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8th February 2015, 15:47 | #1221 | Link | |
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8th February 2015, 16:57 | #1222 | Link | |
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And Currently I am using SuperChroma Res, Debanding then LumaSharpen (tweaked to reduce the effect) and it looks great so your recommendation made me happy! |
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8th February 2015, 17:09 | #1223 | Link | |
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SuperChromaRes (2 Frames) Debanding (8 Bits) FineSharp v1.11 + SVP running @ 4 times source framerate: Thus 24fps --> 96fps 25fps --> 100fps 30fps --> 120fps 60fps videos I turn off SVP which becomes redundant unless I get a 120Hz monitor and do 2x Source and run it at 120FPS. |
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8th February 2015, 17:41 | #1224 | Link | |
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8th February 2015, 21:26 | #1226 | Link | |
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9th February 2015, 00:05 | #1228 | Link |
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Understanding the various technologies involved in making Optimus work, I can't imagine them being able to 'fix' it though. It's going to be a testing nightmare for them too seeing how reliant it is on Intel GPU drivers. Different versions of Nvidia / Intel driver combo yield different bugs.
From experience, it's hard enough to get just one driver to behave properly, let alone two from different companies who may or may not like each other. |
9th February 2015, 02:10 | #1229 | Link | ||
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Before I post the driver/Windows settings I'm using here is the combination of settings I'm using in MPDN: DirectShow: Subtitle: Load Subtitles checked, Subtitle Provider: XySubFilter (version 3.1.0.705), Reduce XySubFilter subtitles aliasing checked Video Render: General: Decoder Queue: 60 slots, Render Queue: 32 slots (normally I would run at the default settings, but I've been using these settings to test the render queue drain and see if more slots eliminated the problem or reduced the frequency of occurrence. Presentation: Presentation API: Direct3D 10.1 (Previously I used Direct3D 11. After the recent tests 10.1 seems to have less problems than both 11 and 9Ex, so that is what I'm using right now). Graphics Adapter ID*: 0 (1 is also an option). Back Buffer Sizes: 16 (for both) Composition: Automatic, Full, 10-bit Render Script: Script Chain: SuperChromRes (I may remove this since I'm no longer using SuperRes with it) -> Deband -> NEDI in that order. In the past (until I encountered the panning smoothness bug) I used SuperChromaRes -> SuperRes, but since since SuperRes seems to be related to the issue I've substituted NEDI for the time being. Dithering: Ordered dithering Fluid Motion: All boxes checked (but I'm still not sure about this - since a few people have reported smoother playback with Fluid Motion unchecked) All scalers: set to Jinc 12 Taps, all with Activate anti-ringing filter unchecked. Nvidia control panel Manage 3D settings settings set for the MPDN program: preferred graphics processor: High-performanace NVIDIA processor Anisotropic filtering: Use global setting (Application-controlled) Antialiasing - FXAA: Use global setting (Off) (*experimented with forcing On) Antialiasing - Gamma correction: Use global setting (On) Antialiasing - Mode: Use global setting (Application-controlled) Antialiasing - Transparency: Use global setting (Off) CUDA - GPUs: Use global setting (All) Maximum pre-rendered frames: Use global setting (Use the 3D application setting) Mutli-display/mixed-GPU acceleration: Use global setting (Multiple display performance mode) Power management mode: Use global setting (Adaptive) Shader Cache: Use global setting (On) Texture filtering - Anisotropic sample optimization: Use global setting (Off) Texture filtering - Negative LOD bias: Use global setting (Allow) Texture filtering - Quality: Use global setting (Quality) Texture filtering - Trilinear optimization: Use global setting (On) Threaded optimization: Use global setting (Auto) Triple buffering: On (this is the only thing I normally force on for applications as it provides improvement for any programs that turn Vertical sync on, and it doesn't hurt to have it on when Vsync isn't being used) Vertical sync: Use global setting (Use the 3D application settings) (I tried with this forced to Off after the recent post about that working well on non-Optimus Nvidia GPU, but I do not see a change with it forced off). Virtual Reality pre-rendered frames: Use global setting (1) PhysX processor: Auto-select (recommended) (I can never understand why that is the recommended settings as I'd think the GeForce GTX 680M physX processor should always be superior to the Intel CPU). Intel settings: Display: Built in display: Display Settings: Advanced: (doesn't supported advanced, so no setting are set here) Digital Television LG TV : Display Settings: Advanced: IT Content: Enabled (thinking about setting this to disabled since I never view my work on the TV display, and only use it when watching videos). 3D: Application Optimal Mode: Enabled General settings: Custom Settings: Anti-Aliasing: Use Application Settings Anisotropic Filtering: Application Settings Vertical Sync: Driver Settings (debating changing this to Application Settings in case the driver settings might be over riding what is set in MPDN). Video: Basic: Standard Color Correction: Application Settings Input Range: Application Settings Advanced: Total Color Correction: Disabled Power: Plugged In: Graphics Power Plans: Maximum Performance In general I think choosing application settings when given the choice in Windows/Nvidia/Intel settings areas is usually the best as it minimizes the chance of the driver interfering or instituting bugs that may exist at the driver level. Any thing you'd recommend changing from the above settings?
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System specs: Sager NP9150 SE with i7-3630QM 2.40GHz, 16 GB RAM, 64-bit Windows 10 Pro, NVidia GTX 680M/Intel 4000 HD optimus dual GPU system. Video viewed on LG notebook screen and LG 3D passive TV. |
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9th February 2015, 02:57 | #1230 | Link |
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The problem with Optimus is that it is too reliant on the various driver and hardware combo (nvidia GPU + intel GPU + nvidia driver + intel driver). We found that with certain drivers on the laptop I tested with, DX11 was unusable - everything gets played as slide show, regardless of what settings you use for MPDN. The permutation of hardware/driver for both nvidia and intel is massive and there's not a lot of correlation among them. This is why I said it's nigh impossible for nvidia to properly fix it, especially when they aren't in control of intel drivers.
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9th February 2015, 04:25 | #1231 | Link |
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v2.21.0 3DLUT support
v2.21.0 has been released.
This adds RenderScript 3D texture support API. Using this new API, it is now possible to add 3DLUT support to MPDN. In fact, I have added an example 3DLUT RenderScript to MPDN Extensions on GitHub (under Examples folder). This example does basic linear color swap (r ==> b, g ==> r, b ==> g) with values generated in the script itself. Again, not quite what you'd want to use for your daily playback but it does demonstrate a working 3DLUT. With an open source implementation, anyone can add any 3dlut file format they need. That said, I'm looking to kick it off with support of a 3dlut format - does anyone have any preference? If so, point me to the format specs and I'll give it a go. Lastly, if you use 3DLUT to calibrate the output you should also use deepcolor output for best image quality, so make sure you enable 10-bit or 16-bit output. p.s. I don't have much experience in the actual usage of 3dlut, so if anyone could explain the following to me I'd appreciate it. Do we need to have a different 3dlut for each input colorimetric (e.g. bt609/709/2020)? Do we need to convert the pre-3dlut image to linear colour space before applying 3dlut? I've read articles that say 65x65x65 LUT is more than enough for professional grade colour correction, why is madVR using 256x256x256? My current thinking is 3dlut should only get applied at the end of render script chain (after resize / post processing), is that correct? Last edited by Zachs; 9th February 2015 at 06:04. |
9th February 2015, 19:05 | #1232 | Link | |
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For those of you with the older Intel CPU's... Sandy Bridge.
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9th February 2015, 21:07 | #1233 | Link | |||||
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Yes, that is correct. |
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9th February 2015, 23:18 | #1234 | Link |
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Quick seek a video file multiple times, MPDN may crash. As comparison, mpc-hc wouldn't crash on fast seek.
My best guess is that crash most like there's a problem in re-initialization of a queue after seek to a new position. Could the developers take a look at it? Edit: To be more precise, it happened when seek to other position when the queues (don't know which, most likely the decoder queue?) are not ready yet. Last edited by Anima123; 9th February 2015 at 23:38. |
10th February 2015, 01:01 | #1235 | Link | |
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10th February 2015, 01:13 | #1236 | Link | |
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Sounds easy enough - that's exactly what the example render script does, except it doesn't load the values from a 3dlut file. Using a different 3dlut for each colorimetric is very easily implemented as well since the render script API already provides all the necessary info. That said, I'll take a look at the argyllcms source to see if I can work out the file format. |
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10th February 2015, 01:45 | #1237 | Link |
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The madVR 3DLUT format is documented here:
http://sourceforge.net/projects/thr3dlut/files/doc/
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10th February 2015, 02:25 | #1238 | Link | |
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10th February 2015, 05:11 | #1239 | Link |
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Testers required: Fluid Motion smoothness
Hi everyone,
I have tweaked the presentation algorithm further in v2.21.1 builds 2969, 2970 & 2971. Can you test on your systems using Direct3D9 presenter only to see if it improves fluidity for fluid motion (state whether you're running windowed/exclusive, low/high GPU load (percentage), AMD/NVIDIA/Intel etc.) vs v2.21.0? Also which is better among the test builds? In particular, I want to know if it makes anything worse in cases where there are no dropped / delayed frames / glitches reported. Make sure you wait until the display refresh rate (as seen in Ctrl+J screen) settles down before you do any testing. Grab the test builds here. Cheers. Last edited by Zachs; 10th February 2015 at 06:34. |
10th February 2015, 06:06 | #1240 | Link | |
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For further reference it was a 848x480 video I had expanded to 1920x1080 Windowed full screen mode. Edit: Repeating the same 1 minute scene over and over again by jumping back along the progress bar the render times continually increase until eventually dropped and delayed frames continually occur and render times are in the mid-30s. They might continue to go higher, but I stopped at that point. I'm not sure if the same occurs with the non-test previous build, but I'll do some testing to see. Edit 2: Render time increases occur in the pretest build too, but take many more repetitions to appear. Other setting differences between the 64-bit pretest build and AnyCPU test build may be factors in the amount of repetitions it takes for dropped/delayed frames to occur, render queue to drop, and buildup rate of ms with each repeat.
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System specs: Sager NP9150 SE with i7-3630QM 2.40GHz, 16 GB RAM, 64-bit Windows 10 Pro, NVidia GTX 680M/Intel 4000 HD optimus dual GPU system. Video viewed on LG notebook screen and LG 3D passive TV. Last edited by Anime Viewer; 10th February 2015 at 06:27. Reason: added updated test notes |
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direct3d, mpdn, nnedi3, opencl, reclock |
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