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    Old 22nd July 2019, 18:02   #23581  |  Link
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    The player should start decoding and seeking without an index and kick off indexing in the background. When the index is ready, the player begins using it.
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    Old 23rd July 2019, 00:12   #23582  |  Link
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    Wouldn't that bring a lot of I/O trashing on anything other than an SSD?
    If such a feature is ever added, it should be as an option and disabled by default.
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    Old 23rd July 2019, 01:15   #23583  |  Link
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    Indeed, that would not be very well received by the majority of users. I don't currently have any such plans. LAV is designed primarily as a tool for playback, in which cases perfect seeking accuracy for example is not a strict requirement, as long as it comes close. I realize since its practically the only option for many codecs in DirectShow, some users like to use it for other tasks as well, and while I don't want to discourage that, I also don't plan to work on complex features for such tasks.
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    Old 25th July 2019, 07:46   #23584  |  Link
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    I am quite satisfied with the performance of LAV Filters (e.g. as used in MPC-HC), with one exception: playing WMV may have severe issues catching up after seeking; but that may be related to attributes of specific files. I would blame LAV Filters last here.
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    Old 25th July 2019, 09:03   #23585  |  Link
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    Quote:
    Originally Posted by LigH View Post
    I am quite satisfied with the performance of LAV Filters (e.g. as used in MPC-HC), with one exception: playing WMV may have severe issues catching up after seeking; but that may be related to attributes of specific files. I would blame LAV Filters last here.
    Indeed, the ASF container is highly pesky and "sucky"
    I often remux the WMV files to AVIs ?direct stream-copy for the video and re-encode for the audio.
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    Old 25th July 2019, 15:25   #23586  |  Link
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    Hello
    I use lav splitter for play H265 TS file and it works well.

    now i want use lav splitter for play TS from USB DVB-T dongle.
    but when i want connect BDA filter to lavsplitter filter i got following error

    How i can solve it?
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    Old 25th July 2019, 16:20   #23587  |  Link
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    LAV Splitter is not designed as a broadcast demuxer. You'll need to use a filter designed for that purpose, I reckon.
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    Old 25th July 2019, 18:10   #23588  |  Link
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    do you any filter can do this? my stream is H265 coded video.
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    Old 29th July 2019, 21:44   #23589  |  Link
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    Can we find any use for this:

    https://www.anandtech.com/show/14682...-geforce-cards
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    Old 29th July 2019, 22:49   #23590  |  Link
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    Windows video stuff really doesn't use OpenGL if it can avoid it. Direct3D has supported full 10-bit on consumer cards for a long time already.
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    Old 30th July 2019, 06:15   #23591  |  Link
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    Quote:
    Originally Posted by kolak View Post
    This is for applications, not for video output- which is separated thing from system application workflow. However, i am impressed with that move. 30 bit was only enabled in drivers for quadro/professional cards for so long time that everybody forgotten about it. One of possible reason for this move is that nowadays proffesional cards occupy high performance market by most and enabling 30 bit for graphic designers will not influence nvidia income (Quadro cards are much much expensive than GeForce's consumer cards). Similar situation was wat AMD team.
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    Old 30th July 2019, 13:58   #23592  |  Link
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    Their official stance is that now that there's consumer HDR, 10-bit isn't a pro-only feature anymore (which was true before, tbf). It's just like the simple/double precision float performance, we all know the consumer hardware could do it at 1/2x but they segment their portfolio that way.
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    Old 30th July 2019, 19:47   #23593  |  Link
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    Quote:
    Originally Posted by littleD View Post
    This is for applications, not for video output- which is separated thing from system application workflow..
    Not sure what you mean by this.
    OpenGL is/was used in eg. Photoshop (and some other tools) for previewing at 10bit. Some pro apps use OpenGL surface to display video as apparently this allows for better control and separation from OS influence. For example Assimilate Scratch uses OpenGL. It allows for color accurate video preview and screen calibration. My understanding is that Direct3D is more tight to OS and harder to control. OpenGL is also cross platform and apparently more efficient. I may be very wrong. Of course old days only pro card had 10bit support for OpenGL surface, but now it's changing.

    https://en.wikipedia.org/wiki/Compar...L_and_Direct3D comparison tab explains it quite well (at least for my limited understanding).

    Last edited by kolak; 30th July 2019 at 19:50.
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    Old 30th July 2019, 20:54   #23594  |  Link
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    openGL is pretty much discontinued and why should a software for windows care about cross platform.
    and the whole thing is pretty much a hack anyway.
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    Old 31st July 2019, 07:37   #23595  |  Link
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    The most efficient functions are those which are most hardware dependent, which are only available inside graphic drivers for specific graphic chipset generations. To allow applications some access to them, there are different APIs (Application Programming Interfaces) provided by the drivers; under Windows, they provide usually at least DirectX/Direct3D and OpenGL with extensions, each up to a specific version/generation.

    Some APIs are still rather specific to the hardware functions, like Vulkan, which means the programmer of an application still needs to know a lot of unique features of different graphic chipsets and quirks to produce equal results on different hardware. Vulkan is even more specialized in 3D visualizing functions and less relevant for image and video displaying.

    Others are more convenient to the application programmer, generalizing the access to hardware specific functions to rather logical programming functions. OpenGL is very generalizing (thus not always most efficient), keeping core functions compatible for a variety of hardware and adding extensions specific to more modern and powerful chipset features. DirectX/Direct3D is somewhere in the middle, providing even partially incompatible generations of function sets (e.g. 3D game engines supporting both a DirectX9 and a DirectX11 render path are almost two separate engines in one).

    DirectX is proprietary which means that Microsoft alone can decide how it works. OpenGL is an open standard which means that all the joint member companies have to agree to a common specification how they would support this feature. So if you discover: "Hey, OpenGL now supports a cool feature!", it means the OpenGL standard took its time to standardize this feature which already was available in the graphic chips for a while, and other APIs may have been quicker to create a new proporietary function without much discussion about standards compatible to different hardware as well as different operating systems.
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    Last edited by LigH; 31st July 2019 at 07:42.
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    Old 31st July 2019, 20:02   #23596  |  Link
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    Quote:
    Originally Posted by kolak View Post
    Not sure what you mean by this.
    OpenGL is/was used in eg. Photoshop (and some other tools) for previewing at 10bit. Some pro apps use OpenGL surface to display video as apparently this allows for better control and separation from OS influence. For example Assimilate Scratch uses OpenGL. It allows for color accurate video preview and screen calibration. My understanding is that Direct3D is more tight to OS and harder to control. OpenGL is also cross platform and apparently more efficient. I may be very wrong. Of course old days only pro card had 10bit support for OpenGL surface, but now it's changing.

    https://en.wikipedia.org/wiki/Compar...L_and_Direct3D comparison tab explains it quite well (at least for my limited understanding).
    Previously with GeForce cards You could only transmit 10 bit/p video through cable during video playback. It was since win 7 sp1. And only in exclusive mode, so no OS interface elements would interfere. Now, after driver change, You can enable 10 bit desktop output, so the whole OS screen, including folders, OS UI, opened images are visible in 30 bit on monitor.

    Not sure how Photoshop or Scratch process images internally and why proffesional programs choose opengl but it must be what You said, more control over image. It may be better to handle 30 bit image files in opengl texture instead in directx somehow.
    While directx is nice for video playback, it's because having all that DXVA stuff. Including hardware decoding support and convertions. Opengl lacks it. There was even opengl renderer on Windows (in VLC IIRC) but no one was using it, really, as it had less features available. Who knows how opengl controls access to 10 bit video output/10 bit textures, exclusive mode, refresh handling and so on. It probably does not at all otherwise somebody would write specific code for it.

    Last edited by littleD; 31st July 2019 at 20:05.
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    Old 31st July 2019, 20:13   #23597  |  Link
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    the 10 "bit" openGL "30" bit hack used in photoshop at least on windows uses the 8 bit a RGBA surface "32 bit". it's not a great solution to say it friendly and there are hardware decoder you can use with openGL.
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    Old 6th August 2019, 19:00   #23598  |  Link
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    I'm continuing an off-topic discussion started in the MPC-HC thread.
    Quote:
    Originally Posted by nevcairiel View Post
    I've been thinking about replacing CUVID with NVDEC in LAV, with built-in deinterlacing and either copy-back like today or interop with D3D11, so that it could be efficient like D3D11 native, just with deinterlacing, and potential 12-bit and maybe 4:4:4 support (the latter would likely need renderer support first)
    If this was implemented, in the "D3D11 interop" scenario would the NVDEC deinterlacing be controllable from madVR (with LAV-madVR integration), or would it be fixed in LAV settings like with CUVID/QuickSync?
    I rely a lot on the ability to enable/disable deinterlacing with a keyboard shortcut inside madVR (but of course can't benefit from the efficiency of D3D11 native as it currently doesn't support deinterlacing with it).
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    Old 7th August 2019, 01:12   #23599  |  Link
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    madVR (or any renderer) would have no influence on that setting. If you rely on those shortcuts, you would have to wait for madVR to support deinterlacing with D3D11.
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    Old 7th August 2019, 02:12   #23600  |  Link
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    Nev, would NVDEC have theoretical performance gains over other options? Just trying to wrap my head around the possible benefits of it. It certainly sounds interesting.
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