lav video dxva2 native vs copy back

Lav video dxva2 native vs copy back

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Log in. Sign up. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. Decoding it to RGB then should look like this:. Color image pipeline - Wikipedia. Sort by Oldest first Oldest first Newest first Most reactions.

Lav video dxva2 native vs copy back

Active topics Unanswered topics. You must login or register to post a reply. RSS topic feed. I used D3D11 Native to test and I think it is working ok. D3D11 decodes frames from video stream and leaves them in video memory. SVP needs these frames in operational memory. So, you need to use decoder that copies frames from video to operational memory. I have some random video glitches like a few repeated frames during playback, but when using only software decoder I get smooth video. I think I had this with mpv and with mpchc. I need to compare it myself.

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MediaPortal 1. After clicking on the screwdriver icon next to the LAV Video Decoder, you'll be presented with the following settings screen:. DXVA implementations come in two variants: native and copy-back. Almost all implementations are of the native type. The LAV video decoder that is included in the pack offers both variants.

Lav video dxva2 native vs copy back

Corporate Solutions: Overview Customers Company. Home Download Purchase Support Company. Please login or register. Pages: [ 1 ] Go Down. CUVID forces the graphics card into its highest performance state. One of the reasons to use hardware accelerated decoding is to reduce power consumption. With a high powered graphics card such as my GTX , most of that benefit is lost.

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In HD it looks quite obvious that the characters are on a set and it looks a bit fake. WilliamR Replies. If something is odd - reboot, double check, then report! So we all know 24 goes evenly into , so that means if it's still creating blended frames then it's doing it for some other purpose like what -- trying to minimise "jitter" or "strobing" effect of low frame rates? I would assume that "copy back" means that the decompressed frames are copied back to main memory after they have been decompressed by the graphic card's hardware decoder. Quote from: justsomeguy on May 07, , pm. Show More. This did the trick as far as the white out issue. Sign up. Ask a question Answers will be sent directly to your email. By posting to this forum you agree to abide by the rules.

Our decoding and rendering benchmarks consists of standardized test clips varying codecs, resolutions and frame rates being played back through MPC-HC. The former provides hints on whether frame drops could occur, while the latter is an indicator of the efficiency of the platform for the most common HTPC task - video playback. The Enhanced Video Renderer is the default renderer made available by Windows 8.

MAG79 wrote: D3D11 decodes frames from video stream and leaves them in video memory. Joined Mar 6, Cheers This message was edited 1 time. The reason for keeping the decoded video inside GPU memory is efficiency. In HD it looks quite obvious that the characters are on a set and it looks a bit fake. Go to start of metadata. It's a huge difference! The fact that it's difficult to tell in a double blind test whether it's enabled in this scenario would seem to indicate not, which is supported by your observation that you cannot tell there are blended frames. Audioboxer Replies. They can only copy data fast in the other direction. If you are seeing dropped and repeated frames, it sounds like your madVR settings are too demanding for the card. Last edited by lazostat; 4th June at Powered by JForum 2. Is this for both "Global" and "Program" settings? Pages 1 You must login or register to post a reply.

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