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24th September 2015, 14:19 | #33143 | Link | |
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24th September 2015, 14:22 | #33144 | Link |
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BTW whenever a new mVR build is released and I want to open its control panel I have to wait quite a bit(around 5/10 secs) for a window to ask me whether I want to authorize it to run on my system, I get the same window with other .exe's but it goes a lot faster. Am I the only one? UAC is disabled for that matter and I'm on W7SP1.
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24th September 2015, 14:30 | #33145 | Link |
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@madshi
Instead of re-naming the files when switching to release/debug build, you should just register the desired file. It will then replace the existing registration. Should result in less confusion I think.
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24th September 2015, 14:46 | #33146 | Link | |
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It's a sad news: can't you do anything about it? (using these 2 feature as well in old exclusive) It's not a problem if not, but it would be nice to have them. Thanks!
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Ryzen 5 2600,Asus Prime b450-Plus,16GB,MSI GTX 1060 Gaming X 6GB(v398.18),Win10 LTSC 1809,MPC-BEx64+LAV+MadVR,Yamaha RX-A870,LG OLED77G2(2160p@23/24/25/29/30/50/59/60Hz) | madvr config |
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24th September 2015, 15:02 | #33147 | Link | |
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QB
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24th September 2015, 15:05 | #33148 | Link | |
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http://abload.de/img/rendertimescalculatio6nq9a.png i mean AVG rendertimes of ~17.5 ms while playing 60 fps without frame drops and MAX rendertimes are lower than AVG... would a log without SM of any use? |
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24th September 2015, 20:57 | #33149 | Link | |
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24th September 2015, 21:14 | #33150 | Link | ||||||||||||||
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Generally, please understand that madVR is still a work-in-progress. It has not even reached v1.0 yet. As such, the settings dialog is still constantly changing. It's not the right time yet to clean it all up. That will come at a later point in time. For now you'll have to live with some things not being perfectly polished yet... Quote:
Ok, makes sense. Thanks. |
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24th September 2015, 21:33 | #33151 | Link |
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Having problem with render queue not filling(stuck at 1-2 and frame drops) after pasue(s),where using stop and play again will fix the issue. This is on amd and windows 10. Any way I can track the issue with log or w.e? The are no crash etc.
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24th September 2015, 22:01 | #33152 | Link |
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This should help solve the batch script problems:
https://sites.google.com/site/eneerg.../batchgotadmin
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24th September 2015, 22:24 | #33153 | Link | |
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Anyway, here are the three separate debug logs: http://www.mediafire.com/download/8o...3_FSE-_log.zip ,http://www.mediafire.com/download/w2...2CFSE-_log.zip ,http://www.mediafire.com/download/uj...r_FSE-_log.zip . Just to reiterate, the long delay only happens with image doubling and that's why I used Super-xbr in one of the debug sessions.
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25th September 2015, 02:08 | #33155 | Link |
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Okay, using the newest MPC-HC + LAV Filters (internal) which both now support HEVC 10 bit DXVA2 Native decoding, I am having issues using Native with madVR. My GPU is a GTX 960 which supports 10 bit HEVC decoding in full, driver is 355.98 on Win 10,.
Though, in general, I noticed a lot of instability with DXVA2 Native in madVR (no issues with copy-back). 1. If I enable 'use a separate device for DXVA decoding' for 8-bit content, I get a black screen but audio. If I skip forward slightly relatively fast to see the following warning, I see that madVR reports 'creating dxva decoding surface fails'. If I disable this option, 8-bit content works correctly with no black screen or crashing. 2. In general, in 10-bit, I get the same black screen, but if you skip forward, I just get green screen. I think this might be because madVR doesn't accept 10 bit DXVA input, I don't know. My last question with regards to native is about Chroma upscaling. I see the two options to use DXVA2 Chroma upscaling when native decoding is enabled, but I was wondering about the behaviour when you disable them. I remember in older builds, you would get a slight blur to the Chroma when using a NVidia card because they didn't support a certain texture format or something. Is this still the same behaviour when you disable those options to use madVR chroma upscaling? Want to report that updating my graphics driver fixed NNEDI3 upscaling. It might be a good idea to regenerate whatever data NNEDI3 uses when updating to the D3D11 interop build for the first time, might help fix many peoples issues in regards to NNEDI3 (or in general, when using a newer build, regenerate the data). Or put a warning on the front page, saying if NNEDI3 isn't working, reinstall/update your video driver. |
25th September 2015, 04:18 | #33157 | Link |
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That means before the other options in upscaling refinement not before upscaling.
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madVR options explained |
25th September 2015, 05:23 | #33158 | Link |
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I'm watching Interstellar and when going from 2.41 => 16:9 it flickers for a fraction of a second when it disables the crop. Is it plausible to disable the crop one second prior to rendering a larger frame?
On a separate note, black bar detection isn't quite working as expected between timecode 01:29:07 - 01:29:18 of Interstellar, instead it goes back and forth between 2.41 and 16:9. You must start play back 5-10 seconds prior to 01:29:07 for the problem to appear. Let me know if you require a cut. Settings: detect hard coded black bars, crop black bars, rest disabled. Last edited by dansrfe; 25th September 2015 at 05:33. |
25th September 2015, 05:56 | #33159 | Link |
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Windows 10+AMD HD7850+XTreme-G Catalyst 15.8b+Madvr
Does the said combination works?
I mean the last time I upgraded to Windows 10, it destroyed my MadVr setup. Lots of glitches especially when using FSE10bit+DX11. I am currently on Windows 8 and my current MadVR setup works smooth and silky using Xtreme-G's Tweaked AMD Catalyst Driver. But seeing that there's a new version of MadVR, I wonder if it's safe to use it on Windows 10? |
25th September 2015, 07:38 | #33160 | Link | |
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QB
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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