madVR does HDR now :)
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vurt




Posts: 13875
Location: Sweden
PostPosted: Fri, 23rd Dec 2016 11:00    Post subject:
3E74 wrote:
or go MPDN (Media Player DotNet)
its simmilar to madvr, but different..

there are predefinded settings avaiable that u could use..

example:
Quote:

The following is a collection of render script presets that you can use if you're not familiar with the render script system, or you just wanted something to start off with. Simply copy and paste the text in the link and paste them into the Script Group renderscript.



Wanna try this Smile

What and where is "Script Group Renderscript", is it a file or is it in Options? Haven't found anywhere to paste things inside the player.
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Wed, 18th Jan 2017 22:51    Post subject:
Update:

Quote:
madVR v0.91.5

* added direct 4x NGU upscalers

http://forum.doom9.org/showthread.php?t=146228


@vurt

sorry bro, didnt look into this Thread for a while..

ummm, its kinda hidden in the menue´s, haha..how should i try to explain it to you:!?!:!?:

Ill try to make a little gif or video where you can follow the steps Smile

First dont forget to download the binaries:



https://github.com/zachsaw/MPDN_Extensions/releases/download/1.29.0/Mpdn.Extensions.zip

in the video you will see where to put them..



ok, the video should be avaiable shortly..

after you did this and decided for what preset you go with.

low
med
high (GPU)

you start a video and press: ctrl (strg) - K

then you will see this:


(of course you have something else written there, since i changed mine.)
this is the OSD for the render script chain.

if its right it should be working Smile


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3E74




Posts: 2559
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PostPosted: Mon, 6th Feb 2017 04:08    Post subject:
UPDATE:

Quote:

test build. Simply replace the v0.91.5 files with these:

http://madshi.net/madVRpixart.zip

I've created a new NGU variant which I'm going to call maybe "NGU pixart" or "NGU smooth", I'm not sure yet. This NGU variant will be optionally available in addition to the already existing NGU algorithm. The "pixart" variant has a look that is quite similar to NNEDI3. Which means it's very smooth and works great to reduce aliasing artifacts in the source. However, just as NNEDI3, "NGU pixart" is quite soft. My development goal was to create a NNEDI3 successor which has similar properties, but achieves a better "quality per watt" ratio.

Currently available are NGU pixart in "low", "medium" and "very high" quality settings. The "high" quality setting internally uses the "medium" algorithm for now. There'll be a separate "high" algo in the next official build.

In order to keep my development cost low, I haven't changed the settings dialog yet. So this test build replaces the main NGU algorithm with "NGU pixart". Which means this test build does not do the main NGU algorithm at all. The one and only purpose of this test build is so you guys can directly compare "NGU pixart" to NNEDI3, for both luma doubling and chroma upscaling.


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Przepraszam
VIP Member



Posts: 14515
Location: Poland. New York.
PostPosted: Mon, 27th Feb 2017 14:03    Post subject:
@3E74

Thanks. MPDN seems to work fine. Just reformatted my hard drive and that sounded easier in terms of setup.

Also, I wonder if I can push some higher stuff. I'm running Titan X Pascal after all.


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3E74




Posts: 2559
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PostPosted: Tue, 28th Feb 2017 22:44    Post subject:
shure, you can go higher...
When you downloaded the preset then you have 3 presets. low, mid and high gpu preset..

if you allready tried teh HIGH preset and want more, well, how about some Image Quadrupling? Just change it and test it..you can leave afterburner on and you will see in fullscreen video whats your gpu usage, cpu, etc etc... so you can find a sweet spot Wink

make you own presets, fiddle around, play and test some stuff.. at least thats what i did, haha...MPDN does give you all the freedom you need to do so...

greetz


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3E74




Posts: 2559
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PostPosted: Mon, 6th Mar 2017 06:51    Post subject:
Update for MadVR

Quote:

madVR v0.91.7

* fixed: doubling twice with "normal" chroma quality resulted in weird colors
* fixed: "downscaling after doubling" dropbox was missing an item

Code:

madVR v0.91.6

* added NGU Anti-Alias algorithm, intended as a potential NNEDI3 replacement
* completely redesigned image upscaling settings page once more
* downscaling after doubling now uses relaxed AR (instead of strict)
* increased AdaptiveSharpen + LumaSharpen upper limits
* fixed: up & downscaling anti-ringing checkbox was sometimes disabled
* fixed: 3D subtitle depth was incorrect for movies with swapped eyes



http://forum.doom9.org/showthread.php?t=146228


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3E74




Posts: 2559
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PostPosted: Sun, 16th Apr 2017 02:19    Post subject:
UPDATE:

Quote:
madVR v0.91.8

* NGU Sharp now targets middle ground between gamma and linear light
* added NGU Standard + Soft algorithms, with direct quadrupling support
* added true "very high" quality mode for direct quadrupling
* modified "add grain" to produce similar output when using direct quad
* fixed: Y416 input was handled incorrectly


http://forum.doom9.org/showthread.php?t=146228

edit:
you should also update to a new nightly of LAV.

--> https://files.1f0.de/lavf/nightly/


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3E74




Posts: 2559
Location: feels wrong
PostPosted: Sat, 29th Apr 2017 22:10    Post subject:
UPdate:

Quote:

madVR v0.91.9

* added support for sending HDR metadata via Nvidia's private API
* added support for sending HDR metadata via win10 (not tested yet)
* fixed: processing (not converting) HDR was not handling gamut correctly


http://forum.doom9.org/showthread.php?t=146228


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Sat, 27th May 2017 17:30    Post subject:
UPDATE:

Quote:

madVR v0.91.10

* 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)


as allways, get it here:
http://forum.doom9.org/showthread.php?t=146228


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3E74




Posts: 2559
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PostPosted: Sun, 16th Jul 2017 19:41    Post subject:
Rolling Eyes oops, did forgot to update...

well, here we go, some important updates:

MadVR:
Quote:

madVR v0.91.11

* fixed: HDR metadata via Nvidia's private API was broken in 64bit
* added workaround for driver bug in Nvidia's private HDR API
* improved Windows 10 HDR metadata support
* D3D11 windowed mode now supports 10bit, if "HDR and Advanced Color" is on
* improved AMD native 10bit DXVA decoding; drivers are still broken, though
* downscaling after doubling now uses relaxed AR only for NGU Sharp + Standard

---> http://forum.doom9.org/showthread.php?t=146228


aaand we also had an update for Media player Classic Home Cinema:
Quote:

Highlights of this release:

* Require a CPU processor with SSE2 instructions
* Add support for AssFilter
* Switched from mhook to MinHook since it's more actively maintained
* Updated components/dependencies to their latest versions


---> http://forum.doom9.org/showthread.php?t=166689


and at last, a new UPDATE for the Media Player .NET (MPDN):
Quote:


v2.48.0 Changelog:
Improved fluid motion by timing frames more accurately
Improved dithering methods (especially ordered dithering)
Fixed: Pixels were misaligned when there was an unequal number of blank lines on either side of the image.

v2.47.0 Changelog:
MPDN is now signed with a commercial code-signing certificate

v2.46.0-1 Changelog:
Fixed: Bad encodes with repeating timestamps play at reduced framerates
MPDN Extensions API Level 9
Improved fluid motion quality by reducing flickering
Audio Script changes now take effect without the need to reopen media


and for the Extensions:
Quote:

v1.30.0 Changelog:
Render Scripts
Revised tag system
ImageProcessor: Add option to do all processing in YUV
SSSR improvements
Fix Conditionals causing scripts to fail to load on some systems
Bilateral: Krig more fine tuning
Deband improvements
Player Scripts
TextPainter: Allow it to work in windowed mode

v1.29.0 Changelog:
Render Scripts
SSSR: Improved quality, New 'hyrbid' mode. Add linear light option.
Bilateral: Add new "Krig" mode.
Various bug fixes


----> http://forum.doom9.org/showthread.php?t=171120





good damn, i forgot LAVFilters, also an update..

LAV Filters 0.70.2 (released 2017/07/06)
Quote:
LAV DirectShow Filters Changelog
===================================

0.70.2 - 2017/07/06
LAV Video
- Fixed: DXVA2 decoding could fail in 0.70 after a dynamic media type change

0.70.1 - 2017/07/01
LAV Video
- NEW: DXVA2-CopyBack uses D3D9Ex to allow headless operation
- Changed: Increased the maximum number of decode threads to 32
- Changed: Rebalanced the "Auto" thread strategy to use the exact number of available CPU cores, instead of 1.5x the cores
- Fixed: Certain H264 streams could crash in 0.70 due to lack of buffer padding

0.70.0 - 2017/06/15
General
- Official LAV Filters builds require a SSE2 capable CPU

LAV Splitter
- Fixed: Certain MP4/MOV files didn't play or seek correctly in recent versions of LAV Splitter
- Fixed: HEVC in MP4 without PTS timestamp is being signaled appropriately
- Fixed: Closing RTSP streams did not properly call the TEARDOWN function

LAV Video
- NEW: CUVID support for VP9 8/10-bit and HEVC 10/12-bit decoding
- NEW: DXVA2 support for VP9 10-bit decoding
- Changed: Simplified the internal dataflow to reduce overhead and improve performance
- Changed: Enabled P010 output to EVR on Windows 10 Creators Update
- Fixed: Y416 output was incorrect (required by madVR 0.91.8 and newer)
- Fixed: Parsing H.264 MVC SEI NALs could fail in some cases
- Fixed: CUVID decoding could deinterlace progressive streams under certain circumstances, degrading the quality

LAV Audio
- Fixed: LATM AAC streams with Program Config Elements (PCE) (common in DVB-T2 broadcast) played with audible distortions
- Fixed: Very short PCM audio streams didn't play properly


get it here ---> http://forum.doom9.org/showthread.php?t=156191


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Last edited by 3E74 on Sun, 16th Jul 2017 22:28; edited 1 time in total
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Guy_Incognito




Posts: 3436

PostPosted: Sun, 16th Jul 2017 21:26    Post subject:
The last version of MPC-HC Sad
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Fri, 18th Aug 2017 03:13    Post subject:
New Features Update:

First of, you going to need the new LAV version..
Why?

--> added support for native D3D11 DXVA hardware decoding (needs nightly LAV)
IMPORTANT - DXVA11 Does NOT work with Windows 7

yay

get it here: --> https://files.1f0.de/lavf/nightly/
take the newest one..(just install over the old installation)

ok, lets move on to MadVR...

Quote:

madVR v0.92.0

* added new "display modes" -> "custom modes" settings tab
* added support for native D3D11 DXVA hardware decoding (needs nightly LAV)
* added support for outputting 10bit in fullscreen windowed mode (win10)
* added optimized "let madVR decide" HDR configuration option
* added support for AMD's private HDR switching API
* added workaround for make Nvidia's private HDR switching API work better
* added full-size EDID block reading (256 bytes instead of just 128)
* added extended EDID parsing
* improved frame drop/repeat estimates for xx/1.001 hz modes
* fixed: deinterlacing of P010 software decoded videos was broken


Quote:

madVR v0.92.1

* fixed: depending on madVR settings, v0.92.0 crashed right at initialization
* fixed: "display modes" were listed twice in the settings dialog


get it here: http://forum.doom9.org/showthread.php?t=146228

and a nice "customRes Tutorial..
http://madvr.com/crt/CustomResTutorial.html


Mr. Green[/b]


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3E74




Posts: 2559
Location: feels wrong
PostPosted: Sun, 27th Aug 2017 21:48    Post subject:
Update - Fixes...

Quote:

madVR v0.92.2

* fixed: possible crash when stopping playback or freeing the madVR instance
* fixed: DXVA2 decoding+downscaling produced wrong colors with HDR content
* fixed: D3D11 DXVA decoding: crash when moving window to another monitor
* fixed: D3D11 DXVA decoding: green screen with DX10 GPUs
* fixed: D3D11 DXVA decoding: problems if video unexpectedly changes size
* fixed: D3D11 DXVA decoding: detection for bad HDR metadata wasn't working
* fixed: custom modes tab didn't show for AVR devices
* fixed: custom modes tab didn't show when display modes was in a profile
* fixed: D3D11 FSE mode was sometimes limited to 8bit instead of 10bit
* fixed: HDR "let madVR decide" setting misbehaved for Intel GPUs
* fixed: HDR metadata sent to display wasn't always correct
* fixed: "HDR" profile bool was not set if HDR metadata was bad/unknown
* fixed: some settings windows appeared behind a "always on top" media player
* added support for sending MaxCLL/FALL HDR metadata (if available) to the TV
* added "enable nvidia 3d.reg" to enable 3D playback with newer Nvidia drivers
* if video HDR metadata is bad/missing, default HDR metadata is sent to TV now
* when custom mode is deleted, measurements are now also deleted
* Nvidia "try custom mode" timeout increased to 30 seconds


--> http://forum.doom9.org/showthread.php?t=146228


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3E74




Posts: 2559
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PostPosted: Mon, 25th Sep 2017 23:58    Post subject:
Update
mostly Fixes..

Quote:

madVR v0.92.4

* fixed: HDR metadata transport didn't always work with AMD GPUs
* fixed: potential crash issue introduced in v0.92.0
* fixed: possible rendering slowdown issue introduced in v0.92.2
* fixed: custom mode warning windows sometimes appeared in background
* added logging to help find why custom mode measurements aren't recorded
* screenshotting now uses NGU High instead of Very High
* screenshotting now has a 5 second timeout instead of 2 seconds
* slightly modified user interface for Nvidia custom mode creation


--> http://forum.doom9.org/showthread.php?t=146228


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Shocktrooper




Posts: 4580

PostPosted: Mon, 9th Oct 2017 14:04    Post subject:
Quote:

madVR v0.92.5

* added new algorithm "reduce compression artifacts"
* added new algorithm "reduce random noise"
* added file name tag and keyboard shortcut support for new algorithms
* switched to igv's AdaptiveSharpen variant
* custom mode optimization is now available for modes not created with madVR
* fixed: mode optimization didn't work for Nvidia (introduced in v0.92.4)
* fixed: ProgDVB: DXVA deinterlacing didn't activate after channel switch
* fixed: potential freeze when freeing madVR instance
* fixed: playback trouble after switching video files (introduced in v0.92)
* fixed: screenshot memory leak


--> http://forum.doom9.org/showthread.php?t=146228

(looks like there is a crash issue it will be fixed tomorrow)
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 10th Oct 2017 06:22    Post subject:
Jup, aaaand here it is:

Quote:

madVR v0.92.6

* fixed crash introduced in v0.92.5
* algos "reduce compression artifacts + random noise" now faster for chroma
* added "deblockChroma" and "denoiseChroma" file tags


--> http://forum.doom9.org/showthread.php?t=146228


PS, THX for the Update Shocktrooper


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3E74




Posts: 2559
Location: feels wrong
PostPosted: Mon, 16th Oct 2017 21:26    Post subject:
UPDATE:

Quote:


madVR v0.92.7

* added experimental deblock option "don't reduce texture detail"
* added experimental AdaptiveSharpen option "linear light"
* added new lowest "reduce compression artifacts" strength
* revisited "reduce random noise" strength levels, now from 1-12
* updated AdaptiveSharpen to latest igv version






http://forum.doom9.org/showthread.php?t=146228



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3E74




Posts: 2559
Location: feels wrong
PostPosted: Sun, 29th Oct 2017 18:35    Post subject:
UPDATE:

Quote:

madVR v0.92.8

* added 3 new "reduce compression artifacts" strength steps between 1-4
* removed deblock option "don't reduce texture detail", wasn't useful
* replaced old "reduce random noise" strengths 1+2 with a new strength 1
* fixed: key for increasing "reduce random noise" strength stopped at 5


http://forum.doom9.org/showthread.php?t=146228


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DimasL




Posts: 1766
Location: Spain
PostPosted: Tue, 7th Nov 2017 11:40    Post subject:
Quote:

madVR v0.92.9

* added "reduce compression artifacts" quality option "high"


http://forum.doom9.org/showthread.php?t=146228


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3E74




Posts: 2559
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PostPosted: Mon, 11th Dec 2017 23:16    Post subject:


Quote:

madVR v0.92.10

* algo "remove compression artifacts" can now be run as part of NGU
* reverted NGU Sharp back to gamma light -> slightly better anti-aliasing
* removed NNEDI3 (based on user feedback)
* ever so slightly improved HDR behaviour
* default value for HDR -> SDR conversion is now set to "200 nits"
* default value for "enable automatic fullscreen exclusive mode" is now "off"
* default value for "use d3d11 for presentation" is now "on"
* fixed: using multiple madVR instances at the same time could sometimes fail


http://forum.doom9.org/showthread.php?t=146228


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3E74




Posts: 2559
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PostPosted: Tue, 16th Jan 2018 21:41    Post subject:
Laughing
UpDate...

Quote:

madVR v0.92.11

* added 2 new lower "remove compression artifacts" strengths
* slightly improved "remove compression artifacts" quality at lower strengths
* "remove compression artifacts" now always runs as part of NGU (if possible)
* display bitdepth now defaults to new "auto" setting (read from EDID)
* extended "if there are big black bars, reduce bar size" option range
* render target display is now shown in bold in the settings dialog
* added support for "execute command line on profile switch"
* when OS "HDR and Advanced Color" switch is active, FSE mode is disabled
* removed "exclusive" / "windowed" mode OSD notification
* added "(OS HDR)" vs "(NV HDR)" vs "(AMD HDR)" OSD information
* added downscaling "LL" (Linear Light) information to OSD
* added keyboard shortcut for opening settings dialog (default Ctrl+S)
* added keyboard shortcut for toggling seekbar on/off
* added keyboard shortcut for showing seekbar for 5 seconds
* added keyboard shortcut for toggling debanding on/off vs strength
* added file tag "detectBlackBars=on|off" or "blackBarDetection=on|off"
* added file tag "hdr=on|off" or "transfer=hdr|sdr|2084|709"
* added "battery" profile variable
* added "fullscreen" profile variable, can be exclusive or windowed
* renamed "fseMode" profile variable to "exclusive" ("fseMode" still works)
* fixed: "display" profile variable didn't work properly
* fixed: little "let madVR decide" chroma quadrupling bug
* fixed: screenshots were distorted when using "crop black bars"
* fixed: screenshots in paused state sometimes crashed madVR
* fixed #320: make seeking to start of movie easier with FSE mode seek bar
* fixed #336: madHcCtrl: 3DLUT file path is evaluated for remote instance
* fixed #406: typing in "devices" profiles could jump to other pages
* fixed #481: distorted colors with Y416 input and DXVA processing
* added workaround for subtitle renderer crashes (XySubFilter, AssFilterMod)
* added workaround for PotPlayer OSD render crashes


quite a big update....

http://forum.doom9.org/showthread.php?t=146228


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DimasL




Posts: 1766
Location: Spain
PostPosted: Wed, 7th Feb 2018 14:47    Post subject:
Update!

Quote:

madVR v0.92.12

* added option "use reduce compression artifacts only if it comes for free"
* added experimental "diffuse white" HDR option (mainly for projector owners)
* improved non-hue-preserving HDR tone mapping
* removed low quality hue preserving HDR tone mapping
* HDR option "fix too bright & saturated pixels" is now always available
* display peak nits edit control now accepts down to 80 Nits (formerly 120 Nits)
* added 3dlut information to OSD (only if active)
* fixed: RCA wasn't always run as part of NGU, even though it should
* fixed: little OSD scaling info text glitch
* fixed: #228: deintFps was not 24 for 720p60 decimated 6:4 cadence content (forced film)
* fixed: #394: madvr OSD didn't resize properly when screen masking options are used


http://forum.doom9.org/showthread.php?t=146228


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3E74




Posts: 2559
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PostPosted: Mon, 23rd Apr 2018 02:35    Post subject:
UPDATE:

Quote:

madVR v0.92.14

* fixed: activated HDR option "restore details in compressed highlights" broke SDR playback


madVR v0.92.13 released

http://forum.doom9.org/showthread.php?t=146228
http://madshi.net

Quote:
Code:

* added 2 new RCA quality levels, with NGU fusion support
* if "activate RCA only if it comes for free" is active, NGU quality level isn't modified, anymore
* improved "preserve hue" tone mapping quality
* added "dynamic" mode for "luminance vs saturation reduction" option
* added "dumb" tone mapping algo, optionally with color correction
* added support for Arve custom tone mapping curves
* added "hdrOutput" information field


Didn't have much time, so only a few changes. No (important) bugfixes this time. Besides all the HDR changes (which are still a work in progress), the key changes in this build is as follows:

1) The former RCA "high" quality is now "very high" quality.

2) The former RCA "medium" quality is now "high" quality.

3) Added new faster (and worse quality) "medium" and "low" RCA presets.

4) Basically now RCA has the same quality levels as NGU (low, medium, high, very high). And now the fusing of NGU+RCA happens with the same quality level names. Which should make the fusion logic slightly easier to understand (I hope).

5) If you enable the option "activate only if it comes for free", in older builds madVR used whatever quality was "higher". So basically if you used NGU High + RCA Very High (formerly known as RCA High), madVR actually "upgraded" NGU to Very High quality. This still happens if you have "activate only if it comes for free" disabled. But if you enable it, the new build now never changes NGU quality level, anymore. Instead NGU quality will stay exactly as you selected it, and RCA is simply added via fusion, regardless of which RCA quality level you've selected.

P.S: In order to use custom Arve curves for tone mapping, you need to use a special patched version of that tool. The original tool doesn't work for madVR, because the original tool has too low precision for my taste. You can download the custom version of the tool for madVR here:

http://madshi.net/jvcprojectortools.zip


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3E74




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PostPosted: Wed, 19th Sep 2018 20:02    Post subject:
new UPDATE:

UPDATE:

* added true GPU mode info (color format, bitdepth & dynamic range) to OSD (Nvidia only) nice
*works only over HDMI and displayPort?!?!?! not shure if its a bug or not..


Quote:


Code:

madVR v0.92.15

* HDR: improved overall tone mapping quality
* HDR: added "color tweaks for fire & explosions" option
* HDR: "restore details in compressed highlights" renamed to "highlight recovery"
* HDR: improved "highlight recovery" algo, now uses/requires DirectCompute
* HDR: added trade quality option "compromise on tone & gamut mapping accuracy"
* HDR: maxCLL is now used (if valid)
* HDR: added "hdrVideoPeak" profile variable
* HDR: added (limited) support for HDR OSD bitmaps
* added "report BT.2020 to display" calibration option
* added true GPU mode info (color format, bitdepth & dynamic range) to OSD (Nvidia only)
* fixed: low latency mode could result in judder/stuttering
* fixed: OSD API sometimes drew stuff in the wrong position
* fixed: madHcNet32/64.dll produced DCI-P3 3DLUTs with incorrect header
* added undocumented "ShowHdrMode" empty file/folder option



as allways: http://forum.doom9.org/showthread.php?t=146228

Surprised


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Last edited by 3E74 on Wed, 19th Sep 2018 20:34; edited 1 time in total
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paxsali
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PostPosted: Wed, 19th Sep 2018 20:16    Post subject:
⁢⁢


Last edited by paxsali on Thu, 4th Jul 2024 23:26; edited 2 times in total
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Roach_666




Posts: 1299
Location: Hell in its Alpha Build
PostPosted: Thu, 20th Sep 2018 12:59    Post subject:
https://forum.doom9.org/showthread.php?t=146228

madshi wrote:
Code:
madVR v0.92.16

* fixed: rendering and present queues didn't fill correctly when using D3D11 for presentation
* fixed: "crop black bars" didn't work correctly

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3E74




Posts: 2559
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PostPosted: Sat, 29th Sep 2018 19:22    Post subject:
UPDATE for MadVR

Quote:

madVR v0.92.17

* modified/simplified HDR tone mapping settings page
* small HDR tone mapping saturation improvement
* OSD now also shows the measured luminance of the current frame (in addition to the average)
* fixed: render & present queues didn't always fill in Windows 10 build 1803
* fixed: using XySubFilter sometimes resulted in black screen / freeze
* fixed: using HDR "processing" resulted in dark and red-ish image
* fixed: using BT.601/709 gamma curve with HDR tone mapping produced gray-ish image
* fixed: settings dialog sometimes crashed on display mode / custom mode tab


http://forum.doom9.org/showthread.php?t=146228


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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3E74




Posts: 2559
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PostPosted: Tue, 9th Apr 2019 17:37    Post subject:
Razz Finally. some news:

Latest post form madshi: 6th April 2019
Quote:
Sorry guys, terribly busy atm. Just to let you know: My Nvidia driver contact just informed me that the HDR passthrough problems (not always engaging, and incorrect metadata) should be fixed in the next bigger driver release.


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KillerCrocker




Posts: 20503

PostPosted: Wed, 1st May 2019 18:17    Post subject:
Can I limit madvr rendering to 48 hz on a freesync monitor?
If a movie is 24, then freesync monitor capped at 48hz, should perform better than 60 hz right ?


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Nui
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PostPosted: Wed, 1st May 2019 18:43    Post subject:
Cannot answer the first question.

A multiple of the source framerate is generally better for accurate reproduction. If that is 48, 72, 96, 120, ... is of no relevance for most displays.
If you haven't already, try the smooth motion option of madvr for 60Hz output.


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