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3rd May 2009, 11:38 | #802 | Link | ||
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You mean adding 10bit output to madVR? Technically, if it actually worked (which I'm not sure about) it would decrease dithering noise level. I doubt that the difference would be visible. Maybe the image could feel ever so slightly more calm. |
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3rd May 2009, 12:03 | #804 | Link |
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madVR vs EVR CP
Ok, here goes
The file name will say which is which. I won't say it here since it might serve as blind test for some I think it's so obvious though. The effect is stll there. Personally I would say that it's not due to the scaling. At least not much. From the screenshot, I also notice that EVR CP give a slightly "green"-ish color. Is that one of the thing that madVR fixed? Or my eyes just deceiving me? Edit: Just notice that it is still not the same frame. It's 4:20 in the morning so I'm going to sleep, if you still want the exact same frame I could do that tomorrow.
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Spec: Intel Core i5-3570K, 8g ram, Intel HD4000, Samsung U28D590 4k monitor+1080p Projector, Windows 10. Last edited by Hypernova; 3rd May 2009 at 12:20. |
3rd May 2009, 13:29 | #805 | Link |
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Btw if you toggle evr 10bit you'll notice the color difference, 10bit off is similar/same to madvr and with 10bit enabled on the evr looks more red, less green/yellowish. But which one is more correct I do not know, it would be interesting to know but the red color gets highlighted on evr 10bit so I doubt that's correct. Last edited by nuhi; 3rd May 2009 at 13:33. Reason: switched evr custom 10bit and madvr 10bit, corrected now. |
3rd May 2009, 17:00 | #807 | Link | |
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Exact same frame would be nice. And I think I liked the scaled ones more cause the difference was more obvious on a quick check... But you should try to find out why EVR shows such different colors. That looks like wrong settings to me somehow... |
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3rd May 2009, 17:09 | #808 | Link |
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madVR 0.9 released
http://madshi.net/madVR.zip Code:
* bigger part of initialization is done before playback is allowed to start * if Direct3D device is lost and can't be recovered, playback is paused * if paused playback is restarted, madVR tries to recover lost device again * decoders are now forced to deliver video width which is devidable by 16 * reduced CPU consumption a bit * changed video -> GPU uploading method -> lower GPU rendering times (?) * OSD lists texture uploading times again * OSD now only increases CPU consumption in detailed mode (2x Ctrl+J) * external shader*.dat files are gone, compiler 41 is now always used * when final VSync estimate if off a lot, a file "vsync.dat" is created * fixed: 3dlut colors were ever so slightly incorrect * fixed: shader math colors were slightly incorrect Those of you for which the final refresh rate estimate is off big time, could you please reproduce the problem, and then look into the madVR folder? There should be a file named "VSync.dat" there with detailed VSync data, which will hopefully help me find out what's going wrong on your PCs. Could you please zip and upload the file? Thanks! The file is only created if madVR detects that the final estimate is probably wrong. |
3rd May 2009, 17:48 | #810 | Link |
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I just think there is a preload action when starting to load.
But because of no pause, so will skip some seconds. These seconds will have no pictures so that shows a black screen. Is it? Because stop and restart playing (not exit MPC) it will not reload again, it works fine now. Is it? |
3rd May 2009, 18:22 | #814 | Link | |
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With the CPU consumption, I only see a significative difference with the statistics displayed; if disabled I get the same CPU consumption. 3dlut was disabled; if enabled I get more 1ms of gpu rendering time. Thanks for the new release. |
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3rd May 2009, 18:25 | #815 | Link |
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@madshi, Could you edit the first page with information like:
* "Ctrl+J" to toggle OSD * Information about the different settings Most of these information are already in the thread but it's easier to regroup them at the same place. Thanks |
3rd May 2009, 18:34 | #816 | Link | |
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Interesting... for my SD playback (upscaled to 1080), I'm seeing much better CPU usage (3-5% less than .08) but AVG GPU Rendering is up from ~18ms to ~21ms. Playback is on my secondary monitor @ 24Hz. 3dlut is turned off.
I don't see an appreciable perf. difference with my AVCHD material. Quote:
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3rd May 2009, 18:43 | #817 | Link | ||||
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Can anybody else confirm that problem? Quote:
Using the 3dlut currently only has benefits if you actually use custom 3dlut settings. That may change in the future, or not. I don't know... Quote:
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madVR 0.8 did not measure the time needed to upload the textures to the GPU. madVR 0.9 does measure this time and includes it in the GPU rendering statistics. Which means that if you compare madVR 0.8 statistics to madVR 0.9, you have to substract the madVR 0.9 "uploading textures" time from the average GPU rendering time. I'm aware that this is not really intuitive. The problem is that madVR 0.8 simply did not show the complete numbers. However, strange enough, madVR 0.9 shows lower GPU rendering times for me even without doing this math... |
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3rd May 2009, 18:47 | #818 | Link |
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Well, I just finally jumped to try this thing out. I wanted to report a few items. Tested using HTPC built on:
Intel Core 2 Quad 9400 Sapphire HD 4830 PCIe 512MB DDR3 (CCC 9.4) 2G RAM OS: Windows XP Pro with Sp3 and latest patches/fixes via Windows Update with March 2009 DirectX. Player: MPC HC - SVN 1079, Decoder: MPC VC-1 no DXVA, Renderer: madVR 0.9 with default settings - 1280x720 @ 60Hz - tearing exists and playback is very slightly jerky. Material is 1080, so this is a downscale and may not be relevant? 1920x1080 resolution --- @30Hz - smoothest playback and no tearing, however, not completely smooth. It's still a bit jerky where VMR and EVR CP in D3D is seemlessly smooth. Some good examples to use are: The opening sequence of Babylon A.D. that zooms in from space to street level, the jerkiness is noticeable on the periphery. It's ever so slight, but noticeable. Another good example of the jerkiness of horizontal and vertical pan shots are in I Am Legend. Between approximately 2:25 to 3:17, especially the overhead of the city for vertical. After that the horizontal (left-to-right pan) of the street level in the Mustang. --- @60Hz - Smooth like 30Hz but tearing exists --- @24Hz - Not smooth and tearing. It's pretty much a mess, but that goes for all renderers. I don't know much about this stuff, but it doesn't seem to be a renderer issue? Please let me know if there's anything specific you want me to test or look for like settings or whatever. Thank you and nice job madshi!
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3rd May 2009, 19:05 | #819 | Link | ||
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Just lost some first seconds of video. Only in first time to play. With no exiting MPC, stop and restart to play again will be fine. Quote:
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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