View Full Version : Media Player .NET (MPDN) - D3D HQ GPU Video Renderer [v2.49.0/v1.31.0 27 Dec 2018]
Zachs
13th January 2015, 06:36
Jinc is a popular resizer with MadVR users, perhaps Nicolas Robidoux could assist with settings that be be used to improve it. Could be worth having two versions of it, the current implementation and a sharper one more in line with MadVR's version.
It is on my todo list. But it will be a lot slower than the current implementation. I was thinking of implemented it via RenderScript but haven't quite got the time to do it yet.
Anima123
13th January 2015, 06:54
With the latest MPDN, could you also try changing the number of backbuffers and render queue size (e.g. reduce to 4) to see if any of the settings makes any difference?
Test using MPDN 2.17.3 and set exactly as you described, it appears no luck. The rendering time increasing issue still there with SuperRes of NEDI enabled.
It seems that reducing render queue size and backbuffers won't help with this problem, the rendering time increasing rate turned to be almost the same as before.
Zachs
13th January 2015, 08:20
Test using MPDN 2.17.3 and set exactly as you described, it appears no luck. The rendering time increasing issue still there with SuperRes of NEDI enabled.
It seems that reducing render queue size and backbuffers won't help with this problem, the rendering time increasing rate turned to be almost the same as before.
Does anything increase with render time? GPU usage and/or frequency, GPU ram, CPU usage, system memory. What happens if you open two copies of MPDN and play one after another? Does the other one's render time get affected or does it start afresh?
So no other scales exhibit the same problem?
Anime Viewer
13th January 2015, 14:51
Even at maximum size? On my system it is enough to get through that bit where it drains the queue. MadVR does implement multi-subpic support which would explain the difference. MPDN (currently) asks XySubFilter to combine the subpic into one image, so that might be the reason why it's slower. Enhancing XySubFilter support is on my todo list but that todo list seems to be getting longer and longer :)
Even at max settings it still has drain problems. Since you plan to enhance the XySubFilter support at some point I'm not to concerned about it since there are probably not too many videos that have that issue of miss-using XySubFilter.
Does anything increase with render time? GPU usage and/or frequency, GPU ram, CPU usage, system memory. What happens if you open two copies of MPDN and play one after another? Does the other one's render time get affected or does it start afresh?
So no other scales exhibit the same problem?
I haven't tested for the long video render problem yet, but the XySubFilter one does seem to be effected by how many times you run a video in an open player in a row. The very first time the video is open and it runs it is not as bad as if you run the video and second or more times in that same window after it concludes (even if you just skip to that ending credit scene by taking the progress bar back to the start of the credits). Is it possible the buffers aren't being flushed (even though all queue report dropping to zero at the end of the video playing)?
I'm also seeing an error the first time I launch after setting decoder queue to max (60), closing the player, and then reopening the player (to make it effective). The player opens with a white screen with a red X through it, and reports DXSharp related errors and that backbuffers were not created. If I task manger close it and reopen it (which appears to be the only way to exit out of it in that situation) then the player opens fine with max decoder set and running.
fairchild
13th January 2015, 15:35
Woot, the refresh rate changer is working so that's a positive! Whoever worked on it, great job. It is not as robust as some other options out there but it's working. Two things that could be improved upon:
1. have the refresh rate revert back to the original refresh rate once MPDN is closed. (currently it has an option to revert once the file is closed, but if you are changing files often or closing the file all the refresh rate changes can be a bit excessive)
2. have more control over which refresh rates to change to. For instance a media file with a reported 23.976 frame rate is auto changing the display to 24hz (or 23.99 fps) where as optimally it would change to the 23hz option which on my display gives 23.975 fps.
videonerd
13th January 2015, 18:19
Zachs / Shiandow - thank you for the hard work on this world class player! We finally have a viable 64 bit alternative to the dormant mpchc/madvr proposition.
UI request - minimalist without window borders
Extension request - increase/decrease play rate + pitch correction
Thank you once again!
Zachs
13th January 2015, 23:06
I'm also seeing an error the first time I launch after setting decoder queue to max (60), closing the player, and then reopening the player (to make it effective). The player opens with a white screen with a red X through it, and reports DXSharp related errors and that backbuffers were not created. If I task manger close it and reopen it (which appears to be the only way to exit out of it in that situation) then the player opens fine with max decoder set and running.
This would be the driver error I was talking about regarding Optimus - it doesn't like too many backbuffers whereas the traditional setups prefer 16 backbuffers. I don't think it has anything to do with decoder count though.
Woot, the refresh rate changer is working so that's a positive! Whoever worked on it, great job. It is not as robust as some other options out there but it's working. Two things that could be improved upon:
1. have the refresh rate revert back to the original refresh rate once MPDN is closed. (currently it has an option to revert once the file is closed, but if you are changing files often or closing the file all the refresh rate changes can be a bit excessive)
2. have more control over which refresh rates to change to. For instance a media file with a reported 23.976 frame rate is auto changing the display to 24hz (or 23.99 fps) where as optimally it would change to the 23hz option which on my display gives 23.975 fps.
1. Good idea.
2. Yup, that's a bug. I intended to make it work like you described, but the idea must have eluded me when I was implementing it :P
EDIT: Done and done. Latest version on github.
Zachs / Shiandow - thank you for the hard work on this world class player! We finally have a viable 64 bit alternative to the dormant mpchc/madvr proposition.
UI request - minimalist without window borders
Extension request - increase/decrease play rate + pitch correction
Thank you once again!
I tried the minimialist UI without borders initially (trust me it's a LOT easier than the one with border where I had to do a lot of work behind the scene to make it happen) but I just don't like the look of it - feels out of place in amongst other windows applications? Anyway I'll probably add this feature in at some point for those who prefer it.
Increase/decrease play rate + pitch correction has to be supported natively by MPDN - but I'm not sure how this could be done, seeing that MPDN doesn't have control over the audio graph at all. Any ideas from anyone?
Anime Viewer
14th January 2015, 00:05
Am I missing a setting some where, or when new videos launch from the playlist do they always start at the default video size? May other players have it where if you were watching the previous video in fullscreen (be it window or exclusive) the next video will open at fullscreen as well. If this feature isn't already there it would be a useful one to add.
Zachs
14th January 2015, 00:36
Am I missing a setting some where, or when new videos launch from the playlist do they always start at the default video size? May other players have it where if you were watching the previous video in fullscreen (be it window or exclusive) the next video will open at fullscreen as well. If this feature isn't already there it would be a useful one to add.
Options | General | Window. Uncheck resize window to fit when opening media.
Anima123
14th January 2015, 04:50
Does anything increase with render time? GPU usage and/or frequency, GPU ram, CPU usage, system memory. What happens if you open two copies of MPDN and play one after another? Does the other one's render time get affected or does it start afresh?
So no other scales exhibit the same problem?
Based on my previous test cases, none of abnormal usage found on GPU/CPU nor memory usages.
I will test two copies of MPDN when I returned from business trip.
As I remember, SuperRes with NEDI enabled, and SuperChromaRes + SuperRes with NEDI disabled suffer from rendering time increasing issue. No similar issues found with other scaling algorithms such as SuperRes (NEDI disabled) only.
Zachs
14th January 2015, 05:18
Based on my previous test cases, none of abnormal usage found on GPU/CPU nor memory usages.
I will test two copies of MPDN when I returned from business trip.
As I remember, SuperRes with NEDI enabled, and SuperChromaRes + SuperRes with NEDI disabled suffer from rendering time increasing issue. No similar issues found with other scaling algorithms such as SuperRes (NEDI disabled) only.
If GPU usage does not go up but render time does (if this is indeed what you saw), then something is fundamentally wrong - an increase of render time should cause GPU load / frequency to go up as it is a direct measurement of GPU load. If the GPU remains unloaded, there could only be one explanation. It means the driver is taking longer and longer to send commands to the GPU. This could be compounded by the fact that there are a lot more render stages of SuperRes+NEDI which requires more commands to be sent to the GPU for each render pass. I would imagine if you play high end games with a lot of shader effects for an hour and FRAPS it at the beginning and at the end, you'll probably get the same problem as well.
Zachs
14th January 2015, 05:26
Github has a new player extension called KeyBindings that adds additional shortcut keys. You can now select next / prev audio (Shift+PageUp/Down) and subtitle tracks (Alt+Shift+PageUp/Down) via shortcut keys. Apart from Escape to exit full screen, F11 also does that (and toggles between them) - just like what a browser does.
With v2.18.0 now supports chapter selection, the Navigation PlayerExtension has also been upgraded to allow Shift+Right and Shift+Left to jump between the chapters.
shaolin95
14th January 2015, 05:28
So I am looking for recommendations for maximizing IQ for Bluray rips.
Right now my script is:
SuperChromaRes
SuperRes
Resize
"Image Processor" LumaSharpen
I am running a GTX 750ti btw.
Thanks for any comments. :)
(BTW, I still cannot get 64bit to run. Not sure what I am missing in my Windows 8.1)
Zachs
14th January 2015, 05:39
So I am looking for recommendations for maximizing IQ for Bluray rips.
Right now my script is:
SuperChromaRes
SuperRes
Resize
"Image Processor" LumaSharpen
I am running a GTX 750ti btw.
Thanks for any comments. :)
(BTW, I still cannot get 64bit to run. Not sure what I am missing in my Windows 8.1)
You could try the FineSharp shaders too in place of LumaSharpen.
What error did you get for the 64-bit version?
If it's just the generic "Failed to render file", you should use GraphStudioNext (64-bit version) and try building a graph through that. It's a good tool to find out which filter is causing problems.
In particular, you can replicate MPDN's basic filters as follow:
LAV Source Splitter --> LAV Video Decoder --> EVR (any renderer would do as this is only for testing)
LAV Source Splitter --> LAV Audio Decoder --> Default DirectSound renderer
If the above works fine, you should try disabling MPDN's load subtitle option.
Anima123
14th January 2015, 05:42
I understand SuperRes with NEDI is actually a new graphic processing GPU application of this kind, i.e. video playback program. I am just wondering if there's a solution on SuperRes side to avoid such kind of issues which, in my mind, would hinder the popularity of this great algorithm.
I also tried NNEDI3 from madVR, which does not suffer similar issue.
Edit: Shiandow seems to have different opinion on the origin of this issue, he think it might related to the texture usage within the algorithms.
Zachs
14th January 2015, 05:52
I understand SuperRes with NEDI is actually a new graphic processing GPU application of this kind, i.e. video playback program. I am just wondering if there's a solution on SuperRes side to avoid such kind of issues which, in my mind, would hinder the popularity of this great algorithm.
I also tried NNEDI3 from madVR, which does not suffer similar issue.
NNEDI3 uses OpenCL - and that has its own problems.
Without being able to test this on an Optimus laptop, we're relying on your feedback to try and root cause the issue but so far we haven't got enough data points to even begin changing anything to see if it could side step the problem.
Am I right in assuming the following?
NEDI alone: no problem.
SuperRes without NEDI: no problem.
SuperRes+NEDI (even single pass): bug.
Anima123
14th January 2015, 05:56
NEDI alone: no problem.
SuperRes without NEDI: no problem.
SuperRes+NEDI (even single pass): bug.
Yes.
Recently I also noticed that SuperChromaRes + SuperRes (NEDI disabled) suffers the same problem. I'd like to do more tests to double confirm it.
Zachs
14th January 2015, 05:58
Edit: Shiandow seems to have different opinion on the origin of this issue, he think it might related to the texture usage within the algorithms.
Yes more textures == more stages per render pass.
Zachs
14th January 2015, 06:00
Yes.
Recently I also noticed that SuperChromaRes + SuperRes (NEDI disabled) suffers the same problem. I'd like to do more tests to double confirm it.
Ah this makes more sense, and very much inline with our suspicion.
Does changing pass count affect the outcome (render time grow slower / faster)?
Anima123
14th January 2015, 06:34
Ah this makes more sense, and very much inline with our suspicion.
Does changing pass count affect the outcome (render time grow slower / faster)?
As I recall, the rendering time increase rate seems the same between 2 round on my 640M (another laptop) and 8 round on my 880M (current laptop).
Since I didn't do the comparison specifically, I might need more tests to double confirm that later this week.
stax76
14th January 2015, 08:53
I've a fairly common system with Win 7, intel graphics (i5-3570), latest LAV Filters, the player won't open anything.
I made a player in VB.NET which is my primary player both on desktop and TV since a very long time causing no issues nor any other application so my DS setup is fine.
I tried the subtitle plugin in StaxRip getting a crash, some assembly loading exception, MPC-BE opens the script but crashes on exit. Maybe using AppDomain.CurrentDomain.AssemblyResolve event would fix this. Now that StaxRip migrated to .NET 4.5 I would like to add your plugin.
edit: it seems subtitles are enabled by default even when the plugin is not present and this caused the render to fail without providing a meaningful message to the user
ryrynz
14th January 2015, 09:18
subtitles are enabled by default even when the plugin is not present and this caused the render to fail
Could have subtitles disabled by default perhaps and only show what's installed on the system as options to be selected.
Zachs
14th January 2015, 09:37
It is meant to fail silently and gracefully. I'll find out what is wrong.
EDIT: MPDN does fail silently and gracefully if subtitle filters are not installed - it just doesn't load the subs. I just tested this by uninstalling both XySubFilter and DirectVobSub from my system. You may have deleted the .ax filter file inadvertently but have not uninstalled it from your system, leaving orphan entries in your register (your typical off-the-shelf registry cleaner would probably help here). Please post a stack trace if you are still getting an error after that.
romulous
14th January 2015, 12:13
Just updated to .18.1. When I hit Alt+Enter, all that happens is that the menus activate (though if you click View, you will see a tick beside Fullscreen - though MPDN is not in fullscreen). I wonder if the workaround for the .NET menus thing has broken it? Also noticed a minor visual glitch - on the Play menu, there are 2 consecutive dividers after 'Play'.
Zachs
14th January 2015, 12:44
Indeed, the workaround did break it.
Anyway, I've fixed both issues in the next release.
Shiandow
14th January 2015, 14:48
Ah this makes more sense, and very much inline with our suspicion.
Does changing pass count affect the outcome (render time grow slower / faster)?
Increasing the number of passes shouldn't increase the number of textures, well maybe using 1 pass can be done slightly more efficiently, but I'd be surprised if 2 or more passes needs more than 1 extra texture.
videonerd
14th January 2015, 16:34
I tried the minimialist UI without borders initially (trust me it's a LOT easier than the one with border where I had to do a lot of work behind the scene to make it happen) but I just don't like the look of it - feels out of place in amongst other windows applications? Anyway I'll probably add this feature in at some point for those who prefer it.
Increase/decrease play rate + pitch correction has to be supported natively by MPDN - but I'm not sure how this could be done, seeing that MPDN doesn't have control over the audio graph at all. Any ideas from anyone?
Minimalist without borders makes sense for users who view 1080p content on 1920*xxxx resolution at 1:1 without the need to downscale the source material (yes i know MPDN has very solid downscaling algorithms!). Relevant to me at least where I watch 1920*800 material in non-fullscreen mode so that I still have sight of everything else that's happening in the background / taskbar etc.
Re play rate + pitch correction, I see MPC HC doing play rate only decently with lav filters and play rate + pitch correction with reclock as audio decoder. I also see VLC doing play rate + pitch correction natively. Two open source projects there for reference if you ever have the time :)
Once again a big big thank you for your hard work on this project!
Zachs
14th January 2015, 22:54
Increasing the number of passes shouldn't increase the number of textures, well maybe using 1 pass can be done slightly more efficiently, but I'd be surprised if 2 or more passes needs more than 1 extra texture.
Yeah, I was trying to find out if the number of Direct3D calls has any effect on the outcome, ruling out number of textures as the cause if it does.
Minimalist without borders makes sense for users who view 1080p content on 1920*xxxx resolution at 1:1 without the need to downscale the source material (yes i know MPDN has very solid downscaling algorithms!). Relevant to me at least where I watch 1920*800 material in non-fullscreen mode so that I still have sight of everything else that's happening in the background / taskbar etc.
Re play rate + pitch correction, I see MPC HC doing play rate only decently with lav filters and play rate + pitch correction with reclock as audio decoder. I also see VLC doing play rate + pitch correction natively. Two open source projects there for reference if you ever have the time :)
Once again a big big thank you for your hard work on this project!
For 1920*800 materials, all you have to do is maximize the minimalist UI and the side borders will no longer be visible. All you end up with is a caption bar on top and shouldn't cause any downscaling.
I'll put play rate + pitch correction on my TODO list, but a low priority one as I don't use it personally.
shaolin95
15th January 2015, 04:41
You could try the FineSharp shaders too in place of LumaSharpen.
What error did you get for the 64-bit version?
If it's just the generic "Failed to render file", you should use GraphStudioNext (64-bit version) and try building a graph through that. It's a good tool to find out which filter is causing problems.
In particular, you can replicate MPDN's basic filters as follow:
LAV Source Splitter --> LAV Video Decoder --> EVR (any renderer would do as this is only for testing)
LAV Source Splitter --> LAV Audio Decoder --> Default DirectSound renderer
If the above works fine, you should try disabling MPDN's load subtitle option.
Oops I totally forgot to use the install bat files from the LAV filter 64bit version. Just did that and the 64 bit no longer gives the Failed to Render error :D
Zachs
15th January 2015, 04:52
Oops I totally forgot to use the install bat files from the LAV filter 64bit version. Just did that and the 64 bit no longer gives the Failed to Render error :D
Good stuff! Always use the 64-bit version if you don't need dtsdecoder.dll. It's a lot faster.
Zachs
15th January 2015, 06:06
Some notes about v2.18.2:
I have removed current media time from MPDN as Player Extension is now fully capable of drawing text overlays on the screen. Implementing as a player extension also serves as a good example of how this could be done, in case anyone wants to have a go at putting more information on the screen (e.g. a shortcut key that shows current system time for a few seconds).
foxyshadis
15th January 2015, 07:11
Would you mind making a zip available with all of the scripts and extensions, so it's easy for us to get all the updates every time we update MPDN? Or just bundling it all together?
Zachs
15th January 2015, 07:31
I might just add a link on OP that links straight to the zip.
ryrynz
15th January 2015, 07:42
I was actually going to make that request also for about the umpteen dozeneth time..
Since the extensions have become pretty much non negotiable IMO, perhaps have them bundled and updated with every new major point release?
Zachs
15th January 2015, 08:56
The only problem with that is at some stage the scripts may have a lot more development versus the core software. And also the scripts may continue to be developed while MPDN itself takes a back seat. It's going to be quite weird releasing the same MPDN version just different scripts.
What should be done is a player extension that auto updates scripts.
Blackfyre
16th January 2015, 00:09
What should be done is a player extension that auto updates scripts.
That would be amazing! +1
Shiandow
16th January 2015, 00:36
Hi all, I've added a renderscript for removing banding, this can improve 8-bit sources quite a bit. If you want to combine it with other filters it's probably best to use it before upscaling, but after chroma scaling. By default it won't process sources with 10-bits (or higher) but you can enable this in the settings.
You should probably leave the other settings alone. If you really must know what they do, they control how much a pixel value is allowed to deviate from it's original value (threshold) and how harshly it should cut off when it tries to change more than that (margin). The default ensure that differences <= 0.5 (i.e. rounding errors) get smoothed out and to ensure that differences >= 1.5 are ignored, with a smooth transition between those two. This transition is fast enough that the difference between the original and the result can't be more than ~0.63 which is only slightly larger than the rounding errors that debanding should remove.
Garteal
16th January 2015, 00:50
^ will be testing that out. Thanks for all the great work!
Just got up to date again and all I can say is that you are doing a great job Zachs and Shiandow.
I absolutely love the PlayerExtension concept and I've been playing with it. I also see that you've implemented most (if not all) the requested features (even the ones I asked!).
I had a few ideas for PlayerExtensions but you basically ruled one or two of them out by making these internal (which is good). I just "finished" my first one, which is quite hacky atm. I basically built on the existing Playlist and I'm pondering whether I should just keep it like that or create separate classes if I'm going to share it.
Zachs
16th January 2015, 01:36
Hi all, I've added a renderscript for removing banding, this can improve 8-bit sources quite a bit. If you want to combine it with other filters it's probably best to use it before upscaling, but after chroma scaling. By default it won't process sources with 10-bits (or higher) but you can enable this in the settings.
You should probably leave the other settings alone. If you really must know what they do, they control how much a pixel value is allowed to deviate from it's original value (threshold) and how harshly it should cut off when it tries to change more than that (margin). The default ensure that differences <= 0.5 (i.e. rounding errors) get smoothed out and to ensure that differences >= 1.5 are ignored, with a smooth transition between those two. This transition is fast enough that the difference between the original and the result can't be more than ~0.63 which is only slightly larger than the rounding errors that debanding should remove.
Great stuff! I've just tested this myself and it works absolutely amazing I have to say. I have even configured it to apply higher strength for crappy TV records automatically via my own custom script chain.
This actually gives me an idea which I'm about to implement. I will be including MediaInfo library in MPDN's distro and allowing it to be called from all MPDN's scripts (player extension included). What I wanted to do for example, is while all my TV records are of the same size, its video bitrate isn't - some are just encoded and sent at a lower bitrate (I think some channels are allocated lower bandwidths). I am looking to use this info to change the debanding strength. ** This will *not* break exisiting API in anyway **
^ will be testing that out. Thanks for all the great work!
Just got up to date again and all I can say is that you are doing a great job Zachs and Shiandow.
I absolutely love the PlayerExtension concept and I've been playing with it. I also see that you've implemented most (if not all) the requested features (even the ones I asked!).
I had a few ideas for PlayerExtensions but you basically ruled one or two of them out by making these internal (which is good). I just "finished" my first one, which is quite hacky atm. I basically built on the existing Playlist and I'm pondering whether I should just keep it like that or create separate classes if I'm going to share it.
Oh welcome to the development team! :)
If it's enhancing the capabilities of playlist, perhaps just add it to the existing class? Anyway feel free to discuss it here. Alternatively you could share the link to your fork and we could discuss on github.
ryrynz
16th January 2015, 02:54
I am looking to use this info to change the debanding strength.
Along the same vein, one could use the file name, or even source directory to apply particular chains as well so for example animated content could have it's own particular set of filters, this was something I wanted to ffdshow to be able to do.
This then provides the same feature as profile groups do with madVR yet with more flexibility.
Shiandow
16th January 2015, 03:20
This actually gives me an idea which I'm about to implement. I will be including MediaInfo library in MPDN's distro and allowing it to be called from all MPDN's scripts (player extension included). What I wanted to do for example, is while all my TV records are of the same size, its video bitrate isn't - some are just encoded and sent at a lower bitrate (I think some channels are allocated lower bandwidths). I am looking to use this info to change the debanding strength. ** This will *not* break exisiting API in anyway **
Banding doesn't really have anything to do with bitrate though, in fact encoding media in 10-bit can actually lower the bitrate. You *can* use the debanding algorithm as an improvised denoising / deblocking algorithm, but it is incapable of removing noise 'a little' it will either obliterate it or leave it alone, you'll essentially lower the bitdepth.
Zachs
16th January 2015, 04:14
Banding doesn't really have anything to do with bitrate though, in fact encoding media in 10-bit can actually lower the bitrate. You *can* use the debanding algorithm as an improvised denoising / deblocking algorithm, but it is incapable of removing noise 'a little' it will either obliterate it or leave it alone, you'll essentially lower the bitdepth.
Ah I should have been more clear when I said TV records. The TV streams over here have been re-encoded a few times before they're broadcasted over the air, and they don't re-encode them in high bit depth for sure, so the banding gets really bad. Lowering the bitdepth is probably what is needed to remove those banding in this case. For low bandwidth channels, they seem to re-encode from an already re-encoded stream (probably from another MPEG2 source - could be pay TV) to fit in the bandwidth they were allocated I suppose. Other channels with higher bandwidth allocations seem to do fine. In my case, there's a correlation between bitrate and banding, but it's only for the free to air TV streams where I live.
EDIT: speaking of denoise / deblock, any chance you could do one for us? :)
Garteal
16th January 2015, 17:55
Unrelated, but wow, I typed a bunch of paragraphs here and my session expired and I lost everything. Might've forgotten to address some things now... but I'll reply whenever I remember I guess.
Oh welcome to the development team! :)
If it's enhancing the capabilities of playlist, perhaps just add it to the existing class? Anyway feel free to discuss it here. Alternatively you could share the link to your fork and we could discuss on github.
Thank you.
Right now it's really just a few things I was looking for for quite some time. Things like being able to play a playlist and have it skip certain parts of a video automatically. I've been working on a copy of the existing Playlist class but added to it and eventually renamed it and gave it another GUID. Right now the GUI looks like this.
http://abload.de/img/advanced-playlistnajyh.png
I plan to change that a bit more since I'm also planning to add the ability to have the player skip to the next item on the playlist whenever a certain chapter is reached on a certain file.
I've noticed that when the player jumps to the next item on the playlist that the player goes (back) to windowed mode and doesn't restore fullscreen. I've already "fixed" that so that it does that, but it still goes to windowed mode for a second upon changing the file(s). Any chance you could fix this internally?
I've forked the project on GitHub. Since you seem to be doing so already, maybe we should keep the devtalk on GitHub or something.
stax76
16th January 2015, 18:19
Unrelated, but wow, I typed a bunch of paragraphs here and my session expired and I lost everything. Might've forgotten to address some things now... but I'll reply whenever I remember I guess.
That happened often too me in the past but Firefox has some built in recover functionality I believe and there are browser add-ons, I'm using one called Lazarus.
Asmodian
16th January 2015, 20:03
That happened often too me in the past but Firefox has some built in recover functionality I believe and there are browser add-ons, I'm using one called Lazarus.
I always ctrl-c the entire post (if it is a long one) before hitting submit. :o
shaolin95
16th January 2015, 21:37
So I finally tried this with SVP (was using it only with MPC before and madvr) and it runs a lot better for me than with MPC etc. Very smooth all the time. The only thing I noticed is that Output changes to 8bits so noy sure what other things I am sacrificing IQ wise by forcing the ffdshow filter to access SVP. :)
Blackfyre
16th January 2015, 22:58
So I finally tried this with SVP (was using it only with MPC before and madvr) and it runs a lot better for me than with MPC etc. Very smooth all the time. The only thing I noticed is that Output changes to 8bits so noy sure what other things I am sacrificing IQ wise by forcing the ffdshow filter to access SVP. :)
Yes 100% agree... The decrease in the visibility of artifacts is insane! Say bye bye to artifacts (almost anyway - well much less than MPC+Madvr). Man I still haven't gotten around to writing my guide of how to setup SVP with MPDN. I think I've found the perfect settings (well for my system anyway)... If your system can handle it, you'll be impressed with the outcome.
I'll write up my thoughts and post pictures of my settings some time soon hopefully. I just haven't gotten around to it yet.
Zachs
17th January 2015, 00:58
Unrelated, but wow, I typed a bunch of paragraphs here and my session expired and I lost everything. Might've forgotten to address some things now... but I'll reply whenever I remember I guess.
Thank you.
Right now it's really just a few things I was looking for for quite some time. Things like being able to play a playlist and have it skip certain parts of a video automatically. I've been working on a copy of the existing Playlist class but added to it and eventually renamed it and gave it another GUID. Right now the GUI looks like this.
http://abload.de/img/advanced-playlistnajyh.png
I plan to change that a bit more since I'm also planning to add the ability to have the player skip to the next item on the playlist whenever a certain chapter is reached on a certain file.
I've noticed that when the player jumps to the next item on the playlist that the player goes (back) to windowed mode and doesn't restore fullscreen. I've already "fixed" that so that it does that, but it still goes to windowed mode for a second upon changing the file(s). Any chance you could fix this internally?
I've forked the project on GitHub. Since you seem to be doing so already, maybe we should keep the devtalk on GitHub or something.
Yeah that's a good idea, though I think you may have to pm me the fork URL because github doesn't tell me who forked my branch until a pull request is made.
The enhancements you've made does look really nice! Can't it replace the existing playlist form?
The resize on next file is not a bug actually, it's an option you can disable in MPDN's option menu.
Procrastinating
17th January 2015, 04:51
I have been waiting out to see if the problems may be solved on their own, but it seems that MPDN is unable to play any media file with the HD6770 I am using. No directX version, changing all scalers to be GPU based, using any kind of media container, codec or whatnot has any effect. There is simply this somewhat vague error message: http://i.imgur.com/CDBMVJP.png
Zachs
17th January 2015, 05:19
Fail to render for error means your DirectShow setup using LAV filters is incorrect. You can troubleshoot with graph studio next.
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