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23rd October 2014, 11:54 | #241 | Link |
Suptitle, MediaPlayer.NET
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RenderScript interfaces and classes
MPDN v2.8.4 (To be updated to v2.9.0 soon!!!)
IRenderer.cs PHP Code:
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Last edited by Zachs; 8th November 2014 at 14:06. |
23rd October 2014, 14:10 | #242 | Link | |
Troubleshooter
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Quote:
The SweetFX is supposed to have an effect like shown in the comparison pictures at the link below, correct? http://forums.elderscrollsonline.com...likely-missing
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23rd October 2014, 14:27 | #243 | Link |
Suptitle, MediaPlayer.NET
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SweetFX is a suite of Pixel Shader files for post processing. The two render scripts are really just examples of what could be done. The luma shapen one, take a look at the corresponding files in the SweetFX folder (LumaSharpen.hlsl) for the different settings you could choose.
MPDN render scripts are like winamp dsp plugins except there is no need to compile them into DLLs. If you have used post processing shaders before then render script is similar but is much more flexible. As to why configure button is disabled, that's because the example render scripts say there's nothing to configure. Ultimately this opens up MPDN for full extensibility by the community. For example, Shiandow's amazing NEDI scaling algo could be implemented and it would be just a click away to activate it. Last edited by Zachs; 23rd October 2014 at 14:33. |
24th October 2014, 06:06 | #244 | Link |
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Thanks for the new version. A bit unusual approach to implement custom shader support, on contrary to other players. I was bit skeptical to this approach, but then I realized the full potential of this approach, it will be easier to port custom scalers into MPDN, I would love to see Shiandow's NEDI scaler ported to MPDN.
However, I still think you probably have to consider non-developer users too, if you want this player to be widely used. Convenience of usage is needed, for example stacking, ordering of shaders. |
24th October 2014, 06:21 | #245 | Link | |
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Render script is at its infancy now for end-users especially. The whole render script system was created in consultation with Shiandow based on his experience on what was lacking in other players / renderers' custom pixel shader system. I could use with a little help though especially with that plain old pixel shader as post processing filter stacking script. Last edited by Zachs; 24th October 2014 at 06:24. |
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24th October 2014, 10:58 | #246 | Link |
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Tested on i5-2430M + AMD 6470M
Common settings: LAV Video decoder (DXVA2 Copy-back mode) + ffdshow raw filter MPC-HC setting: EVR-CP (bilinear resizer) MPDN settings: D3D9 renderer on adapter 0, bilinear upscalers, no dithering SVP settings: the very same in all cases, up to 60 fps, GPU accelerated through AMD's card Video file: 1280x720 @24 Measured CPU load: - MPC-HC x32, no SVP: 0-10% - MPC-HC x64, no SVP: 5-15% - MPDN x32, no SVP: 10-20% - MPDN x64, no SVP: 20-30% - MPC-HC x32, SVP: ~20% - MPC-HC x64, SVP: ~30% - MPDN x32, SVP: ~40% - MPDN x64, SVP: 55-60% o_O
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SVPflow motion interpolation Last edited by chainik_svp; 24th October 2014 at 11:09. |
24th October 2014, 11:22 | #247 | Link |
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As said a few pages ago MPDN does a lot more than mpchc EVR CP even with the same settings. Among others there is frame drop / delay prevention that sacrifices some cpu cycles to guarantee smooth playback.
EDIT: I've just tested a 50fps HD clip on both MPC-HC EVR CP and MPDN, both without SVP. Both Bilinear. Both without ffdshow raw video filter. Both x86 builds. GTX560, i5-3470 MPDN: 7-8% MPC-HC: 6-7% That's a difference of 1% in MPC-HC EVR CP's favour. Letting the clip play further, both dropped MPC-HC and MPDN dropped to 5%. BTW, I used "low update speed" on my task manager to get a more stable average. Last edited by Zachs; 24th October 2014 at 11:51. |
24th October 2014, 12:05 | #248 | Link | |
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24th October 2014, 12:27 | #249 | Link |
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Seems like just adding "ffdshow raw" (w/o any filters) in MPDN increases CPU consumption by 10-15%.
That 60fps video file: 35-45% CPU load w/o ffdshow raw in both MPC-HC and MPDN and up to 60% in MPDN with ffdshow. BTW it really doesn't like frame size changing in the post processor
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24th October 2014, 12:40 | #250 | Link | |
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Anyway ffdshow raw filter increasing CPU consumption is really odd. But that's kind of out of my control really. |
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24th October 2014, 12:41 | #251 | Link |
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Not with MPDN. The additional CPU consumption is from upstream filters (ffdshow / AviSynth). It's likely that they haven't coded x64 ASM functions, so the build is non-optimized unlike x86 where performance critical parts would've been fully optimized in ASM/SSE/SSE2 etc. Only a guess. Any SSE2 optimized functions I wrote for MPDN are used in both x64 and x86 builds.
Last edited by Zachs; 24th October 2014 at 12:44. |
24th October 2014, 12:47 | #252 | Link |
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Zachs
Can you elaborate on what you mean by the frame size changing part? ffdshow raw -> Resize & aspect -> check "Resize" frame size CAN change after opening the video and all standard renderers (plus madVR) handle this correctly Anyway ffdshow raw filter increasing CPU consumption is really odd. But that's kind of out of my control really. still it doesn't with MPC-HC
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24th October 2014, 13:09 | #253 | Link | |
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Ah that frame size. What is it used for and how often is it used btw? Unlikely I'll be supporting that in the near future though. It doesn't with MPC-HC doesn't mean there's no bug in ffdshow that is causing this problem. I don't do anything special to cater for ffdshow. In fact, I do the bare minimum after opening the media file, less than MPC-HC as you have noted with frame size changing. |
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24th October 2014, 13:14 | #254 | Link |
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Ah that frame size. What is it used for.
frame cropping at the first place - to cut off black fields/borders or distorted edges, to change aspect ratio to fill black fields with SVP It doesn't with MPC-HC doesn't mean there's no bug in ffdshow that is causing this problem. I don't do anything special to cater for ffdshow. just letting you know...
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24th October 2014, 13:34 | #256 | Link |
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SVP assumes it's working.
One more example is watching 1080p on a smaller screen. One can save a lot of horsepower downscaling the video to screen size before motion interpolation. In fact I know only ONE video renderer that can't handle this - the one built into Stereoscopic Player.
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24th October 2014, 13:41 | #257 | Link | |
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24th October 2014, 14:44 | #258 | Link | |
Troubleshooter
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I'm still experimenting with SVP, but like you I think I may prefer MPDN with SVP off (too many graphic anomalies on subtitle video with it on which may be more annoying than any judder that may be present with it off) .
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25th October 2014, 00:32 | #259 | Link | |
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Not so sure about the numbers as they were taken from one particular system. On my home rig with AMD Phenom X6 it not look so bad...
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direct3d, mpdn, nnedi3, opencl, reclock |
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