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26th September 2014, 04:56 | #101 | Link |
Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Can someone let me know how to use XySubFilter (auto-load version) in GraphStudioNext?
It doesn't load subtitles at all and it doesn't even have an output pin?? How is it meant to be used? EDIT: Ah nevermind. Found it: http://madshi.net/SubRenderIntf.h Last edited by Zachs; 26th September 2014 at 05:03. |
26th September 2014, 14:08 | #104 | Link | |
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Quote:
ok |
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28th September 2014, 10:33 | #107 | Link |
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I have 5470Mobility and suprisingly all render paths works. The only exception is that in dx9ex my card reject to render in 16bit and automatically fallback to 10 bit. 16 bit gives dark image in dx10 path though. I cant tell much about image quality, tested on built-in laptop display, but wanna report it works. Performance of renderer is also good considering 10 bit. Comparing to EVR in mpc-hc, 60 fps sample was good, but 120fps sample was slower in mpdn.
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28th September 2014, 12:20 | #108 | Link | |
Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Quote:
120fps! I haven't tried that yet TBH. But glad to know it works. EVR will always be faster since it lacks a lot of features MPDN have turned on by default (e.g. dithering). |
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5th October 2014, 17:01 | #113 | Link |
.NET Web App Dev
Join Date: May 2010
Location: USA
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I got exciting that this is in a .NET language (something I can understand).
But then, read that is closed source? Any reason given?
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Intel i7 5820k / 16 GB DDR4 / NV 970 / 4K ASUS Windows 8.1 Last edited by Hera; 5th October 2014 at 17:05. Reason: clarification |
6th October 2014, 05:07 | #114 | Link | |||
Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Quote:
You'll find that Jinc gives the best interpolation. In fact, I can't see the difference between 4 or 6 or 8 taps but I can immediately notice the difference going from Bicubic to 4-tap Jinc. Looking at the pictures side by side visually, I can't tell the difference (subjectively) between madVR's 3-tap (which is my 6 taps) to my 4 taps either. Quote:
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I can only share it as closed source or don't share it at all (for reasons I can't disclose). If you want to learn about writing a video renderer, there are plenty of resources on the net to get you started. Last edited by Zachs; 6th October 2014 at 05:51. |
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7th October 2014, 03:47 | #115 | Link |
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looks like the general bug is fixed.
but there are other issue. lanczos creates very strange artefacts when used as downscaler and it is at least half an pixel off to the bottom right compared to spline 4 ar. spline as less deforming aliasing and it sharper at the same time. laczos even creates double lines. here 2 screens: spline 4 ar : http://abload.de/img/downsplinewvaq4.png laczos 4 ar : http://abload.de/img/downlaczosn2l61.png i added madVR 3 tab ar spline/laczos to show that the difference is very minimal compared to MPDN between them. i'm currently using windows 10 preview so this can be an windows 10 issue. on a 120 hz screen playback of 23p is very choppy and juddering a lot more than 23p on a 60 hz screen. madVr works fine with and without smoothmotion. |
7th October 2014, 06:01 | #116 | Link | |
Suptitle, MediaPlayer.NET
Join Date: Nov 2001
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Quote:
You'll also notice that MPDN's downscalers are much faster than madVR, only sacrificing a little bit of image quality. With madVR, I couldn't play 4k downscaled to 1080p on my system with 560GTX but MPDN works without a fuss. Also found the problem with choppy playback but to confirm, can you switch to D3D10 rendering path to see if it happens there too? On my system, the choppy playback only happens in D3D9. That was the result of increasing backbuffer count (why this would cause choppy playback, I don't know). A few versions back would have been ok too. Last edited by Zachs; 7th October 2014 at 06:06. |
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7th October 2014, 08:26 | #117 | Link |
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Posts: 9,140
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With or without anti-ringing? Or both? I wonder if your algorithm does the same work that madVR does? Maybe you're not reading in enough source pixels? FWIW, are you calculating the weights in real time? Or are you reading them from a texture? I'm reading them from a texture. I sometimes do wonder whether calculating them in real time would be faster. But it will probably differ, depending on GPU generation (and on the scaling algorithm). Older generations have less shader power than newer generations. So probably reading the weights from a pre-calculated texture is faster on older generation GPUs and using real time calculation could be faster on newer generation GPUs.
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7th October 2014, 10:22 | #118 | Link | ||
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chroma upscales FHD to UHD (2 channels to UHD) chroma position correction and RGB conversation and now scaling the hole UHD RGB frame (3 channel) down to FHD. MPDN has a option for chroma up and down so I guess it's not working like madVR that creates always 48 bit RGB first. by just scaling the luma channel (1 channel) to 1080p, correct chroma position and by doing a RGB conversation in just 1080p it has to be a lot faster or not? not sure about the quality through. |
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7th October 2014, 10:33 | #119 | Link | |
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7th October 2014, 11:10 | #120 | Link | |
Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Quote:
As such, I'm not too concerned about doing things in the original video res. You could always run custom pixel shaders in the scaled resolution rather than original. It's not something I have planned in the near term anyway. But knowing that madVR converts chroma to RGB first definitely explains why UHD to FHD would fail to render in realtime on my 560GTX with 45ms render time while MPDN does it in 14ms when set to the same settings* (before the next release where I have further optimizations for MPDN's downscalers which will improve their speed and image quality at the same time). * No dithering, softcubic, no AR, no linear light scaling, same video @23p. madVR specific: no smooth motion, no debanding. EDIT: So does this mean that madVR doubles chroma res first and then scale RGB yet again? Last edited by Zachs; 7th October 2014 at 11:36. |
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direct3d, mpdn, nnedi3, opencl, reclock |
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