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18th May 2013, 17:58 | #18822 | Link |
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I'm pretty certain "dropped frames" at the very beginning of a video can be ignored unless you're looking at it from a developer's standpoint.
I guess a beast system may avoid those but it's what happens after the 1st second until the end that matters. I bind a mouse key to toggle the UI and another to clear its history for this reason. Last edited by tobindac; 18th May 2013 at 18:00. |
19th May 2013, 15:45 | #18824 | Link |
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with some content (1080p) - my Render buffer drops to 0 - thus causing dropped frames - yet other its at a more healthy 6+
can I check that the Render buffer is GPU related not CPU related ? (I'm trying to work out where my weak link is) I've had got set Chroma Upscaling to Jinc3 but have dropped to Spline3 which has reduced no. of instances of the buffer dropping to 0 - but not totally eliminated it CPU is a E7400 overclocked to about 3.5 GPU is a ATI 5670 overclocked to about 900 core, 512MB GDDR5 VRAM I'm guessing although the CPU is not great - that its the GPU that is not coping ? I have "smooth motion" enabled, as MadVR seems to do a better job than my TV does with native 24 thanks for any help Last edited by Buckster; 19th May 2013 at 15:47. |
20th May 2013, 01:11 | #18827 | Link |
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madVR smoothing algorithm is definitely an important extra load. I realized this when I used it along SVP on 1080p (even though on high FPS it's apparently less needed to begin with).
It's interesting that the whole collection of speeding-up options do less than simply turning off madVR's smoothing. Though something like Jinc 4 on both scaling types might be even heavier. |
20th May 2013, 21:31 | #18829 | Link |
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I had the same problem on a secondary display awhile ago. Turns out nvidia driver update was the culprit. Doing an nvidia clean install fixed it. They need to fix their installer.
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PC: FX-8320 GTS250 HTPC: G1610 GTX650 PotPlayer/MPC-BE LAVFilters MadVR-Bicubic75AR/Lanczos4AR/Lanczos4AR LumaSharpen -Strength0.9-Pattern3-Clamp0.1-OffsetBias2.0 |
21st May 2013, 00:19 | #18831 | Link |
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Is it normal for downscaling to be much more demanding than upscaling on some MPEG-2 1080p/29.97FPS files? Here I can do easily various scaling and other settings of 720p->1600x900 but when it gets to 1080p->1600x900 it becomes much heavier, in a more than exponential manner (think of 20-40% GPU load going to 99%). It doesn't appear to be related to memory use on the GPU since the amount used appears similar. It's not the same on all 1080p. Some are playable. Also I don't know if it's scaling at all that does it or the culprit is somewhere in basic image rendering. Perhaps files with mildly variable or faulty FPS?
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21st May 2013, 20:55 | #18834 | Link | |
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Quote:
The GPU load depends mainly on the size of the source image, size of output image, FPS, and scaling algorithms. Interlaced content also adds to load. The codec used is also important, since your CPU might not be able to handle it fast enough. With some codecs it might be decoded in hardware (with DXVA/QuickSync/CUVID), which makes them watchable. Upscaling to some resolution will always be faster than downscaling to given resolution, since you have less input pixels to work with, and the same amount of output pixels. In your case, for 720p vs 1080p, it's ~922k pixels vs ~2074k pixels, so more than twice the number of pixels to process, of course it does not mean twice the load. As for the core of the problem: for starters try using bilinear scaling (both chroma and image) to check whether it's related to scaling algorithms, also disable smooth motion, if it's on. Also please tell us, which queues are empty, when the problem occurs - press [CTRL] + [J] to show/hide the OSD in madVR. You mention it happening only on certain 1080p files, do they differ in: codec used? FPS? maybe some are interlaced? Do those files have subtitles? Rarely some malformed subtitles can kill the performance. Check your CPU load in addition to GPU load. Also please specify what's your hardware (at least CPU and GPU) and software (windows (xp/7/8), player and codecs and whether you use software or hardware decoding). As always try to update your drivers and codecs/player, since it just might be a bug and newer versions are usually better. |
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21st May 2013, 22:03 | #18835 | Link |
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Unfortunately I don't have the files available here anymore so I can't investigate it thoroughly. I will if it occurs again.
What I can say is that it had embedded and colored subtitles, which might explain it. The codec was MPEG-2 which I doubt was any CPU load. The CPU load was generally very low, even if LAV was instructed to avoid GPU decoding (and of course SVP was disabled). It appears the problem (99% GPU) was somewhere in basic image rendering since it occurred with smoothing disabled and on all types of scaling/downscaling, plus with all performance boost options of madVR and regular GPU memory usage. The machine is an i7 2630 quad, with an AMD 6570M on 8 64. It can normally play other 1080p even with SVP on, with only madVR's smoothing disabled (not if the FPS is low) (downscaled on monitor). 720p can be normally handled even with smoothing enabled and SVP with Jinc3 chroma and Lanczos 3 image (Jinc 3 both if SVP is off, Jinc4 is its limit). Software versions are new. Last edited by tobindac; 21st May 2013 at 22:12. |
21st May 2013, 22:29 | #18836 | Link |
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Join Date: Apr 2013
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so I guess that's the reason I was getting those presentation glitches.
I have disabled 'present several frames in advance' in rendering>FSE settings and the glitches are gone but the present queue is also gone. is there a way I can get present queue to work (settings) or is it a HW problem? |
21st May 2013, 23:07 | #18837 | Link | |
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Quote:
You need to get your rendering times below the movie frame times so the present queue can fill. I am surprised you don't get dropped frames but also cannot keep the present queue full. Performance wise you must be very close to a lot of dropped frames. |
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21st May 2013, 23:35 | #18838 | Link | |
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movie frame interval 1/23.976 = 0,0417083750417084 or 41.71 ms my rendering times are never above 40 ms so they are always below the movie frame interval yet the present queue was almost always at 0-4/4 (it went to 1-4/4 once every 2-3 minutes) as I mentioned above I only get dropped frames when switching windowed <-> FSE and when resuming from pause |
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22nd May 2013, 00:32 | #18839 | Link |
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Well if it takes you 38ms to render a frame and the movie frame rate is 41.71ms you should be able to fill the present queue with an extra frame every 10.24 frames. This should allow it to hit 4 frames in the queue within two seconds of starting the video. Of course any small delays that might not show up in the rendering+present duration would cause this extra frame to be used, dropping you back to 0 frames in the queue. I believe there are some fast steps that are not captured in the reported rendering+present duration.
I still think you are right on the edge, if you do not fall off that edge everything is fine but that is why you are seeing 0-4/4 in the present queue. |
22nd May 2013, 01:01 | #18840 | Link | |
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Quote:
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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