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13th August 2024, 23:56 | #64961 | Link | |
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Does that mean it always goes through the lossy step?
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14th August 2024, 15:16 | #64968 | Link | |
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But Some of the Nvidia problems as you've mentioned are unfixable.
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14th August 2024, 15:49 | #64969 | Link |
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RGB to YCbCr 4:4:4 conversion and vice versa is lossless from a mathematical perspective. You can convert back and forth, in math. What does happen is that rounding errors can accrue when working with lower bit depths like 8, so in the real world you cannot do conversions back and forth forever. RGB can sometimes look a little "harsh" I find. I am not saying for everyone to use it, I am just saying that it can be worth looking at to compare how it is if one is already having an issue with RGB output. Perhaps it will be processed differently by the driver or display panel. If it results in a better picture, then why not? It only takes a second to compare.
Last edited by Sunspark; 14th August 2024 at 15:54. |
14th August 2024, 18:38 | #64970 | Link | |
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My personal complaint is only that the video driver UI makes these settings confusing and non transparent. The TV also goes through its own set of "whatever it wants." I highly doubt we can achieve bit perfect end to end. The fact that we need to use colorimeters in the first place attests to that. As for your perception of Harsh, what I notice is that on some textures for example 422 can cause more noise, and have a sharpening effect. Things like this on specific surfaces can cause weird anomalies. I thought about this alot, and you'd think some guy goes over every frame of the movie, and make sure it all looks right, and as intended. But from my research this is not how it's done. The colorist's job is really just to eyeball it. He has tools, the scope, the waveform, etc. But he's eyeballing it, and he has limited focus/ time to do it. So I think the expectation of mathematical perfection, the right texture color, the right blacks, it's all mostly in our heads. No such perfection exists, as no such perfection is even possible.
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Ghetto | 2500k 5Ghz Last edited by tp4tissue; 14th August 2024 at 18:43. |
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14th August 2024, 19:26 | #64971 | Link | |
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you are just adding noise to the image and that's it in the bested of best cases. with is objectively worse. there is no processing by the driver we know RGB is not touched by nvidia. |
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16th August 2024, 22:16 | #64972 | Link |
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I vaguely remember asking about any new development around madVR several years ago and being told there were new builds on a completely different site, but that's about it.
Can anyone fast forward me to present state of events please? Apparently, madshi doesn't even come here anymore, so I guess newer madVR is to be found elsewhere? |
17th August 2024, 01:51 | #64973 | Link |
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https://www.videohelp.com/software/madVR/old-versions
smooth motion flickers or worse in this version. there is pretty much no development anymore. some tone mapping changes barely anyone responses to and regression like this. |
17th August 2024, 22:45 | #64975 | Link |
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While I realize this is the madvr thread, I completely disagree with the "alternatives are not good" statement. JRVR works very well, as an example.
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20th August 2024, 05:00 | #64979 | Link | |
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Very confused that they decided tonemapping was to remain their headline feature, when the whole point of the hardware side improvements is to make tonemapping obsolete. So it's like working against the current by investing so much into that function. Then, without actual low level control of the tv hardware, what are you actually doing, didn't madvr come to be because we didn't like bad renderers making a mess of the data, but now, you're making a mess of the data, because the hardware is not expecting these curves injected into the pipeline.
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Ghetto | 2500k 5Ghz Last edited by tp4tissue; 20th August 2024 at 05:05. |
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20th August 2024, 08:26 | #64980 | Link | |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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