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#43761 | Link |
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Join Date: Feb 2002
Location: San Jose, California
Posts: 4,100
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The 1080 is faster (and 2x the price). Polaris doesn't like NGU very much.
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madVR options explained Last edited by Asmodian; 19th May 2017 at 20:35. |
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#43763 | Link |
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Join Date: Feb 2002
Location: San Jose, California
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Much less than twice... though I am not sure as to the exact ratio. I haven't seen any good benchmarks, only anecdotes from this thread.
![]() Edit: Oops, it is probably around twice as fast. ![]()
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madVR options explained Last edited by Asmodian; 20th May 2017 at 20:50. |
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#43764 | Link |
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Join Date: Oct 2012
Posts: 6,847
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it's not easy to do. boost clocks are unstable other algorithm are using the GPU too.
a 1060 is about 3-5 times as fast using NGU as a 480. i wouldn't be shocked if a 480 is generally fast when NGU isn't used. Last edited by huhn; 20th May 2017 at 11:45. Reason: major typo |
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#43766 | Link |
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Join Date: Oct 2012
Posts: 6,847
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i had both cards what's your reason for the doubt?
just as a reference i can do NGU sharp very high normal chroma with my 1060 when scaling 1080p23 -> 2160p23. compare that. high is already a problem for the RX 480. there goes something terrible wrong when using NGU on polaris cards. my r9 270 was totally fine using NGU. |
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#43767 | Link | |
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Join Date: Jul 2014
Posts: 69
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Quote:
My RX 470 can do NGU Sharp High and has a lot of headroom left. Test results below. 1080p23 -> 2160p23. All settings identical except for Luma: NGU Sharp Very High - 69.5ms (SM ON); 51ms (SM OFF) NGU Sharp High - 24.7ms (SM ON); 22.8ms (SM OFF) NGU Sharp Medium - 15.5ms (SM ON); 13.5ms (SM OFF) NNEDI3 256 - 89ms (SM ON); 83.2ms (SM OFF) NNEDI3 128 - 50.5ms (SM ON); 47.3ms (SM OFF) NNEDI3 64 - 31.6ms (SM ON); 29.6ms (SM OFF) I included smooth motion results because with NGU Very High performance hit was very hard for some reason, thought it was interesting. |
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#43768 | Link |
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Join Date: Oct 2012
Posts: 6,847
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sure https://abload.de/img/nguveryhigh2zcjho.png
way better result i'm used to. make me wonder if a driver update is the reason because my finding back in 2016 early 2017 where confirmed by other user and yours are not even close to it. i wonder why noone else is noticing such a giant permanence increase and reportet it. that's only about 1.5-2x. BTW. i was using SM back in the days. i saw stuff like 150 ms with my 480 back in the days (ngu was used on chroma doubling too). |
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#43770 | Link |
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Join Date: Oct 2012
Posts: 6,847
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NGU very high
in FSE ~32 AVG and ~35 ms max. but i'm not a huge friend of rendertimes i get rendertiems of 39 ms with super xbr because the cards goes for a nap. with advanced rendertimes NGU takes ~29 ms. it is hard to read because it is called finalsteps there right before smoothmotion. GPU usages is abut 90% and the AVG boost clock is 1700 i use other filter at the same time. in short NGU very high 32 ms NGU takes about 29 ms GPU load 90 % boost clock 1700 NGU high 16-17 ms NGU take about 11 ms (a ~3rd like it should be) GPU load is 45 % boost clock is 1900 (don't think about this) |
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#43772 | Link |
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Join Date: Feb 2002
Location: San Jose, California
Posts: 4,100
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Interesting, it does seem like NGU has improved on Polaris.
My Pascal Titan X doesn't do that much better at NGU Sharp very high 1080p -> 2160p. These are the rendering times for the NGU step by itself (ShowRenderSteps). If you disable subtitles and smooth motion you can see it reported by itself, the times weren't quite the same when it was mixed into another line. I used chroma doubling set to normal (Bicubic 60). madVR v0.91.9 of course, DX11 fullscreen windowed, Win10 w/ creators update, Nvidia driver version 382.05. I added image enhancements and changed chroma upscaling to keep the GPU clocks up. The GPU was at 1860 MHz unless otherwise noted. NGU Sharp (low): 1.7 ms NGU Sharp (med): 2.6 ms NGU Sharp (high): 5.2 ms NGU Sharp (very high): 16.8 ms edit: I remember NNEDI3 differences being interesting too: NNEDI3 32: 4.18 ms NNEDI3 64: 7.54 ms NNEDI3 128: 18.83 ms NNEDI3 256: 32.93 ms (1835 MHz)
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madVR options explained Last edited by Asmodian; 20th May 2017 at 20:51. Reason: added NNEDI3 and NGU med, low |
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#43773 | Link | ||||||||||||||
Registered Developer
Join Date: Sep 2006
Posts: 9,137
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I can understand if you want to save power, and have your GPU fan be silent. So I can understand that you want low chip/memory frequency *during normal video playback*. However, frequencies being temporarily higher after changing the window size or after seeking is totally irrelevant, IMHO. I don't see why that would matter in any way. Quote:
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http://www.avsforum.com/forum/139-di...argyllcms.html Quote:
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Are you using fullscreen exclusive mode? Quote:
It shouldn't. It certainly doesn't for me. Quote:
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#43774 | Link |
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Join Date: Sep 2006
Posts: 9,137
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madVR v0.91.10 released
http://madshi.net/madVR.zip Code:
* improved Windows 10 HDR metadata support * added new option "hack Direct3D to make 24.000Hz and 60.000Hz work" * performance improvement with "trust DXVA" + "use D3D11 for presentation" * fixed: Intel GPU driver flickering bug with "use D3D11 for presentation" * fixed: madVR(64).ax files were larger than necessary * Intel: 10bit DXVA surfaces are now converted to 10bit RGB (instead of 8bit) 2) There was a long standing bug with Intel GPUs where activating the "use D3D11 for presentation" option could result in video frames jumping back and forth. I was finally able to reproduce the bug on my new Kaby Lake test PC. It turned out to be a GPU driver bug (as usual). I've found a workaround, so the problem should hopefully be fixed now. 3) I've had a hack in madVR which hooked deep into D3D9 and D3D11 to make sure that 24.000Hz and 60.000Hz display modes were correctly used in Windows 8.1 and Windows 10. However, I've found that this hack can sometimes lead to presentation queues not filling properly. So this hack is now optional (and disabled by default). Without the hack, you will probably always get 23.976Hz and 59.940Hz, even if you want 24.000Hz and 60.000Hz. With the hack, you will probably get proper refresh rates, but may run into issues with the presentation queue not filling. Pick your poison... ![]() |
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#43776 | Link | |
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Join Date: Jul 2016
Posts: 161
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Does this mean we dont have to manually switch the windows hdr slider anymore ? if so, it didnt work on my system. Last edited by imhh11; 20th May 2017 at 23:37. |
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#43777 | Link | |
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Join Date: Jul 2011
Posts: 28
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Quote:
![]() I think, it could be due to whiter-than-white values or something like that in the original video. But all that leads to unpleasant artifacts in the video. Is it possible to still convert these values for them to not be out of sRGB gamut? Last edited by igvk; 21st May 2017 at 11:57. |
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#43778 | Link | |
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Join Date: Dec 2007
Posts: 118
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#43779 | Link |
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Join Date: Feb 2002
Location: San Jose, California
Posts: 4,100
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If you use the rendering -> general settings -> "enable windowed overlay (Windows 7 and newer)" option, and don't have exclusive mode or DX11 enabled, WtW values are clipped to in gamut.
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madVR options explained |
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#43780 | Link | |
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Join Date: Jul 2011
Posts: 28
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Quote:
Although I would prefer using exclusive mode with D3D11. Is it really a difficult problem to solve ? It seems to me that many computer-generated videos contain such colors. |
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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