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#2964 | Link | ||
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Registered User
Join Date: Nov 2011
Posts: 38
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Quote:
Quote:
I have another question. Is it possible to get MPDN to play BDMVs folders? |
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#2965 | Link |
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Registered User
Join Date: Dec 2011
Posts: 1,812
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Shouldn't MPDN be able to open jpegs via LAV the same way as it can open pngs?
It can't open this one: http://abload.de/img/testqwud0.jpg |
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#2968 | Link |
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Registered Developer
Join Date: Mar 2010
Location: Hamburg/Germany
Posts: 10,407
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It is, tell it to open the index.bdmv (for automatic playlist selection) or one of the playlists in the PLAYLIST folder, and it'll work.
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LAV Filters - open source ffmpeg based media splitter and decoders |
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#2969 | Link |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Test Build for MPDN v2.41.0
Test Build for MPDN v2.41.0 (Build 3320) is out (use it with the latest GitHub extensions) - http://mpdn.zachsaw.com/Test%20Builds/3320/
NNEDI3 (SM5.0) now has an alternate code path under optimizations. As I only have access to an old Fermi and an Intel P4600 currently, I can't say how much better or worse it'll perform beyond these two GPUs. My old first gen Fermi (NVS4200M) doesn't like this code path at all. However, on the P4600, it has sped up NNEDI3 by up to 100% in some situations. On the Intel GPU, the SM version was already much faster than the OpenCL version without this alternate code path but it is now more than twice as fast. The Intel GPU seems to always prefer the "Scalar and Small Code" optimization with alternate path whereas the first gen Fermi absolutely hates it (twice as slow). I'd like your help now to find out what the best option for your GPU is - and I suspect different generations of GPU even from the same vendor will prefer different optimizations. Nvidia and Intel GPUs have starkly contrasting fortunes with the alternate code path, so I'm very curious to see what it would do with an AMD GPU as well as other generations of Nvidia GPUs. Last edited by Zachs; 19th August 2015 at 07:13. |
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#2971 | Link |
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Registered User
Join Date: Jun 2005
Posts: 513
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720p -> 1080p, GTX 880M + HD 4600 Optimus, Alternate weight access method used
neurons 64 + 64, Prefer Scaler: 61ms Prefer Vector: 61ms Prefer Scaler & Small Code: 106ms (picture errors) Prefer Vector & Small Code: 113ms (picture errors) The error picture looks like: https://www.dropbox.com/s/sb621se03b..._Code.png?dl=0 Normal picture without Small Code: https://www.dropbox.com/s/al8rhyc3ca...Image.png?dl=0 neurons 32 + 32, Prefer Scaler: 37ms Prefer Vector: 37ms Prefer Scaler & Small Code: 60ms (picture error) Prefer Vector & Small Code: 59.4ms (picture error) neurons 32 + 16, Prefer Scaler: 33.2 ms Prefer Vector: 33 ms Prefer Scaler & Small Code: 33.5ms (picture error) Prefer Vector & Small Code: 34.2ms (picture error) Edit: Using traditional method, avoid branch is the most efficient for my GPU, neurons 64 + 64: 33.2 ms neurons 32 + 32: 23.2 ms neurons 32 + 16: 19.1 ms Last edited by Anima123; 19th August 2015 at 08:08. |
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#2975 | Link |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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It really comes down to how well the driver maps the code to the underlying resource. Theoretically they should all perform equally but as we've seen it's very erratic - the same code using different version of Microsoft shader compiler would make a lot of difference.
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#2977 | Link |
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Registered User
Join Date: Mar 2009
Posts: 3,697
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As you know my 750 Ti loves avoiding branches so this alternative method is of no use to me.
I will mention however that each option was slower with the alternative weights and the small code options gave me some lovely artifacting I could probably printscreen and sell as art. But anyway, OpenCL is still faster for me by 6ms or so so I'll just stick with that for now until I get a 960 or something. FWIW it's quite nice getting 256/16 neurons at only 66% GPU load & 27 ms render on a low end graphics card like the 750 Ti on 704x480 content. Some mighty bang for my buck right there, madVR has to sit on 64 neurons for the same level of performance. Last edited by ryrynz; 19th August 2015 at 14:55. |
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#2978 | Link |
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Registered Developer
Join Date: Sep 2006
Posts: 9,140
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We're talking X/Y here, right? Does 256/16 look better than 64/64? In my experience 16 neurons doesn't handle certain edge angles well. So I'm not sure if it's a good idea to use 256/16 over 64/64. Have you compared this with test images etc?
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#2979 | Link | |
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Registered User
Join Date: Mar 2009
Posts: 3,697
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Quote:
In fact I would not be able to spot the difference in a moving image it's that small. I tested this on an anime image where lines are obviously all over the place and any drop in neuron count could be seen to negatively affect lines for fingers etc. I know exactly what to look for having done comparisons with 64 vs 256 neurons many times and I did not see any drawbacks setting to only 16 neurons for the second value. As is often often said, test images don't reflect real world results and although I'm sure you could find some small drawbacks, the benefits would surely outweigh them. I think your own testing here would also conclude that allowing this second value to be set independently would be a good idea. |
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#2980 | Link |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Hi everyone,
Could you let me know if this MPDN test build 3338 makes OpenCL work again with the new Nvidia drivers? Cheers. |
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