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Old 7th August 2015, 05:14   #141  |  Link
huhn
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on a full screen it shouldn't have an effect.
just ask your colorimeter it's a fullscreen effect so easy to read.

the YCbCr <-> RGB conversation may do that.
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Old 7th August 2015, 12:54   #142  |  Link
XMonarchY
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on a full screen it shouldn't have an effect.
just ask your colorimeter it's a fullscreen effect so easy to read.

the YCbCr <-> RGB conversation may do that.
Colorimeter reads both colors as being identical. Both modes are set to RGB.

I decided to stick to PC Mode 4:4:4 this time because you can now use ReShade 3DLUT's with dispcalGUI which allow full grayscale and colorspace calibration with extreme accuracy to be applied in games without the need for CPKeeper or using Borderless Window modes AND you can apply 3DLUT's to madVR of course.

I figured 4:4:4 PC mode is just a SAFER bet of seeing proper colors (& have lower input lag) than using Standard mode with some kind of post-processing.
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Old 8th August 2015, 00:12   #143  |  Link
XMonarchY
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the YCbCr <-> RGB conversation may do that.
So the conversion itself can create colors that colorimeters read as identical, but people perceive as different?
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Old 8th August 2015, 02:23   #144  |  Link
huhn
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So the conversion itself can create colors that colorimeters read as identical, but people perceive as different?
no your meter must be broken.
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Old 8th August 2015, 13:46   #145  |  Link
XMonarchY
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no your meter must be broken.
It isn't. I verify everything with i1Pro.
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Old 8th August 2015, 14:00   #146  |  Link
huhn
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if your meter doesn't see the difference between two colors it is broken.
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Old 8th August 2015, 14:13   #147  |  Link
XMonarchY
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if your meter doesn't see the difference between two colors it is broken.
i1Pro also broken?
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Old 8th August 2015, 15:02   #148  |  Link
huhn
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if it doesn't see the difference between two colors what else?
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Old 8th August 2015, 18:35   #149  |  Link
XMonarchY
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if it doesn't see the difference between two colors what else?
I think it may be perception because the chances of both i1Display Pro and i1Pro both going bad at the same time is slimmer than the problem being with something else, maybe even in my head...
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Old 9th August 2015, 07:22   #150  |  Link
Akeno
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This is being discussed in the madVR thread but I thought it would be better to ask here: What exactly does overlay mode do? Also, is it fine to use gamma processing to something that looks pleasing to me even though I haven't calibrated my display or am I deviating too far from the source?
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Old 9th August 2015, 09:11   #151  |  Link
vivan
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This is being discussed in the madVR thread but I thought it would be better to ask here: What exactly does overlay mode do?
It utilizes hardware overlay, which is supposed to be the fastest way to draw anything. It also bypasses OS. You can read about it on wiki:
https://en.wikipedia.org/wiki/Desktop_Window_Manager
https://en.wikipedia.org/wiki/Hardware_overlay
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Old 9th August 2015, 09:47   #152  |  Link
Akeno
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It utilizes hardware overlay, which is supposed to be the fastest way to draw anything. It also bypasses OS. You can read about it on wiki:
https://en.wikipedia.org/wiki/Desktop_Window_Manager
https://en.wikipedia.org/wiki/Hardware_overlay
Thanks. Other than enabling it in madVR, do I need to do anything else to utilize windowed overlay? Wikipedia and other users say that overlay mode prevents screenshots from capturing the video area but all of mine are working just fine.
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Old 9th August 2015, 10:06   #153  |  Link
vivan
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I've just checked and overlay doesn't wotk in D3D11 mode, only in D3D9. I don't think any other settings could affect it (but I don't like this mode so I don't really know).
When enabled it should say "D3D9 overlay" in OSD (Ctrl+J).

Screenshots of the whole screen using PrtScr or build-in into media player (Alt+I in MPC-HC)?
In overlay mode PrtScr screenshots should be like this: http://i.imgur.com/29dK9q0.png
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Old 9th August 2015, 10:33   #154  |  Link
Akeno
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I'm using D3D11 so that explains why the video still appears in screenshots. Are there any distinct advantages to overlay mode over D3D11? I got faster render times with the latter.
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Old 9th August 2015, 11:28   #155  |  Link
aufkrawall
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Don't take render times too seriously.
Better try some processing that is almost or slightly too much for your GPU and check which render path gives no/fewest dropped frames/glitches.
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Old 10th August 2015, 23:35   #156  |  Link
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I'm using D3D11 so that explains why the video still appears in screenshots. Are there any distinct advantages to overlay mode over D3D11? I got faster render times with the latter.
The advantages to overlay are what was already stated, they do not change when compared to DX11 or DX9 non-overlay modes. The biggest advantage for me is that it bypasses the calibration hardware in the video card; madVR loads the calibration from the video card, runs it at higher precision, and before dithering to 8-bit. It also doesn't need to switch into and out of FSE to provide its benefits, this mode switch is very fast now but still obvious.

Overlay is also very robust and tends to avoid V-sync issues, e.g. with multi-monitor setups in Windows 7.

Overlay does not support 10-bit. Overlay is also a bit less responsive when resizing the video player's window.
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Old 13th August 2015, 11:48   #157  |  Link
David
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Question answered.

Last edited by David; 13th August 2015 at 12:35.
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Old 27th August 2015, 03:32   #158  |  Link
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Finally an update for madVR v0.88.21

Does anyone have a good short description for Bilateral as is used in madVR for chroma upscaling? Thanks.
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Old 27th August 2015, 04:39   #159  |  Link
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Bilateral is a chroma scaler that uses the luma channel as reference. this can be very good but it can fail too.
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Old 27th August 2015, 05:44   #160  |  Link
Asmodian
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Bilateral is a chroma scaler that uses the luma channel as reference. this can be very good but it can fail too.
Excellent! Thanks.
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