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16th August 2017, 10:09 | #44681 | Link |
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Updating drivers sometimes does it - definitely does it if you do a clean install or use DDU.
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LAV Filters - open source ffmpeg based media splitter and decoders |
16th August 2017, 10:25 | #44682 | Link |
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the reason it works with nnedi is that openCL is forcing your GPU to a high power mode while "optimal" and madVR are not good friends.
i don't know if madVR can tell the GPU to use a performance mode but this is a general problem using madVR. the default nvidia settings are not working properly with madVR so this should be made very clear for the moment. |
16th August 2017, 10:29 | #44683 | Link | |
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16th August 2017, 10:40 | #44684 | Link |
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Rendering times changing or being stable makes no difference, as long as you don't drop frames. Adaptive is usually just fine, as the GPU then adapts to the load conditions.
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LAV Filters - open source ffmpeg based media splitter and decoders |
16th August 2017, 11:41 | #44687 | Link |
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It can save on heat output (and perhaps noise) as the GPU would only run as fast as it needs to.
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LAV Filters - open source ffmpeg based media splitter and decoders |
17th August 2017, 16:59 | #44694 | Link | ||||||||||||||||||||
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I'm usually using extended, but dual monitor setups can be tricky. Quote:
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1) Much better desktop composition implementation. 2) Much better multi monitor handling. 3) APIs for 3D Blu-Ray playback. 4) APIs for Direct3D DXVA decoding & processing (see next madVR build). 5) Faster OS kernel. Windows 10 is currently not as stable as Windows 8.1. The only advantage that I see with Windows 10 over Windows 8.1 is that fullscreen windowed mode supports 10bit output, if the GPU driver supports it. No. Quote:
Generally, a blue screen of death indicates a problem with either the hardware or a driver. A simple user software like madVR should never be able to produce a blue screen. Even if madVR drives your CPU and GPU at max level for hours, your PC should still run stable and without a blue screen. It might stutter, though. Quote:
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Generally, D3D9 DXVA is rather limited. It doesn't understand HDR, and it might also generally have some trouble with 10bit processing. nevcairiel and I have been working on adding support for D3D11 DXVA, but currently I haven't implemented D3D11 DXVA scaling yet, and also it will also require Windows 8.1 or newer. Of course testing with 60fps HDR demos is extra hard on the GPU. Real content is more likely to be 24fps, which is 2.5x less demanding on the GPU. Quote:
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You need to very strictly differ between 1) sharpening, 2) chroma upscaling, 3) image up/downscaling. Because all the Darbee does is 1). The Darbee does not do 2) or 3). And madVR by default does 2) and 3) but not 1). Generally, chroma upscaling is always needed (for typical video sources), but it's not very important, so if you lack GPU power, I'd suggest to switch chroma upscaling to "bilinear". Image up/downscaling are very important, but they're only active if the video resolution differs from your TV resolution. If you play a 1080p movie on a 1080p display, no image up/downscaling is used, regardless of madVR settings (let's ignore exotic settings like supersampling). If you want to save GPU power and do processing externally, you'd have to configure madVR to always output each video in its native resolution, so no image up/downscaling is needed. E.g. you'd switch to a 1080p display mode for 1080p movies, and to a 720p display mode for 720p movies etc. This becomes problematic for SD movies, though, because GPUs often don't support such low resolutions as output modes. Anyway, if you want to go this way, a Darbee will not help. You'll need something which is able to do image up/downscaling. So you could get a Lumagen instead. Quote:
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I really wonder why this is in AGS instead of ADL. IMHO it belongs into ADL. But anyway, I'm just glad there is such an API. Doesn't matter too much where it is. Quote:
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17th August 2017, 17:04 | #44695 | Link | ||||||||||||||||||||||
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Btw, have you checked if maybe the GPU clocks are changing? In the Nvidia Control Panel try setting "Power management mode" to "Adaptive". It restarts the GPU driver, which is one way to make sure newly added/modified custom resolutions/timings actually become effective. Quote:
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There's still a potential gain to be had for 60hz only monitors. E.g. my very old computer LCD monitor only supports 60hz in theory. But VESA DMT asks for monitors to support a 5% pixel clock range. So anything between 57hz and 63hz should work. Practically that means you should at least be able to get perfect 59.940hz and 60.000hz custom tmings for 59fps and 60fps content. That won't help with 24fps content, of course. But still, it's better than nothing. FWIW, my old LCD monitor even supports a custom 72hz mode. However, even through it does, it doesn't play 24fps content smoothly. Seems the LCD monitor internally still works at 60hz. So it's always important to not only test if you get a proper image, but also if playback is really smooth. No. Quote:
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Basically what this means is that Nvidia's interpretation of the EDID information is pretty bad (IMHO). Quote:
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NGU and NGU-AA "High" and "Very High" quality levels are not fully optimized for speed yet. There's some potential to make them run faster. I don't expect major performance improvements for "Low" and "Medium" quality, though. Except maybe for Polaris which seems to generally dislike NGU for some reason. Maybe I can workaround that, but I'm not sure. Quote:
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17th August 2017, 18:04 | #44696 | Link |
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madVR v0.92.0 released
http://madshi.net/madVR.zip Code:
* added new "display modes" -> "custom modes" settings tab * added support for native D3D11 DXVA hardware decoding (needs nightly LAV) * added support for outputting 10bit in fullscreen windowed mode (win10) * added optimized "let madVR decide" HDR configuration option * added support for AMD's private HDR switching API * added workaround for make Nvidia's private HDR switching API work better * added full-size EDID block reading (256 bytes instead of just 128) * added extended EDID parsing * improved frame drop/repeat estimates for xx/1.001 hz modes * fixed: deinterlacing of P010 software decoded videos was broken This feature allows you to create custom modes and timing overrides with Nvidia, AMD and Intel GPUs. I'm using private APIs from all 3 GPU manufacturers, so we don't have to use EDID overrides. This feature is meant to replace Reclock (or similar other audio renderers). Which means: Perfectly smooth video playback, without audio quality loss (due to resampling)! Unfortunately, the GPU drivers from all 3 GPU manufacturers have bugs in this functionality area, so it's not all working perfectly yet. Hopefully, drivers will improve in the future. Thanks to @hannes69 for his help in developing this feature. Here's a custom mode tutorial: http://madvr.com/crt/CustomResTutorial.html 2) native D3D11 DXVA hardware decoding: This is a new feature nevcairiel (thanks!) and I have been working on. Basically it "replaces" the old native D3D9 DXVA hardware decoding with a new D3D11 solution. (Well, D3D9 DXVA is still available.) - image quality is now always identical to software decoding (unlike D3D9 DXVA) - now AMD 10bit HEVC hardware decoding works, too - might be ever so slightly faster (with potential for future improvements) - self-made decoder<->renderer interface should be more stable - probably requires Windows 8.1 or Windows 10 - I've not implemented DXVA scaling yet - I've not implemented DXVA deinterlacing yet Software decoding still has a small advantage, though: The madVR features "forced film mode" and "zoom control" currently only work with software decoding (or copyback). 3) 10bit in fullscreen windowed mode Microsoft told me that if video playback (or games) run in borderless fullscreen, DWM is bypassed in Windows 10. Microsoft calls this "direct scanout". This might be almost as good as true FSE mode, without the typical FSE disadvantages. During "direct scanout", 10bit is supported even in windowed mode, even if "HDR and Advanced Color" is turned off. madVR 0.92.0 now automatically switches between 8bit and 10bit in windowed playback, depending on whether playback is borderless fullscreen or not. This feature requires Windows 10. 4) "let madVR decide" HDR configuration The new default HDR configuration is to "let madVR decide". Practically this means: - If "HDR and Advanced Color" is on, your TV will always be driven in HDR mode. Consequently, madVR leaves HDR content untouched and just passes the HDR metadata to the display. SDR content will be upconverted by the OS/GPU to HDR. I don't recommend to turn "HDR and Advanced Color" on - ever! - If "HDR and Advanced Color" is off, but if your GPU drivers and display support HDR, then madVR will use private GPU APIs (AMD and Nvidia only) to switch your TV to HDR dynamically. - In all other situations, madVR will convert HDR content to SDR, using reasonable settings which aren't too demanding but still produce fair image quality. Basically, the "let madVR decide" option should always produce correct looking SDR and HDR images, and tends to prefer HDR passthrough, where possible. 5) support for AMD's private HDR switching API AMD's private HDR switching API seems to work well, but it's more limited compared to Nvidia's API. AMD's API only works if there's active fullscreen D3D11 video playback (or gaming), which also has to be 10bit! Otherwise, the AMD API will do nothing. Consequently, madVR will switch to passthrough only in the moment when you go fullscreen, and only if you configured madVR to use 10bit D3D11. Nvidia's API also works in windowed mode, and also with 8bit D3D11, even with D3D9. Besides, there are 2 new DLLs now: "amd_ags_86/64.dll". These are needed for AMD's HDR dynamic switching. If you don't need this feature, you can delete the DLLs. Last edited by madshi; 17th August 2017 at 22:20. |
17th August 2017, 18:09 | #44698 | Link | |
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It's entirely repeatable though, I did some tests with 378.92 and 385.28 (clean install), and every time with standard resolutions I get 3-5mn before a repeat, and after simply applying the EDID values I get up to 2 hours+ before a drop. I was wondering why the custom resolutions in the tool are for 4K/UHD only. Although I play 3D at 23p as well, the benefit from the 4K/UHD@23 custom resolution doesn't translate, and I get a repeated frame every 3mn in 3D. It would be great if you could add 1080p resolutions too, so that we could reap the benefits of these custom res/timings in 3D as well. Apart from 3D settings that aren't sticky (madVR doesn't always switch to 1080p23FP from 4K23 because either the OS or the driver 3D is disabled, so it ends up in 1080p23/2D), everything works pretty well and I find the upgrade from the HD7870 to the 1080 Ti to be very beneficial, especially for MadVR.
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Win11 Pro x64 b23H2 Ryzen 5950X@4.5Ghz 32Gb@3600 Zotac 3090 24Gb 551.33 madVR/LAV/jRiver/MyMovies/CMC Denon X8500HA>HD Fury VRRoom>TCL 55C805K Last edited by Manni; 17th August 2017 at 18:29. |
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17th August 2017, 18:19 | #44699 | Link | ||
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Anyway, with v0.92.0 you can try actually measuring and optimizing the timings even further. That should easily get you into the "one frame drop/repeat every 1.x days" range, at least. Tutorial to follow soon. Have you tried unchecking the "show native res modes, only" checkbox? |
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17th August 2017, 18:24 | #44700 | Link |
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Getting an error message when starting any video now, then MPC closes. Also, getting two identical "display modes" items under devices -> *my monitor*, changing anything and applying there causes madVR settings to permanently hang. I'm using latest nightly's of MPC-HC and LAV.
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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