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#30021 | Link | |||||||||||||||||||||||
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Join Date: Sep 2006
Posts: 9,137
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1) Leave all your settings just as they are, but rename one of the 3dlut files to something else (e.g. add "dummy" to the file name). madVR should then complain about the missing file. If you do this with a Rect.601 video file, then which file do you have to remain to make madVR complain? 2) If you toggle through the primaries (Ctrl+Alt+Shift+P), does that make madVR load the correct 3dlut? Quote:
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FWIW, maybe I could improve my "high" preset, too. I have the "angle" feature for "low" and "med", which is currently disabled for "high". I spent a lot more time developing the low/med algos. So maybe there's some room left in my algorithm to improve for "high". Sadly, I don't have a lot of time left for madVR at the moment. So it'll have to wait... Quote:
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1) Either you have desktop composition disabled (only possible on Windows 7). 2) Or you have the number of video frames which shall be presented in advance set to 16. I've just found out after releasing v0.88.7 that 15 is that max I can do. Using 16 means the D3D11 device creation fails. So lower this option to 14 (15 isn't currently supported), and D3D11 should start working again. Quote:
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If your GPU has the power for that, why not? Quote:
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34 * 0.222 = x x / 0.222 = y Do x and y differ? If not, then there's your proof that not *every* conversion behaves like a lowpass filter. Converting between RGB and YCbCr is pretty similar to what I wrote above. It's just a series of multiplications and additions. And there's an *exact* inversion math to go back to the old colorspace. If I used float32 textures, the colorspace conversions would probably be perfectly lossless. Since I'm only using 16bit integer textures, there's a very small quality loss to be expected. But it's nothing like a lowpass filter. A lowpass filter requires that each pixel is influenced by its neighbor pixels. That's simply not the case when doing a color space conversion. The color space conversion might lose 0.00001% of precision, but the precision loss is much lower than any instrument or even our eyes could ever measure. I'm not sure where you got your ideas from (lowpass filter and all). Those ideas are clearly technically incorrect. Quote:
No, it does not. Maybe there's degradation when using AviSynth, I don't know. Is that where you drew your conclusions from? AviSynth is limited to 8bit, IIRC? AviSynth tests don't tell you how madVR behaves. madVR has a dramatically higher calculation bitdepth than AviSynth. E.g. 34 * 0.222 = 7.548 -> rounded to 8bit = 8 8 / 0.222 = 36.04 -> rounded to 8bit = 36 So by using 8bit math, a value of 34 after one color conversion step suddenly becomes 36. That's terrible!!! But now let's check what madVR does: 34 * 0.222 = 7.548 -> rounded to 16bit = 494666 / 0x10000 494666 / 0x10000 / 0.222 = 34.0000187 -> rounded to 8bit = 34 You see the difference? And 16bit integer is just the storage format used by madVR to store data between different processing steps. Calculation is actually done in 32bit floating point which has an even higher precision than 16bit integer. |
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#30022 | Link | |||||
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#30023 | Link | |
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Join Date: Sep 2013
Posts: 919
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In D3D11; fullscreen exclusive mode, 8 bit fullscreen exclusive mode, 10 bit In D3D9; fullscreen exclusive mode (new path) fullscreen exclusive mode (old path) madshi, In d3d9 mode when I switch "present several frames in advance" OFF in "exclusive mode settings" it also effects the windoed mode, meaning windowed or FSE it is always (old path).
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 15th May 2015 at 10:20. |
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#30024 | Link | |
Broadband Junkie
Join Date: Oct 2005
Posts: 1,859
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#30025 | Link | |
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Join Date: Dec 2008
Posts: 497
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#30028 | Link | |
Registered Developer
Join Date: Sep 2006
Posts: 9,137
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It's not a question of how to do it. It's a question of development priorities. Furthermore it doesn't make much sense to work on things like that if the settings dialog is still not in its final form. Lots of options will still come and go. It's better to do things like this once all features are implemented and finalized. |
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#30029 | Link | |
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Join Date: Sep 2006
Posts: 183
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Toggling the D3D11 path on/off/on didn't help, it is same OSD display whether it is checked or not. Thanks |
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#30030 | Link |
Registered Developer
Join Date: Sep 2006
Posts: 9,137
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You don't have desktop composition disabled in the madVR options? Or both in the madVR options *and* in the OS? Basically Aero/DWM must be turned on in the OS.
And you do have the Windows 7 Platform Update installed? |
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#30033 | Link | ||
Registered User
Join Date: Jan 2005
Location: Germany
Posts: 52
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There's still strange behavior when flushing after copy to backbuffer - half-full render queue in FS/FSE. With 'flush and wait (sleep)' enabled for 'after copy to backbuffer', I still get render queue 3-5/8, but at least present times go down to reasonable values, although not as low as D3D9's. 'Flush' and 'Flush and wait (loop)' result in additional high CPU usage. Last edited by ibius; 15th May 2015 at 12:43. |
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#30034 | Link | ||
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Join Date: Nov 2009
Posts: 1,045
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In avisynth every color conversion is highly avoided due to quality loss, even in 32-bit precision on 16-bit pipelines and YV24 intermediary as in my example (yes, this is possible in avisynth, so unless I missed something -color spaces?- it's an apples to apples comparison). In that regard, every *real world* conversion leads to quantization errors which translate to blurring. Just run a colored grain test and it will show all the shortcomings of your current process, as nevcairel pointed besides the limited 16-bit it's not even using YCgCo, you also need to use proper wide gamut color spaces to hold the float32 textures otherwise some colors are going to be clipped. But again I ask, what steps in the process forces you to go to RGB that justifies these color conversions? Last edited by Dogway; 15th May 2015 at 13:25. |
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#30035 | Link | |
Registered Developer
Join Date: Mar 2010
Location: Hamburg/Germany
Posts: 10,042
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LAV Filters - open source ffmpeg based media splitter and decoders Last edited by nevcairiel; 15th May 2015 at 13:13. |
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#30038 | Link | |
Hi-Fi Fans
Join Date: Dec 2008
Posts: 222
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BTW, I bought a new large displayer, and madVR use 8bit output setting by default, how can I check whether my displayer support 8bit or 10bit? |
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#30039 | Link | |
Registered User
Join Date: Nov 2009
Posts: 1,045
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#30040 | Link | |
Registered User
Join Date: Oct 2012
Posts: 6,847
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http://forum.doom9.org/showthread.php?t=172128 only the totally high end displays like samsung SUHD can have a true 10 bit panel. |
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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