nvidia drivers newer than 381.89. If i install those older drivers the SDK can display a HDR signal using the Nvidia API but the option for HDR and advanced colour is missing from display settings.
Using latest Nvidia drivers the option HDR and advanced colour is there but the Nvidia HDR SDK no longer works.
oldpainlesskodi
21st May 2017, 11:56
@Madshi,
Cant really add anything to what sideeffect said, as it pretty much sums up the situation with nvidia and win 10 cu.
Although, in the previous madvr relaese, it says win10 api for hdr was untested, which would imply that the nvidia api was tested?
K
hannes69
21st May 2017, 12:39
madVR v0.91.10 released
3) I've had a hack in madVR which hooked deep into D3D9 and D3D11 to make sure that 24.000Hz and 60.000Hz display modes were correctly used in Windows 8.1 and Windows 10. [...] Pick your poison... :(
Made tests with all possible video frame rates, no poison on my side :sly: 0.91.9 and 0.91.10 with hack enabled or disabled - everything working as expected. Always the right refresh rate is chosen, the queues are filling properly in all cases.
Tested with Win 10 x64 Creators Update, AMD R7 250 current drivers.
Oguignant
21st May 2017, 13:40
Hi, this new option "hack Direct3D to make 24.000Hz and 60.000Hz work" Exactly what does this option do? For the movies of 23.976 fps and I auto change the refresher to 23hz and use Re clock. Should I also use this new option too? Why?
mrcorbo
21st May 2017, 14:37
3) If HDR switch does NOT work for you: Which GPU are you using? Does the OS show the "HDR and Advanced color" switch to you? Have you tried with the switch on and off? Does your display switch into HDR with the switch on or off? Or neither?
I am using a GTX 1060. The OS shows the HDR switch for me. I have tried the switch on and off. My display switched into HDR when I flip the switch. The display switches *out* of HDR when FSE is activated and I can actually switch it into and out of HDR by toggling fullscreen on and off.
So, to summarize what I'm seeing on my setup:
Nvidia API doesn't do anything in any circumstance. I always get the too-bright image with the de-saturated colors.
When I activate the Win 10 API with the HDR switch off in windowed mode, I get basically the inverse of the above image. It's very dark with over-saturated colors.
With Win 10 API and the HDR switch on in windowed mode I get a seemingly correct image. My receiver reports BT.2020 color space.
With the above, with FSE enabled, as soon as I switch into fullscreen mode I get the too-bright, de-saturated image again. Receiver no longer reports BT.2020.
With the above, with FSE disabled, almost immediately after switching to fullscreen I get a black screen followed by a system reboot.
I also tried all of the above with the receiver out of the loop and saw no difference.
mrcorbo
21st May 2017, 14:42
@ madshi
System - Nvidia 1070 Windows 10 creators LG OLED C6 display.
To get HDR to work i have to enable use default colour settings in Nvidia control Panel and enable HDR and advanced colour in display settings.
If I use Nvidia colour settings of any combination HDR does not work and the windows HDR and advanced colour switch will not toggle even though it shows.
Are you using 382.19? For me this is no longer the case on this driver.
Oguignant
21st May 2017, 14:57
Well you actually do need a 1080 Ti or better for maximum madVR, maximum being the highest settings possible. You need a very powerful GPU to do 1080p -> 2160p with NGU veryHigh. :D
Whether or not using NGU veryHigh instead of high or medium is worth $400+ is debatable, of course, but "maximum madVR" does require a 1080 Ti or better.
Actually, I still have to use profiles with lower settings for harder content and I have an overclocked and water cooled Titan X (Pascal). Even the current top end cards cannot run truly maximum madVR, though they get pretty close. :)
True, even with a Titan x or 1080ti you can not use all the highest values in Madvr.
But, I use in 23hz of refresh and in 95% of the cases I can raise to the maximum all the values, with a max render time of 18-26ms 1080p -> 2160p with NGU veryHigh. :D
Oguignant
21st May 2017, 15:07
Interesting, it does seem like NGU has improved on Polaris.
My Pascal Titan X doesn't do that much better at NGU Sharp very high 1080p -> 2160p.
These are the rendering times for the NGU step by itself (ShowRenderSteps). If you disable subtitles and smooth motion you can see it reported by itself, the times weren't quite the same when it was mixed into another line. I used chroma doubling set to normal (Bicubic 60). madVR v0.91.9 of course, DX11 fullscreen windowed, Win10 w/ creators update, Nvidia driver version 382.05. I added image enhancements and changed chroma upscaling to keep the GPU clocks up. The GPU was at 1860 MHz unless otherwise noted.
NGU Sharp (low): 1.7 ms
NGU Sharp (med): 2.6 ms
NGU Sharp (high): 5.2 ms
NGU Sharp (very high): 16.8 ms
edit:
I remember NNEDI3 differences being interesting too:
NNEDI3 32: 4.18 ms
NNEDI3 64: 7.54 ms
NNEDI3 128: 18.83 ms
NNEDI3 256: 32.93 ms (1835 MHz)
With what configuration did you get these times?
imhh11
21st May 2017, 15:26
gtx1060 and gtx 1070, latest driver, creator update, latest lavfilter and madvr, mpc-be, windows 10 API
passthrough hdr windowed or FSE + hdr slidder off = washed out color (tv doesnt show hdr)
passthrough hdr windowed + hdr slidder on = black screen and screen stay black even after closing mpc (tv show hdr)
passthrough hdr FSE + hdr slidder on = hdr displayed correctly ( tv show hdr )
and like Sideeffect said, I have to use the nvidia default colour setting or HDR wont work.
it's working mostly like the other version of madvr except for the black screen in windowed mode.
omarank
21st May 2017, 17:22
There was a long standing bug with Intel GPUs where activating the "use D3D11 for presentation" option could result in video frames jumping back and forth. I was finally able to reproduce the bug on my new Kaby Lake test PC. It turned out to be a GPU driver bug (as usual). I've found a workaround, so the problem should hopefully be fixed now.
Yes, it's fixed on my laptop with Ivy Bridge processor i7-3630QM. Thanks!
madshi
21st May 2017, 20:30
System - Nvidia 1070 Windows 10 creators LG OLED C6 display.
To get HDR to work i have to enable use default colour settings in Nvidia control Panel and enable HDR and advanced colour in display settings.
In MadVR I have to enable Directx 11 exclusive mode and I leave hdr setting on passthrough.
When I start a HDR video as soon as it goes into exclusive mode it shows as HDR.
This was the same bahavour as with last version of Madvr.
So you're saying your display still stays in SDR mode, even when you enable the "HDR and advanced color" switch in display settings? Your display only switches to HDR mode for the exact duration in which madVR is in fullscreen exclusive mode?
If that's the case, does the switch to HDR only happen if you tell madVR to pass the HDR metadata to the display?
When playing HDR games I have to follow same process.
So madVR behaves the same way as HDR games, is that correct?
The Nvidia HDR sample SDK doesn't work on creators update using Nvidia drivers newer than 381.89. If i install those older drivers the SDK can display a HDR signal using the Nvidia API but the option for HDR and advanced colour is missing from display settings.
Interesting. With those older drivers, does madVR v0.91.10 manage to switch into HDR mode, when using the "Nvidia's private API" option?
Made tests with all possible video frame rates, no poison on my side :sly: 0.91.9 and 0.91.10 with hack enabled or disabled - everything working as expected. Always the right refresh rate is chosen, the queues are filling properly in all cases.
Tested with Win 10 x64 Creators Update, AMD R7 250 current drivers.
That sounds good. That's not the case for my Kaby Lake GPU, though. Maybe it's a driver issue, once more?
Hi, this new option "hack Direct3D to make 24.000Hz and 60.000Hz work" Exactly what does this option do?
If you're not sure what the option is for then you most probably don't need it. In that case simply leave it unchecked.
I am using a GTX 1060. The OS shows the HDR switch for me. I have tried the switch on and off. My display switched into HDR when I flip the switch. The display switches *out* of HDR when FSE is activated and I can actually switch it into and out of HDR by toggling fullscreen on and off.
Wow, that's weird. Totally different behaviour to what Sideeffect and oldpainlesskodi are reporting!
You're saying your display immediately switches into HDR mode when you flip the "use HDR and Advanced color" display settings switch on, even if no video is playing and no game is running?
When I activate the Win 10 API with the HDR switch off in windowed mode, I get basically the inverse of the above image. It's very dark with over-saturated colors.
Strange. With these settings, how does fullscreen exclusive mode look?
With the above, with FSE disabled, almost immediately after switching to fullscreen I get a black screen followed by a system reboot.
Ouch. Sounds like a driver bug.
gtx1060 and gtx 1070, latest driver, creator update, latest lavfilter and madvr, mpc-be, windows 10 API
passthrough hdr windowed or FSE + hdr slidder off = washed out color (tv doesnt show hdr)
passthrough hdr windowed + hdr slidder on = black screen and screen stay black even after closing mpc (tv show hdr)
passthrough hdr FSE + hdr slidder on = hdr displayed correctly ( tv show hdr )
So basically your TV is switching into HDR mode as soon as you turn the OS HDR slider on, regardless of whether any video or games are running?
What happens if you tell madVR to *not* pass the HDR metadata to the display? Does that change anything at all?
Asmodian
21st May 2017, 20:45
Which rendering intent is better for the 3DLUT on a monitor with sRGB coverage?
I like perceptual for sRGB/BT.709 or SD content on an sRGB display.
Here are the options of 3D LUT for madVR:
For Rendering intent, do not use "Absolute colorimetric with white point scaling", use perceptual or another option which does not clip out of gamut colors.
Hi, this new option "hack Direct3D to make 24.000Hz and 60.000Hz work" Exactly what does this option do? For the movies of 23.976 fps and I auto change the refresher to 23hz and use Re clock. Should I also use this new option too? Why?
It hacks Direct3D to make 24 and 60 Hz work. If you want to use 24.000 Hz or 60.000 Hz you need to enable it. If you only want to use 23 Hz (23.976) or 59 Hz (59.940) then you should not enable it. It can cause presentation queues to not fill correctly so it should only be enabled if you want true 24 or 60 Hz refresh rates.
With what configuration did you get these times?
I think I posted everything relevant in that post. I ran the tests on a i7-6700 at 4.7 GHz. Those are the individual times for NGU, not the total average rendering time. If you put an empty file called "ShowRenderSteps" in the madVR directory it will show you the rendering times for each filter individually in the OSD.
For Rendering intent, do not use "Absolute colorimetric with white point scaling", use perceptual or another option which does not clip out of gamut colors.
Won't perceptual rendering intent actually make the in-gamut colors wrong for video?
I actually think that clipping of out-of-gamut colors is desirable.
Maybe, it's better to choose relative colorimetric then?
Oguignant
21st May 2017, 21:10
It hacks Direct3D to make 24 and 60 Hz work. If you want to use 24.000 Hz or 60.000 Hz you need to enable it. If you only want to use 23 Hz (23.976) or 59 Hz (59.940) then you should not enable it. It can cause presentation queues to not fill correctly so it should only be enabled if you want true 24 or 60 Hz refresh rates.
I would like to understand when I should use it. If I change the refresh to 24hz instead of 23hz I could use it? Who would win?
I think I posted everything relevant in that post. I ran the tests on a i7-6700 at 4.7 GHz. Those are the individual times for NGU, not the total average rendering time. If you put an empty file called "ShowRenderSteps" in the madVR directory it will show you the rendering times for each filter individually in the OSD.
Ah, ok ... they seemed too short.
imhh11
21st May 2017, 21:17
So basically your TV is switching into HDR mode as soon as you turn the OS HDR slider on, regardless of whether any video or games are running?
What happens if you tell madVR to *not* pass the HDR metadata to the display? Does that change anything at all?
Yes exactly as soon as the HDR slidder is on, the HDR logo appears on my tv and my tv stay in HDR mode regardless of whether any video is playing. But desktop is weird / dark looking.
Once I start an hdr video in FSE, even if my tv is already in HDR mode, the hdr logo appears again and madvr/mpc-be display HDR correctly.
If I uncheck ''send HDR metadata to the display'' :
it change nothing
in FSE: HDR is still displayed properly
windowed mode: washed out colors
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