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Author Topic: madVR renderer  (Read 11680 times)

Mike Noe

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madVR renderer
« on: February 02, 2010, 07:22:10 am »

madVR:  I can select madVR for playback, but MC is not loading it.  I am using FFDshow for video decoding (output=YV12, required by madVR), but MC is falling back to VMR9.

Is it possible the that the DSP Studio component added to the graph (even though I'm not using it) is somehow messing things up?  See log attached.

btw, thanks for adding madVR as a renderer option, this brings things full circle for me, at least.
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rpalmer68

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madVR renderer
« Reply #1 on: February 02, 2010, 02:33:09 pm »

madVR:  I can select madVR for playback, but MC is not loading it.  I am using FFDshow for video decoding (output=YV12, required by madVR), but MC is falling back to VMR9.

Is it possible the that the DSP Studio component added to the graph (even though I'm not using it) is somehow messing things up?  See log attached.

btw, thanks for adding madVR as a renderer option, this brings things full circle for me, at least.

I'm seeing the same thing.

I can build the graph with graphstudio using ffdshow and madv and it works, but MC is not loading madVR.

Richard

EDIT:  The merit of madVR after install is DO NOT USE.   
I changed this to NORMAL and now in TV playback madVR is still not used, but when I try to play a .mpg file MC hangs instead.

Unable to generate log right now, but will do so later if required.
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Yaobing

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madVR renderer
« Reply #2 on: February 02, 2010, 04:04:56 pm »

This renderer does not work on all computers.  On my computer it complains about "graphics card supporting only power of 2 textures".

Are you able to play a video using this renderer in another application on your computer?
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Mike Noe

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madVR renderer
« Reply #3 on: February 02, 2010, 04:16:40 pm »

This renderer does not work on all computers.  On my computer it complains about "graphics card supporting only power of 2 textures".

Are you able to play a video using this renderer in another application on your computer?

I use madVR with MPC-HC on this machine (ATI2600HD (LG LCD@24Hz)) and it works great.  My graph is as follows with MPC-HC:

MPC_Matroska SPlitter -> FFDshow (audio and video decoders) -> Reclock -> madVR

If you haven't already, peruse the madVR thread on doom9, it uses shaders for scaling, you might have to reduce quality settings (uncheck 3Dlut at least) for your card to get it to work.
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rpalmer68

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madVR renderer
« Reply #4 on: February 02, 2010, 04:26:22 pm »

This renderer does not work on all computers.  On my computer it complains about "graphics card supporting only power of 2 textures".

Are you able to play a video using this renderer in another application on your computer?

I don't use any other playback software, but if I manually build the graph with graphstudio then it plays fine with ffdshow and madVR.
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fitbrit

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Re: madVR renderer
« Reply #5 on: February 03, 2010, 03:22:45 pm »

Add me to this list. I always just assume I don't know what I'm doing, so it must be my fault!

I'm seeing the same thing.
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jmone

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Re: madVR renderer
« Reply #6 on: February 03, 2010, 03:34:10 pm »

I also can't get it going - I've tried:
1) Selecting madVR on MKV in MC
2) Raising priority manually to prefred +

All I get is VMR9 loaded.....

Has anyone got it working and could share their settings / setup?

Thanks
Nathan
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JimH

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Re: madVR renderer
« Reply #7 on: February 03, 2010, 03:45:19 pm »

On the doom9 site, it says this:

requirements:

- graphics card with full Direct3D9 hardware support
- at least 128MB of dedicated graphics card memory
- Windows XP or newer

disadvantages:

- hardware accelerated video decoding (DXVA) is currently not supported
- slightly slower startup when using 3dlut technology (96MB file must be read)

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

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Re: madVR renderer
« Reply #8 on: February 03, 2010, 03:58:48 pm »

Thanks Jim - that will be most of us, eg I have a 512MB ATI HD4550 running on Win7.....I'm keen to see a post from any one who has this working so far so we can track down the finer points.
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Yaobing

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Re: madVR renderer
« Reply #9 on: February 03, 2010, 04:13:14 pm »

Thanks for your patience.

It is a bug.  I will fix it for the next build.
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jmone

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Re: madVR renderer
« Reply #10 on: February 03, 2010, 04:15:14 pm »

Thanks Y - output looks good in Graph Edit so it gives us another option to sink countless hours playing with!
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Mike Noe

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Re: madVR renderer
« Reply #11 on: February 03, 2010, 05:07:40 pm »

On the doom9 site, it says this:

requirements:

- graphics card with full Direct3D9 hardware support
- at least 128MB of dedicated graphics card memory
- Windows XP or newer

disadvantages:

- hardware accelerated video decoding (DXVA) is currently not supported
- slightly slower startup when using 3dlut technology (96MB file must be read)

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

Yes, and at this point, the lower end is not yet quantifiable, but it is working with my HD2600XT, and I have none of the "trade quality for perf" options selected, using Lanc4/Lanc4/SoftCubic100 (no 3dLut).  FWiw, it also works on my HD4200 IGP, but I have to use other scaling options.

Also, for anyone wishing to "play" with this renderer, make sure your decoder outputs YV12, otherwise, madVR will refuse to connect to the pin.
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fitbrit

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Re: madVR renderer
« Reply #12 on: February 03, 2010, 09:51:36 pm »

Anyone know if CUDA acceleration is supported? It's not DXVA, so it may be. *hoping*.
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Osho

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Re: madVR renderer
« Reply #13 on: February 04, 2010, 12:17:51 pm »

Anyone know if CUDA acceleration is supported? It's not DXVA, so it may be. *hoping*.

I would like to know this as well. I tried madVR with Media Player Classic - and there is definitely an improvement in video quality. So, I would definitely love to see it working with MC14.

Osho
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Mike Noe

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Re: madVR renderer
« Reply #14 on: February 04, 2010, 01:24:52 pm »

Anyone know if CUDA acceleration is supported? It's not DXVA, so it may be. *hoping*.

I assume you guys are talking about the CoreAVC 2.0 Cuda support?  Check the madVR thread, I think a couple of folks got it working with CoreAVC/Cuda, but it wasn't reliable, IIRC.

One interesting thing about madVR (beyond the quality features) is the fact that is uses shaders for scaling and that you have very flexible scaling options.  So, if you have a CPU that can decode your video sources without much stress, the real "hard" work is done by the GPU.
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jmone

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Re: madVR renderer
« Reply #15 on: February 11, 2010, 01:44:07 am »

Anyone got madVR to work yet?
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mojave

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Re: madVR renderer
« Reply #16 on: February 12, 2010, 10:12:35 am »

Anyone got madVR to work yet?
Since there hadn't been any posts since 14.0.140 was released, I figured everyone had it working. I was too embarrassed that I couldn't get it to work that I wasn't going to say anything.  :) I have ffdshow set to only YV12 and it works fine using graphedit. However, I still can't get it to work in MC. MC actually freezes up each time I try it.
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fitbrit

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Re: madVR renderer
« Reply #17 on: February 12, 2010, 11:07:02 am »

Anyone got madVR to work yet?

Not me. :(
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Mike Noe

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Re: madVR renderer
« Reply #18 on: February 13, 2010, 06:22:58 am »

Anyone got madVR to work yet?

Nothing here either.  Just a black screen, no playback.  I have to stop MC with taskmgr.
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S.M.S.L USB-DAC => Transcendent GG Pre (kit) => Transcendent mono OTLs (kit)
(heavily modded) Hammer Dynamics Super-12s (kit)
(optionally) VonSchweikert VR8s
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