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NEW: JRVR Video Enhancements in Media Center 30

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bogdanbz:
Nvidia has a setting in its driver, the "Reference mode", which is supposed to disable the use of the CSC or the Windows DCT: https://www.nvidia.com/content/Control-Panel-Help/vLatest/en-us/mergedProjects/nvdsp/CS_Adjust_Color_Settings_Advanced.htm

I don't have the nvAPI document available now, but the blocks which perform these operations on a nVidia graphic card are sitting between the  frontbuffer and the graphic card rasterizer. Among these blocks is the one that performs the gamma correction specified in a VCTG tag of an ICC profile too.

Although I have "reference mode" enabled in the driver, there's a noticeable difference in between the luminosity and saturation of HDR video content rendered by madVR when it uses the nvAPI to switch the display to HDR (in exclusive mode), and when using JRVR while Windows HDR was active.

This was my guess as to what is happening, I am not sure this is what happens. I just see the end result, the difference in the image on the TV connected to the graphic card in the two cases.

Plutotype:

--- Quote from: Hendrik on August 24, 2022, 03:43:38 pm ---
- (Maybe) Dolby Vision Enhancement Layer support (for UltraHD Blu-ray discs)

--- End quote ---

Hi Hendrik,

Is this please based on the DoVi_tool / DoViBaker? My understanding of these tools is that they enable to "pre-process" Dolby Vision FEL titles ( UHD discs ), which JRVR then would be able to read and render in HDR10 and send to the display? Please confirm.

Thanks
Pluto

bogdanbz:
Feature suggestion: the use of Nvidia's FRUC library for video frame interpolation. It might be only for 4xxx series though. The Optical Flow unit is available on cards starting with Turing (2xxx series and more recent), but I don't know if this SDK can make use of it for video interpolation on them (they restrict the use of the unit to 4xxx series for DLSS, I don't know about video usage).

eve:
Is there going to be a documented method for loading your own shaders into libplacebo?



--- Quote ---shaders/custom.h: Allows directly ingesting custom GLSL logic into the pl_shader abstraction, either as bare GLSL or in mpv .hook format.
--- End quote ---

Lots of excellent mpv hook shaders out there that I'd love to be able to use.
 



Hendrik:
We don't currently support loading your own custom shaders. Maybe something for the future.

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