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21st August 2015, 03:12 | #32621 | Link | |
Suptitle, MediaPlayer.NET
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Cheers. |
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21st August 2015, 07:58 | #32622 | Link | |
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21st August 2015, 08:38 | #32623 | Link | |
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@xAURUS:
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21st August 2015, 08:41 | #32624 | Link |
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128 neurons NNEDI3 quadrupling on GTX 980 with 355.60
OpenCL (seems to be working fine with Zachs' new implementation): GPU load: ~53% clock: 1421Mhz power consumption: ~72% rendering time: ~25.6ms SM 5.0 Avoid Branches: GPU load: ~63% clock: 1421Mhz power consumption: ~67% rendering time: ~31.8ms Prefer Vector: GPU load: ~80% clock: 1421Mhz power consumption: ~80% rendering time: ~39.5ms 100% power consumption would be ~180 Watts. |
21st August 2015, 08:46 | #32625 | Link |
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So OpenCL does seem to be still faster with Maxwell GPUs, right?
Since OpenCL vs. SM5.0 is like compute power vs shader power (so to say), I suppose that the more the GPU architecture is optimized for compute performance, the higher the probability that OpenCL will be faster than SM5.0. Which also means that newer GPU architectures are likely to favor OpenCL. But then, a lot depends on compilers, too. And Intel seems to be quite different, in any case. |
21st August 2015, 08:53 | #32626 | Link |
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Yes. However, the advantage naturally shrinks when using less neurons and further effects like AdpativeSharpen or SuperRes. So, in many situations there probably won't be a difference "perceived".
Now questions is, does the way Zachs found for OpenCL look secure for the future? |
21st August 2015, 09:09 | #32627 | Link |
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Can someone explain why d3d9 has to be used? Why not 10, 11 or 12? Does dxva not support those or something? Isn't this microsoft's fault for not updating their stuff instead of nvidia removing backward compatibility or incompatibility in general.
Also, I don't think new gpu's like the 980ti or 950 even have drivers, on any operating system, that support d3d9 interop. |
21st August 2015, 10:55 | #32628 | Link | |
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What I will do today is to downgrade the Nvidia drivers to the version that can use NNEDI3. Right now, my HTPC feels useless. Can't watch anything without pulling my hair out because of these mysterious dropped frames.
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21st August 2015, 14:04 | #32630 | Link | |
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21st August 2015, 14:10 | #32632 | Link |
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If by "odd one out" you mean OpenCL is stronger, then thats expected as NVIDIA changed the architecture in Maxwell to cover a lot of ground in computing.
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21st August 2015, 14:29 | #32633 | Link |
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By "odd one out" I mean it is different to Fermi and Kepler. Fermi was strong in computing too.
But, is shader not computing? Is it not possible for Nvidia to map the shader version to the OpenCL version in its entirety in the future with driver optimizations? We don't know any of that - all we're doing here is pure speculation, and a bit of a waste of time to be honest since there's no way to find out, or tell the future. |
21st August 2015, 18:18 | #32634 | Link |
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Using 853.30 or .49 d3d9 interop worked fine on my 980ti in Windows 10.
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21st August 2015, 21:33 | #32636 | Link |
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This has been spanning on for the past couple of pages but can anyone give a short run down on what problems madVR has with windows 10?
So far, it sounds like nnedi3 still doesn't work on nvidia cards due to missing opencl implementation and something about d3d9 interop although I don't know what effects that has on madVR. |
21st August 2015, 21:42 | #32637 | Link |
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Thanks worked for me also. Now that I've tried it, super-xbr looks identical to nnedi3 in chroma upscaling and image chroma and luma doubling watching bluray on a 4k screen. The only difference is that super-xbr doesn't turn my room into an oven.
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22nd August 2015, 14:54 | #32639 | Link |
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Quick question: does anyone know why MadVR deinterlacing looks much better than Yadif on VLC and other applications?
Windows Media Player gives a similar result to MadVR, it's only Yadif that makes things less smooth. And this is a problem because I'm trying to encode the video to progressive, but the only options for the decoding only produce results that look like Yadif, and so everything is less smooth. |
Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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