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11th March 2019, 15:12 | #81 | Link | |
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I always have to switch to 60Hz at first to madvr correctly recognise the custom 23p. Thanks
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11th March 2019, 17:48 | #82 | Link | |
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I set the 23p custom rate (created by CRU) as my default, and I don't have the issue you mention. MadVR switches to 60p (or other rates) if necessary, but I mostly play 23p content and my custom rate is always selected by defaut (now that I've put the DIsplay ID custom rate at the top of the list, thanks iSeries!). But I don't use my HTPC for gaming or anything else, and I used CRU to create the custom refresh rate, not madVR because with recent drivers madVR created custom rates don't work in 12bits (8bits is forced in the NCP). So quite a few variables/difference from what you're doing.
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14th March 2019, 00:13 | #85 | Link | |
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14th March 2019, 00:16 | #86 | Link |
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It does also affect gaming, so I am surprised it is taking so long to fix. Probably because most people don't pay attention to the metadata coming in (consoles don't even send any). I will cross my fingers super hard and hope they fix it
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14th March 2019, 01:39 | #87 | Link |
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There will be a new branch in April as it brings some pretty big changes. The end of Kepler support and no more 3D vision support.
Probably should have added a source for that rather bold statement. LOL Sorry about that. https://www.engadget.com/2019/03/11/...ision-support/
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14th March 2019, 19:39 | #89 | Link |
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I realize us HTPC users are a small segment of their market, but, after their crypto nonsense went bust they probably shouldn't completely discount us.
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16th March 2019, 11:51 | #90 | Link | |||
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- wrote down the madvr timings, removed the madvr created custom resolution, then restart - in CRU 1.4.1 -- add DisplayID to Extension blocks and set it as the 1st entry -- set madvr timings and set Pixel clock and Native as well It's a big help to get rid of a major annoyance, now I can set 23p as the default refresh rate of the TV Couple of notes: The difference between CRU and nvidia created (by madvr) custom timing is: - nvidia adds a new one to the already existing ones: that can confuse applications which one to use (e.g. madvr) - CRU replaces an existing one with the custom one on the OS level, so there won't be any confusion When you create custom timings with madvr: - always start from the default one (EDID) and pay special attention to the "sync" attributes (e.g. + , +): -- don't select a mode that is different! - don't deviate a lot from the default EDID values -- remember, this approach is modifying "back porch" (horizontal and vertical values) only! - the above 2 wrong settings can easily modify the response of the panel! (e.g. modifying gamma curve, causing black crush, etc.) - if you get >= 10 hours after the first optimisation then it's already really good, you don't need to do more runs Examples, original EDID timing: Code:
EDID/CTA: front sywi back pixels sync hor 1276 88 296 1660 3480 5500 + ver 8 10 72 90 2160 2250 + picl 296.70 mhz 23.9757575757576 OSD result: 23.97791Hz (~4.41 minutes) Code:
Custom: front sywi back pixels sync hor 1276 88 356 1720 3480 5560 + ver 8 10 72 90 2160 2250 + picl 299.94 mhz 23.9760191846523 OSD result: 23.97537Hz (~22 hours - 1 day) About nvidia driver versions: - some of them can block custom timings completely (doesn't matter how they were created) - so always check in madvr OSD whether your timing is applied if you install a new driver Btw, I still use the Display Changer II util to easily manage 2 displays.
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16th March 2019, 13:21 | #91 | Link |
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398.82 is the first driver in a very very long time where they fixed the Dolby Vision switch on LG OLEDs with firmware newer than 4.70.x. Says so in the driver release notes, and I've seen this in Mass Effect: Andromeda, this is the first driver version in a long time where DolbyVision works again. So, for some gamers, using anything older (like 398.11) is not a good choice. And 398.11 was, in fact, the previous released driver version.
As a side-note, it would be nice if madshi would enable switching on DolbyVision in the renderer for nVidia cards. The DV metadata is preserved in mp4 and mkv files, and the x265 encoder can now store DV metadata in the stream as well. There's documentation from nVidia on how to do that using the NvAPI, like in the slides from this GDC presentation: slides, video. I don't know if there is a similar documented way for AMD graphic cards, except contacting Dolby and asking for their DolbyVision gaming SDK (they have a Dolby Developer site). Btw, I recommend anyone interested to have a look at the video presentation and the slides, it is a nice overview on what is HDR, what are color spaces, tone mapping, how programmers should configure the backbuffer and the swap chains and what data to use in order to have HDR content displayed. It also shows what the rendering pipeline is in the nVidia driver (have you noticed that the nvidia driver does dithering sometimes? well, you can see here where it happens). The nVidia HDR whitepaper that can be downloaded from this page is also a great introduction in all this. @Manni: I do have one question though: have you tried to see what the HDR metadata values are when you connect a LCD monitor to your graphics card instead of your projector? Because the driver takes into account the capabilities of the display as reported by EDID. Digital cinema projectors have a max luminance of 48 nits, so that 20 nits average frame luminance value you noticed seems suitable for a projector, and might be in fact the value reported by the EDID of your projector. If that's the case, what we see might in fact be just a workaround used in the driver to avoid having the displays misbehave when presented with values outside their supported range, as the displays are supposed to tonemap themselves according to these values and their capabilities. I agree, that's not "passtrough" of the metadata though, but it might make the display device not apply any of its custom tone mapping up to that average frame luminance - so it displays the video as it was tonemapped by the source up to that luminance value - a passtrough of the source video through the display device, so to say. Last edited by KoD; 16th March 2019 at 14:21. Reason: additional notes |
16th March 2019, 13:35 | #92 | Link |
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I knew about the mp4 dolby vision remuxes (which work when fed directly to the TV) but I was under the impression that it wasn't possible within an mkv container.
But anyway, if DV playback could be made working with madvr that would really be amazing. |
16th March 2019, 13:44 | #93 | Link |
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MKV definitely doesn't store out-of-band Dolby Vision metadata. If its part of the video stream itself, it would work with any container, since remuxes are not supposed to take anything out.
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16th March 2019, 14:12 | #94 | Link |
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So, theoretically could at least the DV mp4 remuxes made with mp4muxer (https://github.com/DolbyLaboratories...ree/master/bin) be made playable from a PC with madVR?
The DV metadata is a seperate video stream within the mp4 file. What exactly needs to happen to make this possible? Would this be LAVs or madVRs job? |
16th March 2019, 18:02 | #95 | Link |
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It'd be both. LAV needs to know how to decode it and madvr needs to know how to render it. In theory I think I saw somewhere that nVidia added preliminary Dolby Vision support to their API but I wouldn't get all excited about that. Does not mean we're anywhere even close.
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16th March 2019, 19:59 | #96 | Link | |
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I wanted to try out this version but I couldn't create custom resolution with it (not in madvr, not in cru), I always got ~12 minutes for 23p.
So, I'm back to 385.28, all is good, having ~13 hours for 23p (used cru). Quote:
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16th March 2019, 20:02 | #97 | Link | |
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1) I have an HD Fury Maestro in the chain that reports to all sources the EDID with the same full capabilities (HDR, BT2020, 600Mhz bandwidth, full sound etc) and then deals with what might need to be done to comply with different displays connected. So it doesn't matter one bit which display is actually connected. And both my rs2000 and my LG 4K monitor can take the full, unchanged content, without requiring any down-scaling or conversion. 2) This metadata isn't supposed to be changed in passthrough mode. It's not the business of the source to change the metadata, at least when playing UHD content. Remember that I get the *same* bogus metadata irrespective of the *known* metadata for each title. 3) Digital cinema projectors, especially consumer ones, are not limited to 48nits. My rs2000 can go up to 200-250nits and more depending on settings and screen. The EDID is certainly not reporting a 48nits max. Even Modern digital cinemas go above this, which is the SDR reference white. Dolby Cinema uses a peak of 107nits for example with HDR titles. So for all these reasons (and a few others), I can confirm that the metadata sent in passthrough by the recent drivers is simply bogus. It isn't what it should be, especially when playing UHD bluray content, where the original mastering metadata should *always* be reported, as it's not the business of the source to know about the limitations of the display if it's not doing the tonemapping.
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16th March 2019, 20:07 | #98 | Link | |
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Otherwise it can be a limitation of your display. Here 398.11 works just as well as any other version with CRU after our debugging group session here a few days ago. Did you try to export your CRU config valid in 385.85 and import it in 398.11, to make sure you rule out any user error in recreating the refresh rate?
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17th March 2019, 11:50 | #99 | Link | |
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Anyway, since there's no performance difference between the 2 driver versions and I don't use any of the affected issues (hdr passthrough, 3d, etc.), I stick with v385.28 until I change something in my system. I also created the following custom resolutions for my BenQ GL2450HM 1080p monitor that only exposes 60Hz (in CRU with madvr's help): 1080p47, 1080p48, 1080p50, 1080p59, 1080p60
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17th March 2019, 20:29 | #100 | Link | |
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Then it's either a bug, or working as intended. While initially HDR was only supported in Windows in full screen exclusive mode (and in this mode it makes sense to pass the application set min/max/avg values to the display), Microsoft then added support for windowed mode as well, both borderless and with borders. This means that one application window which was created for SDR content looks as it did before while another application window on the same display is able to display wide gamut content with high luminosity. In order to do that, the compositing engine has to work in wide gamut mode all the time, for everything in Windows. What this means: if one of the applications tries to say "oh, my min/max/avg luminance is <this>", that's not information that should be passed to the display, because your other SDR application that you have on the screen at the same time must be rendered properly too. It could be that Windows decides what are the min/max/avg luminance values that will be used for the tonemapping of the entire Windows desktop, and that's the value that gets reported to the display. The video player's advertised values will only be used to render the video player output properly in this shared desktop backbuffer. Seeing it like this, the label of "passthrough" in madVR is a bit misleading, because madVR does not control what the compositing engine does. It's meaning is more like "madVR will not tonemap the material itself, and will specify for the swapchain the HDR metadata values of the stream" but then Windows decides what happens with this. Regarding Dolby Vision, there's clearly support in the graphics drivers for sending the metadata to displays (TVs, as I don't know of any monitor supporting DV), otherwise all the games that make use of it would not work. It's possible however that the DV metadata during a gaming session is sent to the display only by means of a Dolby supplied library, for which a license is required. The code in the slides posted by me shows only how to switch the display to DV mode and how to configure it initially, it does not show how to send DV metadata while the video game is running. Dolby has a Dolby Developer website, as I was saying. In its whitepaper found there it says the metadata and the video can be in a single stream, but there's a two stream approach as well. It also says they have DolbyVision decoders, and display managers, for PCs, mobile devices, game consoles, etc. So they clearly have a way to display this content on PCs. And if you make an account on their Dev site to access the DolbyVision FAQ, a contact is given for requesting access to the SDK and an example to try out. I would be surprised if the next CyberLink PowerDVD version that should be announced in a month or two will not have DV support. Last edited by KoD; 17th March 2019 at 20:54. |
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