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23rd May 2019, 00:53 | #56302 | Link |
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After the update, problems started with my 720p sources. Playback is not smooth, but the OSD shows no problems For example, 1080p sources work fine, which is a bit strange for me.
Since it seems that the new madVR build will not be soon and MS focused on more important features like blur, I used the magic button and rolled back to 1803. And everything works fine again My current setup: R7 2700, GTX 1660 Ti, 430.64, PotPlayer x64. |
23rd May 2019, 07:57 | #56303 | Link | |
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Join Date: May 2019
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Lastets both.
Quote:
And i try mode hdmi and pc and blueray, same result |
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23rd May 2019, 16:08 | #56306 | Link |
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Does anyone know why the two optional pulldown lists named '①color tweaks for fire and explosions; ②highlight recovery strength' go grey and they don't work when i click the button 'tone map HDR using pixel shaders'?
I don't know whats going on?What should i do to activate the two optional pulldown lists and make them work normally? |
23rd May 2019, 16:48 | #56308 | Link |
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@suanm: uncheck "compromise on HDR tone & gamut mapping accuracy" in rendering > trade quality for performance
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HTPC: Windows 10 22H2, MediaPortal 1, LAV Filters/ReClock/madVR. DVB-C TV, Panasonic GT60, Denon 2310, Core 2 Duo E7400 oc'd, GeForce 1050 Ti 536.40 |
23rd May 2019, 17:16 | #56309 | Link |
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@Daicon
Save this as *.hlsl and load it in MPC-HC. It just convert the gamut to Rec.709 or DCI-P3. You can edit it as a text file, change the gamut option from the second line to DCI-P3 if you get oversaturation. Code:
sampler s0 : register(s0); static int GAMUT = 0; //Rec.709 = 0, DCI-P3 = 1 static float m1 = 2610.0 / 4096.0 / 4; static float m2 = 2523.0 / 4096.0 * 128; static float c1 = 3424.0 / 4096.0; static float c2 = 2413.0 / 4096.0 * 32; static float c3 = 2392.0 / 4096.0 * 32; static float3x3 Rec709 = { 1.660491, -0.5876411, -0.0728499, -0.1245505, 1.1328999, -0.0083494, -0.0181508, -0.1005789, 1.1187297 }; static float3x3 DCIP3 = { 1.3435783, -0.2821797, -0.0613986, -0.0652975, 1.0757879, -0.0104905, 0.0028218, -0.0195985, 1.0167767 }; float3 PQ_EOTF(float3 Ep) { float3 p = pow(Ep, 1 / m2); return pow(max(p - c1, 0) / (c2 - c3 * p), 1 / m1); } float3 PQ_OETF(float3 Fd) { float3 p = pow(Fd, m1); return pow((c1 + c2 * p) / (1 + c3 * p), m2); } float4 main(float2 tex : TEXCOORD0) : COLOR { float3x3 mat; float3 color = tex2D(s0, tex).rgb; color = PQ_EOTF(color); mat = GAMUT == 0 ? Rec709 : DCIP3; color = saturate(mul(mat, color)); color = PQ_OETF(color); return float4(color, 1); } |
23rd May 2019, 18:56 | #56310 | Link |
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Join Date: May 2019
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Does madvr can separate the image scaling and rendering?
When use madvr with BlueskyFRC, it consume too much resource because madvr need upscale image to 4K in 60fps. LAV decode(2K 24fps) -> BFRC(2K 24fps to 2K 60fps) -> madvr(2K 60fps to 4K 60fps) -> display If separate the scaling and rendering, it should save 50% GPU resource because madvr only do image upscale in 24fps, not 60fps. LAV decode(2K 24fps) -> madvr scaler(2K 24fps to 4K 24fps) -> BFRC(4K 24fps to 4K 60fps) -> madvr render(4K 60fps) -> display |
23rd May 2019, 19:34 | #56312 | Link | |
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Quote:
I needed to install DirectX What was happening? I do not know what this does! Is it necessary then? Why have not I seen it in several manuals that I found? MANY THANKS I would like to know a little more what this is, and why it is necessary. a detail: The image is very very similar now yes. BUT, the color is still somewhat different, I only noticed it in X colors, not all of them. For example I noticed little little little difference in the face (in the image before upload) But practically perfect Any other suggestions / recommendations? thankssssssss Last edited by Daicon; 23rd May 2019 at 19:51. |
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23rd May 2019, 20:26 | #56313 | Link |
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Join Date: Oct 2018
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I think maybe your TV has some problem to select the right color gamut. With this shader you have the option to select it by yourself, but the result still depends on the gamut that the TV is using.
In MPC-HC you can see the changes you make to the shader in real time. |
23rd May 2019, 20:41 | #56314 | Link |
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Location: San Jose, California
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HDR tone mapping is not an exact science. Do not assume your results with PLEX are exactly correct, you will not match it perfectly using another tone mapping technique and neither is necessarily more correct, just different.
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madVR options explained |
23rd May 2019, 22:44 | #56315 | Link | |
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Quote:
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players Last edited by Warner306; 23rd May 2019 at 22:47. |
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23rd May 2019, 22:45 | #56316 | Link |
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But then FRC would need to process a 4K image instead of a 2K one, so madVR would have 2,5 x less work but FRC 4 x more work. Which takes more GPU time?
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HTPC: Windows 10 22H2, MediaPortal 1, LAV Filters/ReClock/madVR. DVB-C TV, Panasonic GT60, Denon 2310, Core 2 Duo E7400 oc'd, GeForce 1050 Ti 536.40 |
25th May 2019, 20:58 | #56319 | Link |
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Join Date: May 2019
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Hello everyone. Recently I've been having some trouble getting decent performance out of madVR.
Even with all recommended "Trade quality for performance" options selected and fairly tame filtering I still get low performance (~15 fps when I should be getting at the very least 24, i.e, 10 frame drops per second). Are my settings too high for my hardware? Is there some hidden config I forgot to check? Is it the drivers or the display settings? My bulid: ~2-3 year old ASUS gaming laptop with
Here's a link to my madVR and LAV settings. Also if someone knows how to display more text in the OSD that would be very appreciated (so I can see all render steps and post what takes more time). Last edited by bigboyman; 25th May 2019 at 21:06. |
Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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