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3rd June 2015, 12:31 | #30701 | Link |
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I do some check - in window mode all fine, true 24p mode(with custom mode for 23.976). In FSE - 24p broken, only 24p is broken ... I do not understand I changing the display mode before create FSE mode.
P.S. MPC-HC - have the same issue. Maybe some parameters wrong in calling IDirect3D9Ex::CreateDeviceEx() for FSE, can you show how you fill D3DPRESENT_PARAMETERS and how you call CreateDeviceEx(), what parameters use ??
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3rd June 2015, 12:36 | #30702 | Link |
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Well, as I said, Direct3D might change the display mode when switching into FSE mode. So you may have to call ChangeDisplaySettingsEx() again after entering FSE mode (maybe with a small delay). Or alternatively you could try to stop Direct3D from changing display modes by using ugly hacks like API hooking or stuff like that. But it's probably nicer/cleaner to let D3D do its thang, and then just overwrite it again by calling ChangeDisplaySettingsEx() again. It's all quite ugly, in any case. I wish Direct3D would allow us to choose whether it should change the display mode or not.
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3rd June 2015, 12:52 | #30703 | Link |
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Something wrong, It don't help. Event if i call ChangeDisplaySettingsEx() after create FSE - also have 23.976, not 24p.
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3rd June 2015, 14:41 | #30704 | Link |
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Well, not sure what it is then. Maybe the OS thinks Direct3D already switched to the correct mode, and you then calling ChangeDisplaySettingsEx() afterwards makes no difference because the OS thinks "I'm already in that mode, so I don't need to do anything". What happens if you switch to a totally different mode first, and then afterwards to the real mode? E.g. try 60p first, then 24p. Then it will probably work, but it's ugly...
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3rd June 2015, 20:19 | #30705 | Link | |
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3rd June 2015, 20:43 | #30706 | Link | ||
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Also, Nicolas' concolusion from that thread: Quote:
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3rd June 2015, 21:21 | #30708 | Link | |
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3rd June 2015, 21:57 | #30709 | Link | |
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3rd June 2015, 22:01 | #30710 | Link |
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Make a copy of "activate debug mode.bat" Rename it to "activate release mode.bat" Activate it in your madVR folder and you should get a pop-up saying "release mode successfully activated" then your log file will stop being generated.
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3rd June 2015, 22:41 | #30711 | Link | |||
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Every time you double click those batch files, the actual madVR*.ax files get swapped around (renamed). So when dealing with test builds, these batch files are actually "dangerous" because you might accidently swap the test build away and use the official build instead, which defeats the purpose of using the test build. Each madVR*.ax file is either a release or debug build. You can't change that, you can just rename the files, which is what those batch files do. |
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3rd June 2015, 22:50 | #30712 | Link |
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I have a green bar across the top with the AMD W10 drivers in windows 8.1 found here: http://forums.guru3d.com/showthread.php?t=399595
Happens for all W10 driver builds. Everything is all the wrong color and weird too. Last edited by jaju123; 3rd June 2015 at 22:53. |
3rd June 2015, 23:01 | #30713 | Link | |
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Thanks for the explanation of the batch files. I didn't fully understand how it worked. Now the madVR [debug].ax files makes perfect sense to me! |
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4th June 2015, 00:17 | #30715 | Link |
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Madshi, any chance of releasing a test build that includes the other fixes (88.11)?
Would really like to see true 23.976 output also.. I'll just have to accept frame repeats, frame drops are terrible, especially if you have some motion interpolation enabled. Last edited by ryrynz; 4th June 2015 at 00:30. |
4th June 2015, 00:49 | #30716 | Link | |
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Or maybe it's just that ReClock is garbage because devs are too busy supporting bloatware. (Had to be said). I mean if it's so hard why not just have a "set to nearest major framerate" option. |
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4th June 2015, 02:07 | #30717 | Link |
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with D3D 11 enabled present frame for every vsync on or off if I enter the madVR properties page whilst a file is playing back
the render queue drops to nothing and video stutters until the video is paused and played again Latest Nvidia driver on W8.1 This is with FSE enabled, no issues in windowed mode. Last edited by ryrynz; 4th June 2015 at 02:10. |
4th June 2015, 02:14 | #30718 | Link |
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Join Date: Apr 2014
Posts: 2,559
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You guys have been talking a lot about debanding recently. Without starring at the details, here's what I personally found.
The new debanding algorithm seems to make the image sharper, which I like, whereas the old algorithm leaves it a bit blurrier. That's probably just looking at the edges which is what stands out. From what I've been reading, it seems the details are the opposite: the new algorithm blurs them out while the old algorithm smooths them. So yeah... at first sight, the new algo looks better. THe new algo definitely has a greater visual impact. It does much more than debanding but it's not clear what it's actually doing. The one thing I don't like about deband is that its rendering time varies between videos which makes it hard to configure so that it doesn't lag. There's always one video where it causes frames to drop.
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FrameRateConverter | AvisynthShader | AvsFilterNet | Natural Grounding Player with Yin Media Encoder, 432hz Player, Powerliminals Player and Audio Video Muxer Last edited by MysteryX; 24th June 2015 at 06:07. |
4th June 2015, 07:49 | #30719 | Link |
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Join Date: Apr 2014
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Hey Madshi, you managed to get a lot of stuff going that isn't currently possible in AviSynth. I'm wondering, how different is it to program for a DirectShow Filter than for AviSynth?
For example, how difficult would it be to port SuperRes to AviSynth? Or, would it be very difficult to plug madVR into an AviSynth filter? That may be ideal as it would give access to all madVR features.
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FrameRateConverter | AvisynthShader | AvsFilterNet | Natural Grounding Player with Yin Media Encoder, 432hz Player, Powerliminals Player and Audio Video Muxer Last edited by MysteryX; 24th June 2015 at 06:07. |
4th June 2015, 07:55 | #30720 | Link |
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madVR is a video renderer, you cannot ever use it from AviSynth.
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LAV Filters - open source ffmpeg based media splitter and decoders |
Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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