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#1501 | Link | |
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Registered User
Join Date: Mar 2015
Posts: 33
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Quote:
display rate stays at 60Hz Last edited by harshal_rio91; 25th March 2015 at 01:58. |
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#1502 | Link | |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Quote:
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. |
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#1503 | Link | |
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Registered User
Join Date: Mar 2015
Posts: 33
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#1504 | Link |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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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. |
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#1510 | Link | |
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Registered User
Join Date: Mar 2015
Posts: 33
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Quote:
I sent them a link to this forum but they want email. |
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#1511 | Link |
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Registered User
Join Date: Feb 2015
Posts: 31
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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.
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#1512 | Link |
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Registered User
Join Date: Jun 2005
Posts: 513
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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. |
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#1513 | Link | |
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Registered User
Join Date: Dec 2013
Posts: 753
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#1514 | Link |
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Registered User
Join Date: Feb 2015
Posts: 31
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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.
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#1515 | Link | |||
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Quote:
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#1516 | Link | |
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Registered User
Join Date: Dec 2013
Posts: 753
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#1517 | Link | |
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Registered User
Join Date: Dec 2013
Posts: 753
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Quote:
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. |
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#1519 | Link | |
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Registered User
Join Date: Jun 2005
Posts: 513
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Quote:
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? |
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#1520 | Link | |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Quote:
BTW, did you test with the latest MPDN? |
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| direct3d, mpdn, nnedi3, opencl, reclock |
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