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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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harshal_rio91
25th March 2015, 01:56
Can you put it on imgur? Your attachment is pending approval and may take quite some time before I can see it.

If you let MPDN run for say 5 minutes, does the display rate stabilise (converges to a stable number)?

here you go : http://imgur.com/j4udczT

display rate stays at 60Hz

Zachs
25th March 2015, 02:04
here you go : http://imgur.com/j4udczT

display rate stays at 60Hz

Ah that's the reason it failed to work.
Chances are you'll never get FluidMotion to work properly, unless NVIDIA fixes the bug that's preventing video players from detecting the true refresh rate. It would appear that it's a (driver?) bug that's affecting your generation of Optimus hardware only.

I can put in a work around in the new version but you won't be getting anywhere near the quality MPDN offers in terms of playback smoothness.

harshal_rio91
25th March 2015, 02:08
Ah that's the reason it failed to work.
Chances are you'll never get FluidMotion to work properly, unless NVIDIA fixes the bug that's preventing video players from detecting the true refresh rate. It would appear that it's a (driver?) bug that's affecting your generation of Optimus hardware only.

I can put in a work around in the new version but you won't be getting anywhere near the quality MPDN offers in terms of playback smoothness.

oh! I reported Nvidia about this bug and today got a reply from them. They asked stupid questions like whether the player was running on nvidia or intel(I stated in the bug report that the player was running on nvidia gpu). Hopefully I hear positive reply from them.

Zachs
25th March 2015, 02:56
You may want to update the bug report to include some details about the cause of the problem.
You should mention to them that this is definitely a bug since other generations of Optimus hardware / driver don't have this problem.

harshal_rio91
25th March 2015, 02:59
You may want to update the bug report to include some details about the cause of the problem.
You should mention to them that this is definitely a bug since other generations of Optimus hardware / driver don't have this problem.

Ya will do so :)

Zachs
25th March 2015, 03:09
Can you quickly give this (http://www.zachsaw.com/downloads/MediaPlayerDotNet/MediaPlayerDotNet_x64_2_23_0_3000.zip) a try and see if it works now?

harshal_rio91
25th March 2015, 03:31
Can you quickly give this (http://www.zachsaw.com/downloads/MediaPlayerDotNet/MediaPlayerDotNet_x64_2_23_0_3000.zip) a try and see if it works now?

yes it works

Zachs
25th March 2015, 03:32
yes it works

Great! That's the same version as the released build.
You should now be able to use the latest player extensions / render scripts from GitHub.

harshal_rio91
25th March 2015, 03:33
Great! That's the same version as the released build.
You should now be able to use the latest player extensions / render scripts from GitHub.

thanks :)

harshal_rio91
25th March 2015, 17:44
You may want to update the bug report to include some details about the cause of the problem.
You should mention to them that this is definitely a bug since other generations of Optimus hardware / driver don't have this problem.

The nvidia people are asking for the email from the developer stating the problem with nvidia Optimus.
I sent them a link to this forum but they want email.

RenderGuy2
25th March 2015, 17:47
Unfortunately I'm ignorant to the possibilities of render scrips. Would it be possible to write a render script that would take a 1920x1080@47.952 fps source and stack even frames over odd frames with a 45 pixel gap/border between frames? The resulting output should be 1920x2205@23.976 fps. Currently I accomplish this by performing these operations with Avisynth and just play the .avs with the player. Seems like these sorts of things could be done faster by a GPU. The point of all this is to produce an HDMI 1.4a compliant frame packed stream I can play on a 3d television. Thanks for the advice.

Anima123
25th March 2015, 18:09
Is there developers be kind enough to write nVidia a proper bug report about the rendering time increasing when when textures are used when playing with MPDN with renderscript or renderscript chain?

It seems nVidia guys are trying to improving there drivers by addressing common bugs, I would like to take this opportunity.

Shiandow
25th March 2015, 21:38
Unfortunately I'm ignorant to the possibilities of render scrips. Would it be possible to write a render script that would take a 1920x1080@47.952 fps source and stack even frames over odd frames with a 45 pixel gap/border between frames? The resulting output should be 1920x2205@23.976 fps. Currently I accomplish this by performing these operations with Avisynth and just play the .avs with the player. Seems like these sorts of things could be done faster by a GPU. The point of all this is to produce an HDMI 1.4a compliant frame packed stream I can play on a 3d television. Thanks for the advice.

At the moment there's no way to change the timing of frames, so going from 47.952 fps to 23.976 fps is not possible. But does Avisynth really use that much CPU? It shouldn't take that much computation to simply put two frames on top of each other.

RenderGuy2
25th March 2015, 22:52
Shiandow, you are correct, stacking the frames takes very little CPU, however, in order to have the odd frame height (2205px) you need at least 4:2:2 chroma, so I've also been using nnedi3 to double the height of the U and V planes. This is probably overkill and uses a fair bit of CPU. I was thinking it might be nice to do high quality chroma up-sampling and frame stacking all in GPU, but as you point out this will not be possible. Thanks for the information.

Zachs
25th March 2015, 23:30
Unfortunately I'm ignorant to the possibilities of render scrips. Would it be possible to write a render script that would take a 1920x1080@47.952 fps source and stack even frames over odd frames with a 45 pixel gap/border between frames? The resulting output should be 1920x2205@23.976 fps. Currently I accomplish this by performing these operations with Avisynth and just play the .avs with the player. Seems like these sorts of things could be done faster by a GPU. The point of all this is to produce an HDMI 1.4a compliant frame packed stream I can play on a 3d television. Thanks for the advice.

This is currently not possible yet as Shiandow explained. However, the ability to access the whole render queue and change a frame's presentation time stamp had been on my to-do list for some time now. It's just a matter of finding some time to implement it.

The nvidia people are asking for the email from the developer stating the problem with nvidia Optimus.
I sent them a link to this forum but they want email.

Sent you a PM.

Is there developers be kind enough to write nVidia a proper bug report about the rendering time increasing when when textures are used when playing with MPDN with renderscript or renderscript chain?

It seems nVidia guys are trying to improving there drivers by addressing common bugs, I would like to take this opportunity.

The problem you're facing no one else seems to manage to replicate though - so it is going to be hard for any devs to report it to Nvidia when we don't even know how to replicate it. harshal_rio91's problem is more specific - it's simply an API function that failed silently.

Shiandow
26th March 2015, 01:37
Shiandow, you are correct, stacking the frames takes very little CPU, however, in order to have the odd frame height (2205px) you need at least 4:2:2 chroma, so I've also been using nnedi3 to double the height of the U and V planes. This is probably overkill and uses a fair bit of CPU. I was thinking it might be nice to do high quality chroma up-sampling and frame stacking all in GPU, but as you point out this will not be possible. Thanks for the information.

I see, well you could just put them on top of each other with an even number of lines padding and then change the padding using a render script. That way you wouldn't need to double the chroma beforehand.

Shiandow
26th March 2015, 02:41
About debanding. I've compared it - and it's not as good as madVR's f3kdb (which is very fast - my implementation takes 4ms on 720p frame on adreno 330 - mobile gpu). It's less effective while nuking a bit more details, compared to "high" in madVR. Also it shifts colors for some reason (and mpdn itself shift colors too).


Well, I've made some changes to the debanding algorithm, it's now far more effective than the old algorithm. The new algorithm is especially better at removing banding in more complicated regions (i.e. quickly varying gradients), MadVR's algorithm just seems to ignore those regions (even when set to high). You'll need to set MadVR's debanding to high to even get close to removing as much banding, but this also seems to remove more detail than the new debanding algorithm.

In short if your goal is to remove all banding while preserving as much detail as possible, I think my algorithm comes out on top. If your goal is to preserve all detail while removing as much banding as possible, then MadVR's debanding set to medium or low might be better.

ryrynz
26th March 2015, 02:46
If your goal is to preserve all detail while removing as much banding as possible, then MadVR's debanding set to medium or low might be better.

Have you considered creating three quality presets like madVR?

Anima123
26th March 2015, 03:45
The problem you're facing no one else seems to manage to replicate though - so it is going to be hard for any devs to report it to Nvidia when we don't even know how to replicate it. harshal_rio91's problem is more specific - it's simply an API function that failed silently.

I would like to do whatever MPDN developers need me to, in order to locate the origin of this problem, like have some debug build for me to run?

Edit: My laptop are all Dell's, one XPS and one Alienware, is there someone also use a Dell's laptop that be kind enough trying to replicate my frustration?

Zachs
26th March 2015, 05:28
I would like to do whatever MPDN developers need me to, in order to locate the origin of this problem, like have some debug build for me to run?

Edit: My laptop are all Dell's, one XPS and one Alienware, is there someone also use a Dell's laptop that be kind enough trying to replicate my frustration?

Problem is we don't even know where to begin looking. The fact that it's not a hard failure and that it takes so long to replicate make it really hard to do anything beyond blindly stabbing at the ... shader code (I'm not even sure if that's the problem)??

BTW, did you test with the latest MPDN?

Anima123
26th March 2015, 06:12
Yes, I tested with 2.23.1, it seems things getting a little bit better, it now can handle SuperChromaRes + SuperRes, no rendering time increasing detected.

Edit: But no luck of SuperRes when NEDI enabled.

kopija
26th March 2015, 12:47
Greetings Mr. Developer,
any chance of adding an "open fullscreen on secondary display" option ?

snowpiercer
26th March 2015, 12:53
The refresh rate of my monitor is set to 72hz, but in fullscreen the player changes the refresh rate of the monitor to 60hz.
When going back to desktop/windowed mode the refresh rate changes back to 72hz. Anything i can try to get 72hz in fullscreen mode?

trandoanhung1991
26th March 2015, 17:00
I'm having a bit of a problem trying to play back a certain file, namely this one: http://www.nyaa.se/?page=view&tid=412430

Even though the specs are very similar to my many other anime movies, this one in particular is very very render-expensive.

Like if I were to play http://www.nyaa.se/?page=view&tid=153054 or http://www.nyaa.se/?page=view&tid=339463, render times would vary between <10ms to <14ms, high quality.

But playing the problematic file would have render times at 25ms and higher.

My settings: high-quality render, ffdshow raw with AviSynth enabled for SVP, script chain: 3 pass SuperChroma -> Deband -> 3 pass SuperRes + NEDI, upscale/downscale: Lanzcos 6 taps with AR, FSE.

I'm happy to provide more details when requested.

http://puu.sh/gQqrI/461812c71d.png

Opening that problematic file in MPDN causes that error to pop up, but doesn't when played back via MPC-HC + madVR.

Is it just a bad encode? If so, any ideas how I can fix it?

ryrynz
27th March 2015, 02:06
Is it just a bad encode? If so, any ideas how I can fix it?

Disable high quality, it's jokingly referred to as placebo mode. You won't see a difference with it disabled and it'll improve your render times considerably (around 2x) I think Zach placed that there solely as a quality before all else option, one that most shouldn't bother enabling.

Anima123
27th March 2015, 02:35
Yes, I tested with 2.23.1, it seems things getting a little bit better, it now can handle SuperChromaRes + SuperRes, no rendering time increasing detected.

Edit: But no luck of SuperRes when NEDI enabled.

Sorry, the rendering time issue still there for SuperChromaRes + SuperRes if I am playing back lower resolution video files. In the end, there's nothing changed on this matter.

To developers:

I have reported crash which happened with both DX 10.01 and DX 11 used, it seems you have fixed this issue in the latest version. Yet at the time I reported, you said it might be a driver bug.

What I mean is, as a developer, as am I in other field, shouldn't we take bug report seriously, especially from a non greener.

trandoanhung1991
27th March 2015, 03:30
Disable high quality, it's jokingly referred to as placebo mode. You won't see a difference with it disabled and it'll improve your render times considerably (around 2x) I think Zach placed that there solely as a quality before all else option, one that most shouldn't bother enabling.

I did without high quality and it dropped maybe 5ms out of render times, still unusable.

What's weird is that the same settings for many many other anime movies I have, both 1080p and 720p, will result in <15ms average render times, peak around 17-20ms. But this will result in 25ms average, 35ms peaks.

FireFreak111
27th March 2015, 03:39
I really want to switch to this more integrated, 64 bit solution, but comparing frame-to-frame with madVR, it seems that madVR retains finer detail compared to MPDN on a 1080p encode on a 1080p screen, so only chroma scaling should be in effect. Am I using the wrong settings? I tried a Renderchain with Deband, SuperRes and SuperResChroma, neither helped with the fine details. I compared without any scaling, debanding or dithering on both players (nearest neighbour), with the HQ setting in MPDN ticked and only the 16bit instead of 32bit checkbox ticked for madVR performance.

This one has ~1 frame difference, but the same slight detail crushing is evident in every comparison I made.

http://screenshotcomparison.com/comparison/118467

Is there some difference in the renderer that would have madVR preserve more detail? Does MPDN have the option of a 16 bit pipeline, or does it already work in one.

Zachs
27th March 2015, 04:28
Greetings Mr. Developer,
any chance of adding an "open fullscreen on secondary display" option ?

It's a rather specific requirement that would be best done using your own player extension (e.g. you may want 3rd/4th/5th... display).

The refresh rate of my monitor is set to 72hz, but in fullscreen the player changes the refresh rate of the monitor to 60hz.
When going back to desktop/windowed mode the refresh rate changes back to 72hz. Anything i can try to get 72hz in fullscreen mode?

I've seen this before with my Nvidia card with monitor at 59Hz but when it goes to FSE mode it switches to 60Hz. That's with Dx10. For some reason, Dx9 and 11 work fine.

Opening that problematic file in MPDN causes that error to pop up, but doesn't when played back via MPC-HC + madVR.

Is it just a bad encode? If so, any ideas how I can fix it?

What was the error that popped up?

To developers:

I have reported crash which happened with both DX 10.01 and DX 11 used, it seems you have fixed this issue in the latest version. Yet at the time I reported, you said it might be a driver bug.

What I mean is, as a developer, as am I in other field, shouldn't we take bug report seriously, especially from a non greener.

I do take bug reports seriously - but as with any software, if the devs can't replicate your problem, it's impossible to fix. I couldn't replicate the device removed error before, until I found a clip and a specific computer that could (i.e. you need a computer/decoder fast enough to trigger the problem). The same code that worked for Dx9 doesn't for Dx10 and Dx11 apparently - so what I did was to sidestep the problem (which is why changelog says it *may* fix the problem).

I did without high quality and it dropped maybe 5ms out of render times, still unusable.

What's weird is that the same settings for many many other anime movies I have, both 1080p and 720p, will result in <15ms average render times, peak around 17-20ms. But this will result in 25ms average, 35ms peaks.

The screen shot shows 1820 instead of 1920 - that could explain the difference in render time. Are you sure 720p and 1080p have the same render time? It shouldn't.

This one has ~1 frame difference, but the same slight detail crushing is evident in every comparison I made.

http://screenshotcomparison.com/comparison/118467

Is there some difference in the renderer that would have madVR preserve more detail? Does MPDN have the option of a 16 bit pipeline, or does it already work in one.

MPDN does everything in 16-bit UNORM (which has higher precision than 16-bit float) unless Max Quality is checked (it'll use 32-bit float in this case).

What sort of detail crushing should we be looking for in the comparison? Since it's not the same frame, it's hard to make any proper comparisons.

FireFreak111
27th March 2015, 04:39
MPDN does everything in 16-bit UNORM (which has higher precision than 16-bit float) unless Max Quality is checked (it'll use 32-bit float in this case).

What sort of detail crushing should we be looking for in the comparison? Since it's not the same frame, it's hard to make any proper comparisons.

It's primarily the jacket and the background (the depth-of-field area). It's minor, and its hard to get frame to frame as even if I select the same chapter (through the menus) in MPDN and MPC-HC, the frame's are slightly different.

On another note, is MPDN dependent on DirectShow? Would it be possible to port this as a Windows app come Windows 10 (post-BUILD, once everyone has a better idea of any improvements to the media API's), considering how its based on .NET and SharpDX? You would likely have to loose the DirectShow graph's, but LAV Filters would be a problem (and would be a shame to loose, wouldn't be worth porting without them). Also, you would have to change the Audio Renderer to WASAPI Shared (or the new AudioGraph API, we don't have details but its a C# API for audio).

Zachs
27th March 2015, 04:51
I noticed that too but the difference is so massive it looked more like one is keyframe and the other isn't.
You can use the go to time code feature to jump to an exact time.

Yeah I thought about creating a Windows store app version but so far all I've found is Media Foundation isn't mature enough yet (We'll need at least XySubFilter and LAV Filters to be ported first).
There's no problem bringing MPDN's renderer across to Windows store app though - and it's fully decoupled from DirectShow (Yes, MPDN uses DirectShow).

FireFreak111
27th March 2015, 07:30
Interesting thing about the Go To. Setting that film to the same Chapter timestamp on both players lead to a one frame jump for MPDN. MPC-HC lets you choose the frame you want, I jumped back one frame in MPC-HC, and its a completely different scene. I jump forward one frame, it matches MPDN.

http://screenshotcomparison.com/comparison/118471

With a shot-to-shot comparison, all I see is better debanding by MPDN. I revoke my statement. This is with SuperRes, SuperChromaRes (which does take effect for 1080p right?) and Deband, along with 4x Jinc for every algorithm. 14ms for a 1080p frame.

If I want NEDI and SuperRes to take control of all image upscaling/downscaling (including doubling the initial Chroma), what are the correct settings in MPDN?

Regardless, MPDN is my new solution for now. Perhaps until madVR moves to 64 bit. It would be interesting to see the DirectShow chain move to the new WinRT framework. Unfortunately we still don't have details on the API's for multimedia in Windows 10. Perhaps then we could see a more feature-complete, more interchangeable pipeline for video playback (or they can stick to what they have now and restrict quality video rendering for the indefinite future on new hardware). Until then, plans likely shouldn't be made for porting to WinRT.

Any chance of WASAPI Shared mode (mixed mode, plus possible Exclusive mode) support in MPDN? DirectSound is quite old, and considering how much of MPDN is based on Vista+ API's, it would be great to see a modern audio API too, making the app more future-proof.

https://msdn.microsoft.com/en-us/library/windows/desktop/dd371455%28v=vs.85%29.aspx

Also, Error Diffusion Dithering? :)

Vyral
27th March 2015, 10:14
Hi,

I'm considering moving from MPC-HC + madVR to MPDN (x64) but I'm still a bit hesitant.
Are all MPC-HC and madVR settings also present in MPDN ?
Will I be able to keep or even improve my current settings ?
My settings :
BT709 calibration with pure power curve set to 2.25
Windowed mode
Jinc 3AR, Jinc 3AR, Catmull-Rom AR/LL
Low debanding
ordered dithering for 720p and lower , error diffusion for 1080p
smooth motion
everything disabled in trade quality for performances

Any tutorial to help me getting started ?
Thanks for your help.

Zachs
27th March 2015, 10:24
Interesting thing about the Go To. Setting that film to the same Chapter timestamp on both players lead to a one frame jump for MPDN. MPC-HC lets you choose the frame you want, I jumped back one frame in MPC-HC, and its a completely different scene. I jump forward one frame, it matches MPDN.

http://screenshotcomparison.com/comparison/118471

With a shot-to-shot comparison, all I see is better debanding by MPDN. I revoke my statement. This is with SuperRes, SuperChromaRes (which does take effect for 1080p right?) and Deband, along with 4x Jinc for every algorithm. 14ms for a 1080p frame.

If I want NEDI and SuperRes to take control of all image upscaling/downscaling (including doubling the initial Chroma), what are the correct settings in MPDN?

Regardless, MPDN is my new solution for now. Perhaps until madVR moves to 64 bit. It would be interesting to see the DirectShow chain move to the new WinRT framework. Unfortunately we still don't have details on the API's for multimedia in Windows 10. Perhaps then we could see a more feature-complete, more interchangeable pipeline for video playback (or they can stick to what they have now and restrict quality video rendering for the indefinite future on new hardware). Until then, plans likely shouldn't be made for porting to WinRT.

Any chance of WASAPI Shared mode (mixed mode, plus possible Exclusive mode) support in MPDN? DirectSound is quite old, and considering how much of MPDN is based on Vista+ API's, it would be great to see a modern audio API too, making the app more future-proof.

https://msdn.microsoft.com/en-us/library/windows/desktop/dd371455%28v=vs.85%29.aspx

Also, Error Diffusion Dithering? :)

NEDI and SuperRes only does upscaling.

You can use the MPC-HC Audio Renderer for WASAPI.

MPDN doesn't have error diffusion yet - but feel free to contribute via render script :)
Anyway, you won't need any dithering if you go full screen exclusive mode with 10-bit output. 10-bit + ordered dithering is already overkill let alone with error diffusion.

snowpiercer
27th March 2015, 10:46
I've seen this before with my Nvidia card with monitor at 59Hz but when it goes to FSE mode it switches to 60Hz. That's with Dx10. For some reason, Dx9 and 11 work fine.

You're right it happens on nvidia, however this occurs with dx9 for me also :(

Zachs
27th March 2015, 10:56
You're right it happens on nvidia, however this occurs with dx9 for me also :(

Hmm it shouldn't - at least according to MSDN's documentation.
Have you tried updating/rolling back the drivers?

FireFreak111
27th March 2015, 11:31
NEDI and SuperRes only does upscaling.

You can use the MPC-HC Audio Renderer for WASAPI.

MPDN doesn't have error diffusion yet - but feel free to contribute via render script :)
Anyway, you won't need any dithering if you go full screen exclusive mode with 10-bit output. 10-bit + ordered dithering is already overkill let alone with error diffusion.

Using the 64 bit edition of MPDN, MPC-HC Audio Renderer isn't an output option, only WaveOut (ancient) and DirectSound.

It won't launch into FSE, I've ticked the box, double clicked it into fullscreen, tried launching it into full screen, turned off the Windowed mode checkbox, all I get is Direct3D 11 Windowed. Windows 10 build 10041, Nvidia 349.90. Any ideas? Getting significant banding with background film grain (shitty display), and I can't just use Error Diffusion or lower the display's bit depth to 6 bit (neither are an option).

Also tried Direct3D 9Ex.

Zachs
27th March 2015, 11:43
Using the 64 bit edition of MPDN, MPC-HC Audio Renderer isn't an output option, only WaveOut (ancient) and DirectSound.

It won't launch into FSE, I've ticked the box, double clicked it into fullscreen, tried launching it into full screen, turned off the Windowed mode checkbox, all I get is Direct3D 11 Windowed. Windows 10 build 10041, Nvidia 349.90. Any ideas? Getting significant banding with background film grain (shitty display), and I can't just use Error Diffusion or lower the display's bit depth to 6 bit (neither are an option).

Also tried Direct3D 9Ex.

Did you install the audio renderer for x64?

Not sure what would stop it from going FSE mode but then again you're running it on a preview OS.

EDIT: Random dithering with higher strength does a pretty good job for 6-bit panels.

trandoanhung1991
27th March 2015, 13:30
What was the error that popped up?


Sometimes this pop up:
===================================

An unexpected error 'SharpDX.SharpDXException' has occurred.

------------------------------
Error Type = SharpDX.SharpDXException
Error Message = HRESULT: [0x8876017C], Module: [SharpDX.Direct3D9], ApiCode: [D3DERR_OUTOFVIDEOMEMORY/OutOfVideoMemory], Message: Unknown
Error Source = SharpDX
Error Site = Void CheckError()
Error occurred = at SharpDX.Result.CheckError()
at SharpDX.Direct3D9.Device.CreateTexture(Int32 width, Int32 height, Int32 levels, Int32 usage, Format format, Pool pool, Texture textureOut, IntPtr sharedHandleRef)
at SharpDX.Direct3D9.Texture..ctor(Device device, Int32 width, Int32 height, Int32 levelCount, Usage usage, Format format, Pool pool, IntPtr& sharedHandle)
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.†††
††††œ()
at MediaPlayerDotNet.MainForm.†††
††††œŒ()
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 = 15.9 GB
Available Physical Memory = 8.2 GB
Date Time = 27-Mar-15 7:20:05 PM
User Name = PAWNAGE\Hung
Application Startup Path = C:\Program Files (x86)\Media Player.NET
Application Executable Path = C:\Program Files (x86)\Media Player.NET\MediaPlayerDotNet.exe
CurrentDirectory = D:\Anime\One Piece
SystemDirectory = C:\Windows\system32
Ran As Admin = False
HasShutdownStarted = False
MachineName = PAWNAGE
ProcessorCount = 12
LogicalDrives = C:\, D:\, E:\, F:\
EnvironmentVariables = PROCESSOR_ARCHITEW6432 = AMD64; COMPUTERNAME = PAWNAGE; CommonProgramFiles(x86) = C:\Program Files (x86)\Common Files; TMP = C:\Users\Hung\AppData\Local\Temp; HOMEPATH = \Users\Hung; MOZ_PLUGIN_PATH = C:\Program Files (x86)\Foxit Software\Foxit Reader\plugins\; PROCESSOR_REVISION = 3f02; PATHEXT = .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC; INTELMEDIASDK_WINSDK_PATH = C:\Program Files (x86)\Windows Kits\8.0; PROCESSOR_LEVEL = 6; TEMP = C:\Users\Hung\AppData\Local\Temp; LOCALAPPDATA = C:\Users\Hung\AppData\Local; PUBLIC = C:\Users\Public; AV_APPDATA = C:\Users\Hung\AppData\Roaming; PROCESSOR_IDENTIFIER = Intel64 Family 6 Model 63 Stepping 2, GenuineIntel; SSH_AUTH_SOCK = /tmp/ssh-JkXVsg4500/agent.4500; USERDOMAIN = PAWNAGE; ProgramFiles(x86) = C:\Program Files (x86); HOMEDRIVE = C:; SSH_AGENT_PID = 5756; ADSK_MAXDES_x64_2013 = C:\Program Files\Autodesk\3ds Max Design 2013\; CUDA_PATH_V5_0 = C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v5.0\; PSModulePath = C:\Windows\system32\WindowsPowerShell\v1.0\Modules\;C:\Program Files\Intel\; NUMBER_OF_PROCESSORS = 12; CommonProgramFiles = C:\Program Files (x86)\Common Files; VS120COMNTOOLS = C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\; PROG05202499052 = 1; ProgramW6432 = C:\Program Files; ProgramFiles = C:\Program Files (x86); HerokuPath = C:\Program Files (x86)\Heroku; FP_NO_HOST_CHECK = NO; SystemRoot = C:\Windows; SESSIONNAME = Console; CommonProgramW6432 = C:\Program Files\Common Files; LOGONSERVER = \\MicrosoftAccount; Path = C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\Intel\iCLS Client\;C:\Program Files\Intel\iCLS Client\;C:\Program Files\Broadcom\Broadcom 802.11 Network Adapter;;;C:\ProgramData\Oracle\Java\javapath;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files\Microsoft SQL Server\110\Tools\Binn\;C:\Program Files (x86)\Bitvise SSH Client;C:\Program Files (x86)\Windows Live\Shared;C:\Program Files\Common Files\Autodesk Shared\;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files (x86)\Heroku\bin;C:\Program Files (x86)\git\cmd;C:\Program Files (x86)\Common Files\Acronis\SnapAPI\;C:\Program Files (x86)\Microsoft SDKs\TypeScript\1.0\;C:\Program Files\WIDCOMM\Bluetooth Software\;C:\Program Files\WIDCOMM\Bluetooth Software\syswow64;C:\Program Files\Intel\Intel(R) Management Engine Components\DAL;C:\Program Files (x86)\Intel\Intel(R) Management Engine Components\DAL;C:\Program Files\Intel\Intel(R) Management Engine Components\IPT;C:\Program Files (x86)\Intel\Intel(R) Management Engine Components\IPT;C:\Program Files (x86)\Common Files\Acronis\TibMounter64; USERPROFILE = C:\Users\Hung; USERDOMAIN_ROAMINGPROFILE = PAWNAGE; APPDATA = C:\Users\Hung\AppData\Roaming; ProgramData = C:\ProgramData; VS110COMNTOOLS = C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\; USERNAME = Hung; PROCESSOR_ARCHITECTURE = x86; OS = Windows_NT; ComSpec = C:\Windows\system32\cmd.exe; SystemDrive = C:; windir = C:\Windows; ALLUSERSPROFILE = C:\ProgramData
RuntimeVersion = 4.0.30319.34209
Thread Count = 592
Handle Count = 2671
VM Size = 3.7 GB
Peak VM Size = 3.8 GB
Working Set Size = 2 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, 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, RTSSHooks.dll, WINMM.dll, MSVCR90.dll, WINMMBASE.dll, cfgmgr32.dll, DEVOBJ.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, System.Configuration.ni.dll, System.Core.ni.dll, System.Xml.ni.dll, gdiplus.dll, DWrite.dll, WindowsCodecs.dll, BtMmHook.dll, SHELL32.dll, PSAPI.DLL, SHCORE.dll, System.Xml.Linq.ni.dll, VideoFrameServicesNative.dll, MediaInfo.dll, d3d9.dll, VERSION.dll, nvd3dum.dll, nvspcap.dll, SETUPAPI.dll, D3D9NativeServices.dll, AVRT.dll, WTSAPI32.dll, powrprof.dll, nvSCPAPI.dll, WINSTA.dll, nvapi.dll, WINTRUST.dll, CRYPT32.dll, MSASN1.dll, dxgi.dll, d3d11.dll, nvwgf2um.dll, dcomp.dll, Dx11Font.dll, FW1FontWrapper.dll, clbcatq.dll, ws2_32.dll, NSI.dll, mswsock.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, nvcuda.dll, ffdshow.ax, DINPUT.dll, DDRAW.dll, DCIMAN32.dll, D3DIM700.DLL, ffmpeg.dll, perfos.dll, LAVAudio.ax, devenum.dll, URLMon.DLL, ReClock.dll, DSOUND.dll, Resampler.dll, Timestretch.dll, Compressor.dll, AC3Lib.dll, PROPSYS.dll, d3dx9_43.dll, sharpdx_direct3d11_effects_x86.dll, D3DCOMPILER_43.dll, MMDevApi.dll, AUDIOSES.DLL, AVIFIL32.dll, DevIL.dll, MSACM32.dll, MSVCP90.dll, OpenCL.dll, nvopencl.dll, nvcompiler.dll, dbghelp.dll, avisynth.dll, svpflow1.dll, svpflow2.dll, Microsoft.VisualBasic.ni.dll, System.Management.ni.dll, diasymreader.dll


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

HRESULT: [0x8876017C], Module: [SharpDX.Direct3D9], ApiCode: [D3DERR_OUTOFVIDEOMEMORY/OutOfVideoMemory], Message: Unknown (SharpDX)

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

at SharpDX.Result.CheckError()
at SharpDX.Direct3D9.Device.CreateTexture(Int32 width, Int32 height, Int32 levels, Int32 usage, Format format, Pool pool, Texture textureOut, IntPtr sharedHandleRef)
at SharpDX.Direct3D9.Texture..ctor(Device device, Int32 width, Int32 height, Int32 levelCount, Usage usage, Format format, Pool pool, IntPtr& sharedHandle)
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.†††
††††œ()
at MediaPlayerDotNet.MainForm.†††
††††œŒ()
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()



But I was talking about the yellow line at the top of the screen. Apparently this doesn't happen when Maximum Quality is turned off.


The screen shot shows 1820 instead of 1920 - that could explain the difference in render time. Are you sure 720p and 1080p have the same render time? It shouldn't.

720p have around 14ms render time, while 1080p will have around 10ms render time.

So are you saying that because it's not 1920 but 1820, it's being treated like 720p?

Zachs
27th March 2015, 13:40
1920 on a 1920 screen would not need upscaling.

You just ran out of video memory on each instance.

trandoanhung1991
27th March 2015, 14:02
1920 on a 1920 screen would not need upscaling.

You just ran out of video memory on each instance.

I only have 1 instance, and nothing else is using VRAM. This only happened on the newest build :confused:

Also, any ideas why that 1820 file is nearly 3x the render time compared to 1080p, and nearly 2x compared to 720p?

Blackfyre
27th March 2015, 14:48
Any idea why this is happening?

Edit this happens when I try to maximize or enter full-screen mode with 1080p videos while running SVP (I upscale to 1440p, as that's my monitor resolution). It doesn't occur without SVP running and it doesn't occur with MPC (both with and without SVP it runs fine on MPC).

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

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.OnWindowSizeChanged()
at Mpdn.VideoPlayer.VideoPlayer.<OnControlResized>b__14(Boolean playing)
at Mpdn.VideoPlayer.VideoPlayer.SyncRendererInvoke(Action`1 action)
at Mpdn.VideoPlayer.VideoPlayer.OnControlResized()
at Mpdn.VideoPlayer.VideoPlayer.ControlResize(Object sender, EventArgs eventArgs)
at System.Windows.Forms.Control.OnClientSizeChanged(EventArgs e)
at System.Windows.Forms.Control.UpdateBounds(Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight)
at System.Windows.Forms.Control.UpdateBounds()
at System.Windows.Forms.Control.WmWindowPosChanged(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
OS Version = Microsoft Windows NT 6.3.9600.0
Total Physical Memory = 7.4 GB
Available Physical Memory = 4.3 GB
Date Time = 27/03/2015 9:45:08 PM
User Name = ***********
Application Startup Path = C:\Users\*******\Desktop\MPDN
Application Executable Path = C:\Users\*******\Desktop\MPDN\MediaPlayerDotNet.exe
CurrentDirectory = C:\Users\*******\Desktop\MPDN
SystemDirectory = C:\WINDOWS\system32
Ran As Admin = True
HasShutdownStarted = False
MachineName = *******
ProcessorCount = 8
LogicalDrives = C:\, D:\, E:\, F:\, G:\, H:\, I:\, J:\, K:\, L:\
EnvironmentVariables = Path = C:\ProgramData\Oracle\Java\javapath;C:\Program Files (x86)\Intel\iCLS Client\;C:\Program Files\Intel\iCLS Client\;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0\;C:\Program Files\Intel\Intel(R) Management Engine Components\DAL;C:\Program Files (x86)\Intel\Intel(R) Management Engine Components\DAL;C:\Program Files\Intel\Intel(R) Management Engine Components\IPT;C:\Program Files (x86)\Intel\Intel(R) Management Engine Components\IPT;C:\Program Files\Prio;C:\Program Files (x86)\AMD\ATI.ACE\Core-Static; SESSIONNAME = Console; PATHEXT = .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC; USERDOMAIN = *******-W8; PROCESSOR_ARCHITECTURE = x86; ProgramW6432 = C:\Program Files; PUBLIC = C:\Users\Public; APPDATA = C:\Users\*******\AppData\Roaming; windir = C:\WINDOWS; LOCALAPPDATA = C:\Users\*******\AppData\Local; CommonProgramW6432 = C:\Program Files\Common Files; TMP = C:\Users\*******\AppData\Local\Temp; USERPROFILE = C:\Users\*******; ProgramFiles = C:\Program Files (x86); PROCESSOR_LEVEL = 6; FP_NO_HOST_CHECK = NO; HOMEPATH = \Users\*******; COMPUTERNAME = *******-W8; PROCESSOR_ARCHITEW6432 = AMD64; USERNAME = *******; NUMBER_OF_PROCESSORS = 8; PROCESSOR_IDENTIFIER = Intel64 Family 6 Model 60 Stepping 3, GenuineIntel; SystemRoot = C:\WINDOWS; ComSpec = C:\WINDOWS\system32\cmd.exe; LOGONSERVER = \\MicrosoftAccount; TEMP = C:\Users\*******\AppData\Local\Temp; ProgramFiles(x86) = C:\Program Files (x86); CommonProgramFiles = C:\Program Files (x86)\Common Files; USERDOMAIN_ROAMINGPROFILE = *******-W8; PROCESSOR_REVISION = 3c03; CommonProgramFiles(x86) = C:\Program Files (x86)\Common Files; ALLUSERSPROFILE = C:\ProgramData; SystemDrive = C:; PSModulePath = C:\WINDOWS\system32\WindowsPowerShell\v1.0\Modules\;C:\Program Files\Intel\; OS = Windows_NT; ProgramData = C:\ProgramData; HOMEDRIVE = C:
RuntimeVersion = 4.0.30319.0
Thread Count = 311
Handle Count = 5644
VM Size = 3.6 GB
Peak VM Size = 3.7 GB
Working Set Size = 1008.1 MB
Max Working Set Size = 1.3 MB
Min Working Set Size = 200 KB
Modules = MediaPlayerDotNet.exe, ntdll.dll, MSCOREE.DLL, KERNEL32.dll, KERNELBASE.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, prio32.dll, kernel.appcore.dll, clr.dll, MSVCR120_CLR0400.dll, mscorlib.ni.dll, ole32.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, System.Configuration.ni.dll, System.Core.ni.dll, System.Xml.ni.dll, gdiplus.dll, DWrite.dll, WindowsCodecs.dll, shell32.dll, SHCORE.dll, System.Xml.Linq.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, AVRT.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, clbcatq.dll, ws2_32.dll, NSI.dll, mswsock.dll, comdlg32.dll, profapi.dll, tiptsf.dll, explorerframe.dll, DUser.dll, DUI70.dll, Windows.Globalization.dll, Bcp47Langs.dll, globinputhost.dll, PROPSYS.dll, StructuredQuery.dll, actxprxy.dll, atlthunk.dll, thumbcache.dll, SearchFolder.dll, IDStore.dll, SAMLIB.dll, wlidprov.dll, MPR.dll, drprov.dll, ntlanman.dll, davclnt.dll, DAVHLPR.dll, wkscli.dll, cscapi.dll, netutils.dll, apphelp.dll, NetworkExplorer.dll, twinapi.dll, twinapi.appcore.dll, dlnashext.dll, PlayToDevice.dll, DevDispItemProvider.dll, PortableDeviceApi.dll, WINTRUST.dll, CRYPT32.dll, MSASN1.dll, PortableDeviceTypes.dll, provsvc.dll, ntshrui.dll, srvcli.dll, mssprxy.dll, urlmon.dll, iertutil.dll, WININET.dll, USERENV.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, 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, MMDevAPI.DLL, wdmaud.drv, ksuser.dll, AUDIOSES.DLL, msacm32.drv, MSACM32.dll, midimap.dll, DSOUND.DLL, d3dx9_43.dll, msiltcfg.dll, msi.dll, sharpdx_direct3d11_effects_x86.dll, D3DCOMPILER_43.dll, avisynth.dll, AVIFIL32.dll, DevIL.dll, MSVCP90.dll, MSVCR90.dll, WINSPOOL.DRV, svpflow1.dll, svpflow2.dll, svpflow_gpu.dll, OpenCL.dll, IntelOpenCL32.dll, intelocl32.dll, task_executor32.dll, OPENGL32.dll, GLU32.dll, cpu_device32.dll, igdrcl32.dll, igdfcl32.dll, dbghelp.dll, igdbcl32.dll, igdusc32.dll, amdocl.dll, atiadlxy.DLL, PSAPI.DLL, IPHLPAPI.DLL, WINNSI.DLL, amdhsasc.DLL, atigktxx.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.OnWindowSizeChanged()
at Mpdn.VideoPlayer.VideoPlayer.<OnControlResized>b__14(Boolean playing)
at Mpdn.VideoPlayer.VideoPlayer.SyncRendererInvoke(Action`1 action)
at Mpdn.VideoPlayer.VideoPlayer.OnControlResized()
at Mpdn.VideoPlayer.VideoPlayer.ControlResize(Object sender, EventArgs eventArgs)
at System.Windows.Forms.Control.OnClientSizeChanged(EventArgs e)
at System.Windows.Forms.Control.UpdateBounds(Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight)
at System.Windows.Forms.Control.UpdateBounds()
at System.Windows.Forms.Control.WmWindowPosChanged(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Zachs
28th March 2015, 03:14
I only have 1 instance, and nothing else is using VRAM. This only happened on the newest build :confused:

Also, any ideas why that 1820 file is nearly 3x the render time compared to 1080p, and nearly 2x compared to 720p?

When I said 'each instance', I meant each case, not instance as in program instance. You ran out of VRAM most likely because you enabled Max Quality (with VRAM being shared with SVP too).

Any idea why this is happening?

Edit this happens when I try to maximize or enter full-screen mode with 1080p videos while running SVP (I upscale to 1440p, as that's my monitor resolution). It doesn't occur without SVP running and it doesn't occur with MPC (both with and without SVP it runs fine on MPC).

Sounds like you've run out of VRAM as well. Did you enable Max Quality? It requires twice as much VRAM.

FireFreak111
28th March 2015, 05:11
Did you install the audio renderer for x64?

Not sure what would stop it from going FSE mode but then again you're running it on a preview OS.

EDIT: Random dithering with higher strength does a pretty good job for 6-bit panels.

I installed MPC-HC 64 bit, but I am not aware of a standalone.

FSE happened once for some reason, I switched it to 10 bit, it crashed, never happened again. And your right on the random dithering, but at this point I should get a new display, both of mine are CCFL panels, thick, old and with horrible color.

XRyche
28th March 2015, 05:59
I don't know if this has been asked before or not, I haven't seen it. But is there anyway you can make the Navigation PlayerExtension work with a standard MCE Remote? Similar to the way MPC-HC does it using the media descriptor keys themselves.

Blackfyre
28th March 2015, 09:49
Sounds like you've run out of VRAM as well. Did you enable Max Quality? It requires twice as much VRAM.

Same problem occurs with it enabled or disabled (but yes I had enabled, I have monitor vRAM using AfterBurner and report back though). Why doesn't Max Quality use max available vRAM, rather than a certain amount?

Shouldn't it be configured that way? So that if I have 3GB vRAM my GPU uses 2.5GB for example out of 3GB (leaving 500mb empty for headroom)... if you have 6GB vRAM; it uses 5.5GB and so on and so forth? that way running out of vRAM issues won't occur.

EDIT: Fixed vRAM issue

First of all, correct Zachs, I was running out of vRAM (I used MSI AfterBurner to monitor the GPU). Second, I had render queue set to 32, I decreased it to 12, now even with Max Quality enabled, vRAM won't go over 1.5GB.

Thanks again Zachs.

Zachs
28th March 2015, 10:15
Max quality uses twice the amount of VRAM because it uses 32 bit float instead of the usual 16 bit unorm texture for intermediate result storage.

Edit: I see you've found the problem. Yes you're in control of how much RAM it uses via render queue and the Max Quality option. Render scripts use a base line amount that can't be avoided if you choose to use them.

Zachs
28th March 2015, 14:03
The refresh rate of my monitor is set to 72hz, but in fullscreen the player changes the refresh rate of the monitor to 60hz.
When going back to desktop/windowed mode the refresh rate changes back to 72hz. Anything i can try to get 72hz in fullscreen mode?

I just found a driver bug that could have caused this. Apparently if you set custom refresh rate and used Nvidia control panel to switch to that rate, it'll revert to 60hz when you go fse mode. That's simply because Nvidia hasn't told windows the mode has changed. Just make sure you use the standard windows display properties page instead.

Zachs
28th March 2015, 14:06
Regarding VRAM usage, I've also found that if you use too much of it but not enough to trigger out of memory or invalid parameter exception from SharpDX, you may get increasing or peaky render times. Perhaps this is cause of your problem Anima123? Try lowering your render queue to 8 to see if it fixes anything.

Anima123
28th March 2015, 19:15
Regarding VRAM usage, I've also found that if you use too much of it but not enough to trigger out of memory or invalid parameter exception from SharpDX, you may get increasing or peaky render times. Perhaps this is cause of your problem Anima123? Try lowering your render queue to 8 to see if it fixes anything.

Just tried lower render queue to 8 and MPDN just crashed when I tried to get into FSE, using SuperChromaRes + SuperRes with NEDI enabled.

Edit: Sorry, I just rebooted my laptop and did some quick tests, no crash now (it seems my OS hasn't reboot for quite some time).

I have lowered render queue to 8, and then Direct 3D backbuffer to 8, and yet no luck.

The nVidia card with my Laptop is 880M which has 8G memory, so it hardly could be lack of memory that caused the issue.