More > JRiver Media Center 29 for Windows
JRVR Status, Plans and Upcoming Changes
Hendrik:
Yes, HDR pass-through on Linux should "theoretically" work, in practice that may be another can of worms. We'll work on Linux-specific improvements and more thorough testing and tweaking as development progresses, for now all I know is that we instruct Vulkan to render in HDR as well as pass the metadata. How this integrates with the compositor or X11 on Linux, we'll have to figure out, I suppose. I'm being told X11 and HDR won't cooperate. So maybe Wayland or DRM (Direct Rendering) might be required. Linux is unfortunately a bit behind on the video front here, and this can get complicated fast.
JimH:
--- Quote from: lepa on November 23, 2021, 10:44:02 am ---Nice! So HDR on Linux could also possibly work. That's great news.
ctrl-j is used to check new MC version. Is it now changed or does it still do both? As MadVR also uses ctrl-j for OSD maybe it would make sense to change update check to some other shortcut
--- End quote ---
We've used ctrl-j for updates since before madVR existed. We're not going to change that. It works with madVR when the madVR display is up.
jmone:
V86 looks good so far (just a quick 5 min test) with HDR passthrough and OSD info. Will test tonight and post in the testing thread. Will be interesting to see how the NUCs go in this mode
JimH:
Build 86 added the following:
NEW: HDR10 pass-through with Red October JRVR.
NEW: Support for 10-bit output with Red October JRVR.
NEW: Added an information on-screen display to JRVR (Ctrl-J to toggle).
NEW: Support for Frame-Stepping (Shift-Right Arrow in Pause) with Red October JRVR.
It's at the top of this board.
Hendrik:
Coming in Build 90, we implemented SuperRes Enhancement, a filter to refine the image after upscaling, which increases sharpness and reduces scaling artifacts, like ringing or aliasing.
While the filter can feel rather subtle, it definitely helps to produce a sharper image, and is the first custom shader we're using, so it also serves as a test for other custom shaders in the future, primarily more advanced scaling implementations.
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