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View Full Version : Media Player .NET (MPDN) - D3D HQ GPU Video Renderer [v2.49.0/v1.31.0 27 Dec 2018]


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Zachs
18th March 2015, 00:03
I cannot use the latest versions, after the version 2.20 I get black screen when using NVIDIA GPU. I have Optimus system with Intel HD 4600 + GTX 860M. It worked before but now it does not work after v2.20. Please help.

I've seen this issue before with Optimus, but I don't think it has anything to do with the different versions of MPDN. I recall trying the various presentation APIs helped. Could you give that a go?

madshi
18th March 2015, 00:43
Yes but your original post before you edited it was simply trolling
No, it was not. I just removed a "RTFS :)" from the post, which was originally meant to be funny, but I later felt it didn't come across as such, so I removed it. The post in both its original and current form contains two important pieces of information:

1) madVR uses accurate math (which was put into question earlier).
2) The standards say how it should be done.

Maybe I could have worded the post friendlier (sorry), but it contains valuable information, in any case. You asked if anybody knew which offset needs to be used, and I provided the information you needed. Namely which offset is correct (the one used by madVR) and where to find the right offset (in the standards).

Is that what madVR does or did you assume all midpoints are 128, madshi?
Of course madVR does what is accurate. Not sure why you keep on doubting that. And this time I won't say if it's 128 or 127.5. :p

Zachs
18th March 2015, 01:07
No, it was not. I just removed a "RTFS :)" from the post, which was originally meant to be funny, but I later felt it didn't come across as such, so I removed it. The post in both its original and current form contains two important pieces of information:

1) madVR uses accurate math (which was put into question earlier).
2) The standards say how it should be done.

Maybe I could have worded the post friendlier (sorry), but it contains valuable information, in any case. You asked if anybody knew which offset needs to be used, and I provided the information you needed. Namely which offset is correct (the one used by madVR) and where to find the right offset (in the standards).


I would have thought that studying the basic standards is the first thing a video renderer developer would do...

(Of course what madVR does is correct. But did I really have to say that? )

I stand by my believe it was trolling (your paraphrased version is borderline acceptable but your original comment was definitely trolling) - especially when neither of the above sentences (and your paraphrased version) was relevant to the discussion - the question was which one was correct when our understanding was based upon the standards saying it's 0.5 as Shiandow pointed out.

madVR using accurate math wasn't even the question - how you understood the standard and therefore which offset was used in madVR was.

Zachs
18th March 2015, 01:11
Could you please take a look at it?
I think the huge advantage of that kind of frame blending is that you can set it to on and you never need to worry about system clocks etc.
That's the way it works when you set it in madVR to be always enabled. I personally don't care about the motion blur, videos almost always have tons of it anyway.
With madVR smooth motion, the 60fps video is definitely much smoother at 75Hz. With MPDN fluid motion, it rather seems like it's not active (just the upper main checkbox is ticked, so there should be no reason that it's disabled).
It would be great if there was an option to really make it always enabled.

That might be a bug actually -- I'll take a look.

vivan
18th March 2015, 01:15
I'm an idiot and was doing wrong math while reading wrong part - about "full range" set to 0 (which is not full range), ignore it. The real answer lies a bit further and math is even simplier.

Zachs
18th March 2015, 01:29
I'm an idiot and was doing wrong math while reading wrong part - about "full range" set to 0 (which is not full range), ignore it. The real answer lies a bit further and math is even simplier.

Wait, which part did you get wrong again? Did you mean the 127.5 midpoint for PC range?

harshal_rio91
18th March 2015, 01:49
I've seen this issue before with Optimus, but I don't think it has anything to do with the different versions of MPDN. I recall trying the various presentation APIs helped. Could you give that a go?

Yes tried dx 9, 10.1, 11 same issue with every selection. It works perfect upto version 2.20 but after v2.20 I get black screen with every version after that.

Zachs
18th March 2015, 01:51
Hmm... Anyone else with Optimus facing this issue with the latest version? I can't see what has changed from 2.20 to 2.22 that would cause such a problem...

huhn
18th March 2015, 02:06
Wait, which part did you get wrong again? Did you mean the 127.5 midpoint for PC range?

i guess the trick is not to useful full range at all. just transfer it to limited range and than to limited range RGB and just dither it to full range at the end. (3d lut are limited range anyway). but what does i know...

not sure how old this is: http://compression.ru/download/articles/color_space/ch03.pdf

but i see a lot of +/-128.

why isn't someone simply saying what it is i mean not everyone in this forum is a video renderer developer

harshal_rio91
18th March 2015, 02:25
Hmm... Anyone else with Optimus facing this issue with the latest version? I can't see what has changed from 2.20 to 2.22 that would cause such a problem...

MysteryX has posted his issue on page 66 with intel hd and amd radeon

Anime Viewer
18th March 2015, 03:51
Hmm... Anyone else with Optimus facing this issue with the latest version? I can't see what has changed from 2.20 to 2.22 that would cause such a problem...

2.22.1.2987 (64-bit) plays without the black screen problem on my Optimus system, but I have a GTX 680m not the 860 the other poster mentioned. From what I recall the Optimus Nvidia 700,800, and 900 all had (and still have) black screen problems in MPC versions using madVR (which is why a lot of those users have been using MPDN instead). It may be the same type or a related problem, or it may not...

I cannot use the latest versions, after the version 2.20 I get black screen when using NVIDIA GPU. I have Optimus system with Intel HD 4600 + GTX 860M. It worked before but now it does not work after v2.20. Please help.

Besides the MPDN version has anything else changed on your system (to your knowledge)? Drivers perhaps? Do you still have a copy of 2.20 or an older version that you can reinstall to confirm that the problem goes away when switching to an older version of MPDN, but keeping everything else on your system the same?

MysteryX has posted his issue on page 66 with intel hd and amd radeon
That uses something other than Optimus (can't remember AMD's term for their multi-gpu technology). I don't recall reading any other AMD people having black screen problems that are the same type as the Optimus problems, so they may be unrelated to one another.

harshal_rio91
18th March 2015, 04:16
2.22.1.2987 (64-bit) plays without the black screen problem on my Optimus system, but I have a GTX 680m not the 860 the other poster mentioned. From what I recall the Optimus Nvidia 700,800, and 900 all had (and still have) black screen problems in MPC versions using madVR (which is why a lot of those users have been using MPDN instead). It may be the same type or a related problem, or it may not...



Besides the MPDN version has anything else changed on your system (to your knowledge)? Drivers perhaps? Do you still have a copy of 2.20 or an older version at that you can reinstall to confirm that the problem goes away when switching to an older version of MPDN, but keeping everything else on your system the same?


That uses something other than Optimus (can't remember AMD's term for their multi-gpu technology). I don't recall reading any other AMD people having black screen problems that are the same type as the Optimus problems, so they may be unrelated to one another.

Yes downgrading to v2.20 the player works without black screen but after upgrading to newer versions I get black screen :(

Anime Viewer
18th March 2015, 04:40
Yes downgrading to v2.20 the player works without black screen but after upgrading to newer versions I get black screen :(

What operating system are you using (a 32-bit or 63-bit version)? If you are using a 64-bit OS can you try running another version of MPDN (64-bit or AnyCPU if you're using the 32-bit) to rule out it just occurring with one version (a while back someone found a problem that only applied to one and not the other two, so this may be a similar version specific bug).

harshal_rio91
18th March 2015, 04:53
What operating system are you using (a 32-bit or 63-bit version)? If you are using a 64-bit OS can you try running another version of MPDN (64-bit or AnyCPU if you're using the 32-bit) to rule out it just occurring with one version (a while back someone found a problem that only applied to one and not the other two, so this may be a similar version specific bug).

I have Windows 8.1 64-bit. Tried all the three versions same problem. Attached the screenshot.

Zachs
18th March 2015, 05:40
I just found that madVR has some colour bias as compared to EVR custom presenter of MPC-HC too...

Procrastinating
18th March 2015, 09:13
MPDN has been curiously crashing when I play a video fullscreen(exclusive) for a while, return to windowed, then return back to fullscreen

===================================

An unexpected error 'SharpDX.SharpDXException' has occurred.

------------------------------
Error Type = SharpDX.SharpDXException
Error Message = HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect.

Error Source = SharpDX
Error Site = Void CheckError()
Error occurred = at SharpDX.Result.CheckError()
at SharpDX.Direct3D11.Device.OpenSharedResource(IntPtr hResource, Guid returnedInterface, IntPtr& resourceOut)
at SharpDX.Direct3D11.Device.OpenSharedResource[T](IntPtr resourceHandle)
at Mpdn.D3D9VideoRenderer.FrameComposer.Dx11.FrameComposer.CreatedRenderTarget(IntPtr sharedHandle)
at Mpdn.D3D9VideoRenderer.FrameComposer.Dx11.FrameComposer.SetRendererRenderTargets(RenderTarget[] rendererRenderTargets)
at Mpdn.D3D9VideoRenderer.VideoRenderer.CreateRenderTargets()
at Mpdn.D3D9VideoRenderer.VideoRenderer.RecreateResources(Boolean modeSwitch)
at Mpdn.D3D9VideoRenderer.VideoRenderer.set_EnableFullScreen(Boolean value)
at Mpdn.VideoPlayer.VideoPlayer.<>c__DisplayClass2.<set_EnableFullScreen>b__0(Boolean playing)
at Mpdn.VideoPlayer.VideoPlayer.SyncRendererInvoke(Action`1 action)
at Mpdn.VideoPlayer.VideoPlayer.set_EnableFullScreen(Boolean value)
at MediaPlayerDotNet.MainForm.†††
††††œŠ()
at MediaPlayerDotNet.MainForm.†††
††††œ‡()
at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
OS Version = Microsoft Windows NT 6.3.9600.0
Total Physical Memory = 8 GB
Available Physical Memory = 4.6 GB
Date Time = 18/03/2015 9:04:45 p.m.
Application Startup Path = D:\Program Files\MPDN
Application Executable Path = D:\Program Files\MPDN\MediaPlayerDotNet.exe
CurrentDirectory = X:\vidya\Tamayura\1
SystemDirectory = C:\Windows\system32
Ran As Admin = False
HasShutdownStarted = False
ProcessorCount = 4
RuntimeVersion = 4.0.30319.34014
Thread Count = 108
Handle Count = 4796
VM Size = 3.5 GB
Peak VM Size = 3.8 GB
Working Set Size = 1.5 GB
Max Working Set Size = 1.3 MB
Min Working Set Size = 200 KB
Modules = MediaPlayerDotNet.exe, ntdll.dll, MSCOREE.DLL, KERNEL32.dll, KERNELBASE.dll, apphelp.dll, ADVAPI32.dll, msvcrt.dll, sechost.dll, RPCRT4.dll, SspiCli.dll, CRYPTBASE.dll, bcryptPrimitives.dll,
mscoreei.dll, SHLWAPI.dll, combase.dll, USER32.dll, GDI32.dll, IMM32.DLL, MSCTF.dll, clr.dll, MSVCR120_CLR0400.dll, mscorlib.ni.dll, ole32.dll, kernel.appcore.dll, uxtheme.dll, clrjit.dll, OLEAUT32.dll,
System.ni.dll, System.Drawing.ni.dll, System.Windows.Forms.ni.dll, CRYPTSP.dll, rsaenh.dll, bcrypt.dll, comctl32.dll, dwmapi.dll, gdiplus.dll, DWrite.dll, WindowsCodecs.dll, System.Core.ni.dll, shell32.dll,
SHCORE.dll, System.Xml.Linq.ni.dll, System.Xml.ni.dll, VideoFrameServicesNative.dll, MediaInfo.dll, d3d9.dll, VERSION.dll, aticfx32.dll, atiu9pag.dll, atiumdag.dll, atiumdva.dll, POWRPROF.dll,
D3D9NativeServices.dll, SETUPAPI.dll, WINMM.dll, WTSAPI32.dll, CFGMGR32.dll, WINMMBASE.dll, DEVOBJ.dll, WINSTA.dll, dxgi.dll, d3d11.dll, atiuxpag.dll, atidxx32.dll, dcomp.dll, Dx11Font.dll,
FW1FontWrapper.dll, System.Configuration.ni.dll, ws2_32.dll, NSI.dll, mswsock.dll, clbcatq.dll, quartz.dll, LAVSplitter.ax, avformat-lav-56.dll, avutil-lav-54.dll, avcodec-lav-56.dll, libbluray.dll, avresample-
lav-2.dll, qcap.dll, MSVFW32.dll, sxs.dll, XySubFilter.dll, COMDLG32.dll, WINSPOOL.DRV, WININET.dll, iertutil.dll, USERENV.dll, profapi.dll, LAVVideo.ax, swscale-lav-3.dll, avfilter-lav-5.dll, CallbackFilter.ax,
qedit.dll, ffdshow.ax, DINPUT.dll, DDRAW.dll, DCIMAN32.dll, D3DIM700.DLL, ffmpeg.dll, perfos.dll, LAVAudio.ax, devenum.dll, URLMon.DLL, MMDevAPI.DLL, wdmaud.drv, ksuser.dll, AVRT.dll, AUDIOSES.DLL,
msacm32.drv, MSACM32.dll, midimap.dll, d3dx9_43.dll, sharpdx_direct3d11_effects_x86.dll, D3DCOMPILER_43.dll, AVIFIL32.dll, DevIL.dll, MSVCP90.dll, MSVCR90.dll, svpflow_gpu.dll, OpenCL.dll, amdocl.dll,
OPENGL32.dll, dbghelp.dll, GLU32.dll, atiadlxy.DLL, PROPSYS.dll, PSAPI.DLL, IPHLPAPI.DLL, WINNSI.DLL, WINTRUST.dll, CRYPT32.dll, MSASN1.dll, atigktxx.dll, avisynth.dll, svpflow1.dll, svpflow2.dll,
Microsoft.VisualBasic.ni.dll, System.Management.ni.dll, diasymreader.dll


===================================

HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect.
(SharpDX)

------------------------------
Program Location:

at SharpDX.Result.CheckError()
at SharpDX.Direct3D11.Device.OpenSharedResource(IntPtr hResource, Guid returnedInterface, IntPtr& resourceOut)
at SharpDX.Direct3D11.Device.OpenSharedResource[T](IntPtr resourceHandle)
at Mpdn.D3D9VideoRenderer.FrameComposer.Dx11.FrameComposer.CreatedRenderTarget(IntPtr sharedHandle)
at Mpdn.D3D9VideoRenderer.FrameComposer.Dx11.FrameComposer.SetRendererRenderTargets(RenderTarget[] rendererRenderTargets)
at Mpdn.D3D9VideoRenderer.VideoRenderer.CreateRenderTargets()
at Mpdn.D3D9VideoRenderer.VideoRenderer.RecreateResources(Boolean modeSwitch)
at Mpdn.D3D9VideoRenderer.VideoRenderer.set_EnableFullScreen(Boolean value)
at Mpdn.VideoPlayer.VideoPlayer.<>c__DisplayClass2.<set_EnableFullScreen>b__0(Boolean playing)
at Mpdn.VideoPlayer.VideoPlayer.SyncRendererInvoke(Action`1 action)
at Mpdn.VideoPlayer.VideoPlayer.set_EnableFullScreen(Boolean value)
at MediaPlayerDotNet.MainForm.†††
††††œŠ()
at MediaPlayerDotNet.MainForm.†††
††††œ‡()
at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbacks()

madshi
18th March 2015, 09:49
I just found that madVR has some colour bias as compared to EVR custom presenter of MPC-HC too...
madVR has no color bias as compared to the standards.

kasper93
18th March 2015, 10:19
Be sure to test latest nightly version because there were some fixes regarding color conversation in EVR-CP. And don't forget to disable all driver enchantments if you haven't already. And still EVR-CP is not good reference. madVR is proven to be color accurate.

And if there is a bug anywhere, both madVR and MPC-HC have its own bug trackers where you can report them :)

madshi
18th March 2015, 10:34
Thank you, kasper93.

Zachs
18th March 2015, 10:49
No one said anything about there being a bug. I'm just wondering if the slight difference is due to rounding errors.

And with that said, I was also wondering if there was a reference decoder that I could use to compare?

madshi
18th March 2015, 11:07
Measurable/visible rounding error = bug.

Zachs
18th March 2015, 11:36
Measurable/visible vs what though? Like I said I'd be more comfortable if there's a reference implementation that I could compare it against.

You seem certain madvr is correct and you've measured it. I was just curious as to what you measured it against.

madshi
18th March 2015, 12:24
The point I was trying to make is that rounding errors should also be considered to be a bug. A good video renderer should not have visible/measurable rounding errors.

Anyway, I suppose a "reference" color decoder would probably have to be certified or something to be able to claim that it's "reference". I'm not aware of any color decoder (either in the HTPC or CE world) that is certified by some independent authority to be 100% color perfect. So the only thing we can do is to study the standards and take extra care to implement them perfectly. I believe I have done that with madVR. I've had it double and triple checked by the yCMS developer (who knows more about calibration related matters than I do). He used YCbCr test videos, calculated the values he expected to get manually and compared them to what madVR produced.

Also, madVR is in the meanwhile supported by the 3 leading calibration software products/companies (ArgyllCMS, Calman and LightSpace), and so far they've found nothing to complain about. Ok, they feed madTPG with RGB values, so color conversion is not involved, when using madTPG, but I would guess that they probably also double checked the final results with test videos. And then there's HCFR/zoyd who's always very analytical and scientific about testing anything color accuracy related. So far he's not found anything to complain about, either. But again, I don't know if he explicitly tested madVR for color accuracy. But there are so many different calibration / color related products supporting and working with madVR, and so many really good devs involved there, I think one of them would have found if madVR was not producing accurate colors. So IMHO, madVR is as near to "reference" as you can get. But of course that's only my personal opinion, and I'm obviously biased.

thogil
18th March 2015, 15:17
I am having a couple issues with the window behaviour:

1) The "Resize window to fit when opening media" and "Reset window size when closing media" options cannot be disabled. Disabling these settings from either the GUI or the config file does not appear to disable their functionality, and the settings change back to true in the config file once MPDN is closed.

2) The MPDN window pushes itself on top - even on top of child windows. Previous releases did not render on top of child windows. A "Never" option for Always on Top would be very helpful, if the previous behaviour is not possible. I'll test to see if setting the child windows to also always be on top moves them above MPDN when I get a chance later.

This was with version 2.22.2, upgrading from 2.21.3.

Zachs
19th March 2015, 01:36
Could you please take a look at it?
I think the huge advantage of that kind of frame blending is that you can set it to on and you never need to worry about system clocks etc.


OK I have found a bug the prevented fluid motion to work when the fps of your source material is more than half of your display rate. This has been fixed in the next release.

ryrynz
19th March 2015, 01:46
1) The "Resize window to fit when opening media" and "Reset window size when closing media" options cannot be disabled.




I can't reproduce, either with 2.22.2 or with 2.22.3. Both options enable and disable and produce the correct behavior.

Zachs
19th March 2015, 02:31
MPDN has been curiously crashing when I play a video fullscreen(exclusive) for a while, return to windowed, then return back to fullscreen


This usually only happens if a feature requested isn't available on your GPU. Does this happen intermittently? What GPU are you running it on?

I am having a couple issues with the window behaviour:

1) The "Resize window to fit when opening media" and "Reset window size when closing media" options cannot be disabled. Disabling these settings from either the GUI or the config file does not appear to disable their functionality, and the settings change back to true in the config file once MPDN is closed.

2) The MPDN window pushes itself on top - even on top of child windows. Previous releases did not render on top of child windows. A "Never" option for Always on Top would be very helpful, if the previous behaviour is not possible. I'll test to see if setting the child windows to also always be on top moves them above MPDN when I get a chance later.

This was with version 2.22.2, upgrading from 2.21.3.

Nothing in the code has changed that would cause either one from 2.21 to 2.22 and I can't replicate the issue on my systems either... Perhaps try deleting your config folder and see if it's due to a corrupted config file?

harshal_rio91
19th March 2015, 03:20
Is there any solution for black screen as I cannot use extensions with v2.20?

Zachs
19th March 2015, 04:20
Is there any solution for black screen as I cannot use extensions with v2.20?

I have a hunch what caused the problem as the only thing that changed from v2.20.10 (was it .10 you were using?) that could've affected it would've been "Improved playback fluidity". If that is the case however, it would mean it's a massive bug in NVIDIA's drivers...

harshal_rio91
19th March 2015, 07:05
I have a hunch what caused the problem as the only thing that changed from v2.20.10 (was it .10 you were using?) that could've affected it would've been "Improved playback fluidity". If that is the case however, it would mean it's a massive bug in NVIDIA's drivers...

It's 2.20.5

Procrastinating
19th March 2015, 08:40
This usually only happens if a feature requested isn't available on your GPU. Does this happen intermittently? What GPU are you running it on?


It happens fairly consistently. I'm using an HD5770. FWIW MadVR doesn't crash in this manner when using FSE.

ryrynz
19th March 2015, 08:54
It happens fairly consistently. I'm using an HD5770. FWIW MadVR doesn't crash in this manner when using FSE.

Tried using Direct3D 10.1/9Ex? I've found 11 to have the odd issue on my 750Ti.

Zachs
19th March 2015, 11:28
It happens fairly consistently. I'm using an HD5770. FWIW MadVR doesn't crash in this manner when using FSE.

If you want to make any comparisons with madVR with regards to direct 3d stability, you should use direct 3d 9.

aufkrawall
19th March 2015, 16:25
OSD says fluid motion is on now, but the judder test bar still doesn't move smoothly, unlike with smooth motion.

Zachs
19th March 2015, 22:49
I tested the same judder clip on my 75hz screen and it's very smooth. Try it in fse mode and make sure there are no dropped frames.

harshal_rio91
19th March 2015, 23:00
Anyway to use extensions in v2.20?

aufkrawall
19th March 2015, 23:01
I tested the same judder clip on my 75hz screen and it's very smooth. Try it in fse mode and make sure there are no dropped frames.
No difference in FSE, no anomalies with dropped frames etc. :(

Zachs
19th March 2015, 23:29
Did you notice any difference at all with it enabled vs disabled?

Anime Viewer
20th March 2015, 00:26
OSD says fluid motion is on now, but the judder test bar still doesn't move smoothly, unlike with smooth motion.

I tested the same judder clip on my 75hz screen and it's very smooth. Try it in fse mode and make sure there are no dropped frames.

I wasn't aware there is a judder test. Where can that be found?

Aufrawall,
What are the stats of the video(s) you are experiencing judder problems with (video frame rates? ex: 23.97fls, 24fps, 30fps, or 60fps videos as reported in the video frame rate OSD. How about video format? ex: avi, mp4?) Does you monitor/screen support multiple refresh rates? ex: 60hz, 59hz, 30hz, 29hz, 24hz, 23hz, and if so is it possible your screen is currently running at a hz below the video frame rate? (I've seen times where the video being played back is at 30fps, but the monitor is displaying at 23 or 24hz and the playback gets extremely choppy. Where for one reason or another even though a display supports a particular refresh rate it doesn't properly change to that rate - possibly because of another program having changed the refresh rate earlier).

huhn
20th March 2015, 00:51
there are tons of them here an example:

http://www.avsforum.com/forum/40-oled-technology-flat-panels-general/1620098-mkv-h-264-motion-test-patterns-23-976-24-25-29-97-30-50-59-94-60hz.html#post27543473

BTW. madVR can even make 30 fps at 24 hz smooth even though i don't like the effect at all.

Zachs
20th March 2015, 02:27
Ah... the released version did not have the fix at all - sorry! Will release the proper fix once I merge the latest changes back to the fluid motion fix.

EDIT: Done.

trandoanhung1991
20th March 2015, 03:11
Any chance we'll see support for opening streams as well as files?:thanks:

Zachs
20th March 2015, 03:22
Nope. At least not in the near future.

Anima123
20th March 2015, 06:20
From time to time, the following error will occur, which is quite annoying:
TITLE: SharpDX Error
------------------------------

An unexpected error 'SharpDX.SharpDXException' has occurred.

------------------------------
ADDITIONAL INFORMATION:

HRESULT: [0x887A0005], Module: [SharpDX.DXGI], ApiCode: [DXGI_ERROR_DEVICE_REMOVED/DeviceRemoved], Message: The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
(SharpDX)

------------------------------
BUTTONS:

&Abort
------------------------------


Is it indicate a driver bug, or there's something, maybe workaround that MPDN side can do?

burfadel
20th March 2015, 06:24
That error I was having regarding the extensions, I worked out what it is :).

The folder where I was placing the program has a comma in it. The program doesn't seem to like commas in the folder name!

Zachs
20th March 2015, 06:29
It's 2.20.5

I've rebuilt some old versions for you to test in this folder (www.zachsaw.com/downloads/mpdn_test).

v2.20.8, v2.20.10 and v2.21.0

Could you let me know which one works?
Also, use the same presenter (I'd recommend you start with Direct3d 9Ex)

Anima123
20th March 2015, 06:30
In my case, that occurred a lot when I was trying to locate to another time of a video.

Zachs
20th March 2015, 06:31
That error I was having regarding the extensions, I worked out what it is :).

The folder where I was placing the program has a comma in it. The program doesn't seem to like commas in the folder name!

Ah! Another bug in CsScript open source library. Thanks for troubleshooting!

Zachs
20th March 2015, 06:31
From time to time, the following error will occur, which is quite annoying:
TITLE: SharpDX Error
------------------------------

An unexpected error 'SharpDX.SharpDXException' has occurred.

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ADDITIONAL INFORMATION:

HRESULT: [0x887A0005], Module: [SharpDX.DXGI], ApiCode: [DXGI_ERROR_DEVICE_REMOVED/DeviceRemoved], Message: The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
(SharpDX)

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BUTTONS:

&Abort
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Is it indicate a driver bug, or there's something, maybe workaround that MPDN side can do?

That's a driver bug I'm afraid. Direct3D 11, right?

Anima123
20th March 2015, 06:53
That's a driver bug I'm afraid. Direct3D 11, right?

Exactly, which D3D interface is more stable with nVidia card?