wby238 发表于 2017-4-15 14:25:26

blackmickey 发表于 2017-4-14 18:58
在SVP開始支援10bit輸出後隔天有試過,但有段時間了,所以有可能記錯,以下內文不一定完全正確,抱歉

因為 ...

我这里没有prefer_avisynth这个选项可以修改……

blackmickey 发表于 2017-4-15 14:55:24

本帖最后由 blackmickey 于 2017-4-15 15:20 编辑

wby238 发表于 2017-4-15 14:25
我这里没有prefer_avisynth这个选项可以修改……
原本
http://i.imgur.com/feGElKM.png

修改成true
http://i.imgur.com/BrjzY33.png

然後重開SVP 4 Manager,並且用Potplayer撥放影片一次,應該就會出現了
http://i.imgur.com/3yXZtls.png

然後就可以修改了,但電腦要先安裝對應版本的Vapoursynth

不過使用Potplayer的Vapoursynth有些問題,不是很建議使用。


wby238 发表于 2017-4-15 15:18:49

cylx 发表于 2017-4-14 21:11
mpv没开硬解?贴日志,SVP的,mpv的。

命令行CD到mpv目录,然后


感觉我的mpv也没开硬解,即使降低了svp的设置,cpu也几乎在95%以上(E3-1231 v3),用GPU-Z查看时发现视频引擎有负载,但只有3%,但用Windows自带的播放器播放时,硬解正常,视频引擎负载在10%左右。看了看log,的确也用了硬解,但不知为何不正常……mpv设置
#
# THIS FILE WILL BE OVERWRITTEN WITH THE PACKAGE UPDATE
# Use %APPDATA%/mpv/mpv.conf to
#   define your own customized configuration
#
# Sample mpv configuration
#

# this is required for SVP to "catch" the mpv
input-ipc-server=mpvpipe

# hardware video decoder
#hwdec=d3d11va-copy
hwdec=dxva2-copy
hwdec-codecs=all

#profile=opengl
# high quality video output, require rather fast video card
profile=opengl-hq

opengl-backend=angle

# "ReClock" replacement
#video-sync=display-resample
#video-sync-max-video-change=5

# miscellaneous options

# may fix audio desync in come cases
hr-seek-framedrop=no

# this can't be used with SVP cause it also saves vf's states
save-position-on-quit=no

log-file=mpv.log


输出的log
Command line options: '-v' 'F:\Animation\落第骑士英雄谭\ Rakudai Kishi no Cavalry \SPs\ Rakudai Kishi no Cavalry .mkv'
mpv 0.24.0-git-0f1afc6 (C) 2000-2017 mpv/MPlayer/mplayer2 projects
built on Sun Feb 19 00:29:59 MSK 2017
ffmpeg library versions:
    libavutil       55.47.100
    libavcodec      57.80.101
    libavformat   57.66.102
    libswscale      4.3.101
    libavfilter   6.73.100
    libswresample   2.4.100
ffmpeg version: N-83553-g6f3f943

Configuration: /mnt/data/mingw-w64-cmake/build-64/packages/mpv-prefix/src/mpv/waf configure --enable-static-build --disable-manpage-build --enable-libmpv-shared --enable-encoding --enable-egl-angle --enable-lua --enable-libarchive --enable-libass --enable-libbluray --enable-dvdread --enable-dvdnav --enable-uchardet --enable-rubberband --enable-lcms2 --enable-vapoursynth --prefix=/mnt/data/mingw-w64-cmake/build-64/prefix/mingw
List of enabled features: asm atomics build-date c11-tls cplayer cuda-hwaccel d3d-hwaccel debug-build direct3d dlopen dos-paths dvdnav dvdread egl-angle egl-helpers encoding gcc-tls gl gl-dxinterop gl-win32 glob-win32-replacement gnuc iconv is_ffmpeg jpeg lcms2 libarchive libass libass-osd libav libavcodec libavdevice libbluray libm libmpv-shared lua mingw noexecstack optimize posix-or-mingw rubberband sse4-intrinsics static-build stdatomic subprocess tv uchardet vapoursynth vapoursynth-core vapoursynth-lazy wasapi win32 win32-internal-pthreads zlib
config path: '' -> 'C:\Users\Administrator\AppData\Roaming/mpv'
config path: 'mpv.conf' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/mpv.conf'
config path: 'config' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/config'
config path: 'mpv.conf' -> 'C:/Program Files (x86)/SVP 4/mpv64/mpv.conf'
config path: 'config' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/config'
config path: 'mpv.conf' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/mpv.conf'
config path: 'config' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/config'
Reading config file C:/Program Files (x86)/SVP 4/mpv64/mpv.conf
Setting option 'input-ipc-server' = 'mpvpipe' (flags = 4)
Setting option 'hwdec' = 'dxva2-copy' (flags = 4)
Setting option 'hwdec-codecs' = 'all' (flags = 4)
Setting option 'profile' = 'opengl-hq' (flags = 4)
Setting option 'scale' = 'spline36' (flags = 4)
Setting option 'cscale' = 'spline36' (flags = 4)
Setting option 'dscale' = 'mitchell' (flags = 4)
Setting option 'dither-depth' = 'auto' (flags = 4)
Setting option 'correct-downscaling' = 'yes' (flags = 4)
Setting option 'sigmoid-upscaling' = 'yes' (flags = 4)
Setting option 'deband' = 'yes' (flags = 4)
Setting option 'opengl-backend' = 'angle' (flags = 4)
Setting option 'hr-seek-framedrop' = 'no' (flags = 4)
Setting option 'save-position-on-quit' = 'no' (flags = 4)
Setting option 'log-file' = 'mpv.log' (flags = 4)
Setting option 'v' = '' (flags = 8)
config path: 'input.conf' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/input.conf'
config path: 'input.conf' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/input.conf'
config path: 'input.conf' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/input.conf'
user path: 'mpv.log' -> 'mpv.log'
Loading lua script @osc.lua...
config path: 'scripts' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/scripts'
config path: 'scripts' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/scripts'
config path: 'scripts' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/scripts'
loading mp.defaults
loading @osc.lua
config path: 'lua-settings/osc.conf' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/lua-settings/osc.conf'
config path: 'lua-settings/osc.conf' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/lua-settings/osc.conf'
config path: 'lua-settings/osc.conf' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/lua-settings/osc.conf'
lua-settings/osc.conf not found.
Run command: define-section, flags=0, args=[showhide, mouse_move script-binding osc/__keybinding1
mouse_leave script-binding osc/__keybinding2
, force]
Run command: enable-section, flags=0, args=
Run command: define-section, flags=0, args=[input, mouse_btn0 script-binding osc/__keybinding3
shift+mouse_btn0 script-binding osc/__keybinding4
mouse_btn2 script-binding osc/__keybinding5
mouse_btn0_dbl ignore
shift+mouse_btn0_dbl ignore
mouse_btn2_dbl ignore
, force]
Run command: enable-section, flags=0, args=
Run command: define-section, flags=0, args=[input_osc, del script-binding osc/__keybinding6
, default]
Run command: enable-section, flags=0, args=
Run command: define-section, flags=0, args=
Run command: enable-section, flags=0, args=
Done loading @osc.lua.
Loading lua script @ytdl_hook.lua...
Run command: disable-section, flags=0, args=
config path: 'scripts' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/scripts'
config path: 'scripts' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/scripts'
config path: 'fonts' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/fonts'
config path: 'scripts' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/scripts'
loading mp.defaults
config path: 'fonts' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/fonts'
config path: 'fonts' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/fonts'
loading @ytdl_hook.lua
Run command: hook-add, flags=0, args=
Run command: hook-add, flags=0, args=
Done loading @ytdl_hook.lua.
Shaper: FriBidi 0.19.7 (SIMPLE) HarfBuzz-ng 1.4.2 (COMPLEX)
Starting IPC master
config path: 'scripts' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/scripts'
config path: 'subfont.ttf' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/subfont.ttf'
Listening to IPC pipe.
config path: 'scripts' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/scripts'
config path: 'subfont.ttf' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/subfont.ttf'
config path: 'scripts' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/scripts'
config path: 'subfont.ttf' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/subfont.ttf'
config path: 'watch_later' -> 'C:\Users\Administrator\AppData\Roaming/mpv/watch_later'
config path: 'fonts.conf' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/fonts.conf'
Playing: F:\Animation\落第骑士英雄谭\ Rakudai Kishi no Cavalry \SPs\ Rakudai Kishi no Cavalry .mkv
Running hook: ytdl_hook/on_load
config path: 'fonts.conf' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/fonts.conf'
config path: 'fonts.conf' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/fonts.conf'
Setting up fonts...
Using font provider directwrite
Done.
Run command: hook-ack, flags=0, args=
Opening F:\Animation\落第骑士英雄谭\ Rakudai Kishi no Cavalry \SPs\ Rakudai Kishi no Cavalry .mkv
Opening F:\Animation\落第骑士英雄谭\ Rakudai Kishi no Cavalry \SPs\ Rakudai Kishi no Cavalry .mkv
Opening F:\Animation\落第骑士英雄谭\ Rakudai Kishi no Cavalry \SPs\ Rakudai Kishi no Cavalry .mkv
Opening F:\Animation\落第骑士英雄谭\ Rakudai Kishi no Cavalry \SPs\ Rakudai Kishi no Cavalry .mkv
Stream opened successfully.
Trying demuxers for level=normal.
Found the head...
+ a segment...
Parsing seek head...
|+ segment information...
| + muxing app: libebml v1.3.3 + libmatroska v1.4.4
| + writing app: mkvmerge v8.6.1 ('Flying') 64bit
| + timecode scale: 1000000
| + duration: 92.260s
| + segment uid a5 01 fe 6e 86 95 05 6e 91 e3 57 f6 f5 6f 1b 3e
|+ segment tracks...
| + a track...
|+ Track number: 1
|+ Track type: Video
|+ Video track
|   + Display width: 1920
|   + Display height: 1080
|   + Pixel width: 1920
|   + Pixel height: 1080
|+ Codec ID: V_MPEGH/ISO/HEVC
|+ CodecPrivate, length 1129
|+ Language: und
|+ Default duration: 41.708ms ( = 23.976 fps)
| + a track...
|+ Track number: 2
|+ Track type: Audio
|+ Audio track
|   + Sampling frequency: 48000.000000
|   + Bit depth: 24
|   + Channels: 2
|+ Codec ID: A_FLAC
|+ CodecPrivate, length 113
|+ Language: jpn
|+ Default duration: 85.333ms ( = 11.719 fps)
|+ found cluster
Deferring reading cues.
Seeking to 117228468 to read header element 0x1254c367.
All headers are parsed!
Detected file format: Matroska
Opening done: F:\Animation\落第骑士英雄谭\ Rakudai Kishi no Cavalry \SPs\ Rakudai Kishi no Cavalry .mkv
Loading external files in F:\Animation\落第骑士英雄谭\ Rakudai Kishi no Cavalry \SPs\
config path: 'sub/' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/sub/'
config path: 'sub/' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/sub/'
config path: 'sub/' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/sub/'
config path: 'audio/' -/-> 'C:\Users\Administrator\AppData\Roaming/mpv/audio/'
config path: 'audio/' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/audio/'
config path: 'audio/' -/-> 'C:/Program Files (x86)/SVP 4/mpv64/mpv/audio/'
Running hook: ytdl_hook/on_preloaded
Run command: hook-ack, flags=0, args=
(+) Video --vid=1 (*) (hevc)
(+) Audio --aid=1 --alang=jpn (*) (flac)
Initializing OpenGL backend 'angle'
Client connected
Using Direct3D 11 feature level 11_0
EGL_VERSION=1.4 (ANGLE 2.1.0.a4aaa2de57dc)
EGL_VENDOR=Google Inc. (adapter LUID: 0000000000008e0e)
EGL_CLIENT_APIS=OpenGL_ES
Trying to create GLES 3.x context.
Using DXGI 1.2+
GL_VERSION='OpenGL ES 3.0 (ANGLE 2.1.0.a4aaa2de57dc)'
Detected GLES 3.0.
GL_VENDOR='Google Inc.'
GL_RENDERER='ANGLE (NVIDIA GeForce GTX 1060 6GB Direct3D11 vs_5_0 ps_5_0)'
GL_SHADING_LANGUAGE_VERSION='OpenGL ES GLSL ES 3.00 (ANGLE 2.1.0.a4aaa2de57dc)'
Loaded extension GL_EXT_texture_norm16.
Loaded extension GL_EXT_color_buffer_half_float.
Loaded extension GL_EXT_disjoint_timer_query.
Loaded extension GL_ANGLE_translated_shader_source.
Reported display depth: R=8, G=8, B=8
Testing FBO format 0x805b
Create FBO: 16x16 (16x16)
Using FBO format 0x805b.
Loading hwdec driver 'dxva2-dummy'
Loading failed.
DPI detected from the old API: 96
display-fps: 60.000000
color-profile: C:\Windows\system32\spool\drivers\color\sRGB Color Space Profile.icm
Assuming 60.000000 FPS for display sync.
Container reported FPS: 23.976025
Codec list:
   hevc - HEVC (High Efficiency Video Coding)
   hevc_cuvid (hevc) - Nvidia CUVID HEVC decoder
Opening video decoder hevc
Probing 'dxva2-copy'...
Loading hwdec driver 'dxva2-dummy'
Loading failed.
Trying hardware decoding.
Using SSE4 memcpy
Loading hwdec driver 'dxva2-dummy'
Loading failed.
Selected video codec: hevc (HEVC (High Efficiency Video Coding))
Codec list:
   flac - FLAC (Free Lossless Audio Codec)
Opening audio decoder flac
Requesting 1 threads for decoding.
Selected audio codec: flac (FLAC (Free Lossless Audio Codec))
Starting playback...
Audio filter chain:
    48000Hz stereo 2ch s32
    48000Hz stereo 2ch s32
    48000Hz stereo 2ch s32
Trying audio driver 'wasapi'
requested format: 48000 Hz, stereo channels, s32
No device specified. Selecting default.
Selecting device '{d864919a-d192-4136-a969-3649298bca06}' (扬声器 (Realtek High Definition Audio))
Monitoring changes in device {0.0.0.00000000}.{d864919a-d192-4136-a969-3649298bca06}
Trying stereo s32 @ 48000hz (shared) -> ok
Accepted as stereo s32 @ 48000hz (shared)
Device period: 10 ms
Buffer frame count: 2400 (50 ms)
IAudioClock::GetFrequency gave a frequency of 384000.
device buffer: 2400 samples.
using soft-buffer of 9600 samples.
AO: 48000Hz stereo 2ch s32
AO: Description: Windows WASAPI audio output (event mode)
Pixel formats supported by decoder: dxva2_vld d3d11va_vld yuv420p10le
Codec profile: Main 10 (0x2)
20 decoder devices:
{86695f12-340e-4f04-9fd3-9253dd327460} MPEG2and1_VLDNV12
{ee27417f-5e28-4e65-beea-1d26b508adc9} MPEG2_VLDNV12
{6f3ec719-3735-42cc-8063-65cc3cb36616} <unknown>NV12
{1b81bea4-a0c7-11d3-b984-00c04f2e73c5} VC1_D2010NV12
{1b81bea3-a0c7-11d3-b984-00c04f2e73c5} VC1_DNV12
{32fcfe3f-de46-4a49-861b-ac71110649d5} <unknown>NV12
{d79be8da-0cf1-4c81-b82a-69a4e236f43d} <unknown>NV12
{f9aaccbb-c2b6-4cfc-8779-5707b1760552} <unknown>NV12
{1b81be68-a0c7-11d3-b984-00c04f2e73c5} H264_ENV12
{5b11d51b-2f4c-4452-bcc3-09f2a1160cc0} HEVC_VLD_MainNV12
{107af0e0-ef1a-4d19-aba8-67a163073d13} HEVC_VLD_Main10P010
{20bb8b0a-97aa-4571-8e99-64e60606c1a6} <unknown>P010
{15df9b21-06c4-47f1-841e-a67c97d7f312} <unknown>NV12
{efd64d74-c9e8-41d7-a5e9-e9b0e39fa319} <unknown>NV12
{ed418a9f-010d-4eda-9ae3-9a65358d8d2e} <unknown>NV12
{9947ec6f-689b-11dc-a320-0019dbbc4184} <unknown>NV12
{33fcfe41-de46-4a49-861b-ac71110649d5} <unknown>YUY2 NV12
{463707f8-a1d0-4585-876d-83aa6d60b89e} VP9_VLD_Profile0NV12
{6affd11e-1d96-42b1-a215-93a31f09a53d} <unknown>NV12
{914c84a3-4078-4fa9-984c-e2f262cb5c9c} <unknown>NV12
Selecting {107af0e0-ef1a-4d19-aba8-67a163073d13} HEVC_VLD_Main10 P010
Using hardware decoding (dxva2-copy).
Decoder format: 1920x1080 p010 bt.709/bt.709/bt.1886/limited CL=unknown
Using container aspect ratio.
Video filter chain:
    1920x1080 p010 bt.709/bt.709/bt.1886/limited CL=unknown
    1920x1080 p010 bt.709/bt.709/bt.1886/limited CL=unknown
VO: 1920x1080 p010
VO: Description: Extended OpenGL Renderer
requested window size larger than the screen
reset window bounds: 26:-11:1868:1080
resize window: 1852:1042
Resize: 1920x1080
Window size: 1920x1080
Video source: 1920x1080 (1:1)
Video display: (0, 0) 1920x1080 -> (0, 0) 1920x1080
Video scale: 1.000000/1.000000
OSD borders: l=0 t=0 r=0 b=0
Video borders: l=0 t=0 r=0 b=0
Testing FBO format 0x805b
Create FBO: 16x16 (16x16)
Using FBO format 0x805b.
Texture for plane 0: 1920x1080
Texture for plane 1: 960x540
set video colors output-levels=0
Resize: 1852x1042
Window size: 1852x1042
Video source: 1920x1080 (1:1)
Video display: (0, 0) 1920x1080 -> (0, 0) 1852x1042
Video scale: 0.964583/0.964815
OSD borders: l=0 t=0 r=0 b=0
Video borders: l=0 t=0 r=0 b=0
Create FBO: 1920x1080 (1920x1080)
recompiling a shader program:
header:
#define HOOKED_raw texture0
#define HOOKED_pos texcoord0
#define HOOKED_size texture_size0
#define HOOKED_rot texture_rot0
#define HOOKED_pt pixel_size0
#define HOOKED_tex(pos) (1.003906 * vec4(texture(HOOKED_raw, pos)).rgba)
#define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
#define LUMA_raw texture0
#define LUMA_pos texcoord0
[ 10] #define LUMA_size texture_size0
[ 11] #define LUMA_rot texture_rot0
[ 12] #define LUMA_pt pixel_size0
[ 13] #define LUMA_tex(pos) (1.003906 * vec4(texture(LUMA_raw, pos)).rgba)
[ 14] #define LUMA_texOff(off) LUMA_tex(LUMA_pos + LUMA_pt * vec2(off))
[ 15] float mod289(float x) { return x - floor(x / 289.0) * 289.0; }
[ 16] float permute(float x) { return mod289((34.0*x + 1.0) * x); }
[ 17] float rand(float x) { return fract(x / 41.0); }
[ 18] vec4 average(float range, inout float h) {
[ 19] float dist = rand(h) * range; h = permute(h);
[ 20] float dir = rand(h) * 6.2831853; h = permute(h);
[ 21] vec2 o = dist * vec2(cos(dir), sin(dir));
[ 22] vec4 ref;
[ 23] ref = HOOKED_texOff(vec2( o.x, o.y));
[ 24] ref = HOOKED_texOff(vec2(-o.y, o.x));
[ 25] ref = HOOKED_texOff(vec2(-o.x, -o.y));
[ 26] ref = HOOKED_texOff(vec2( o.y, -o.x));
[ 27] return (ref + ref + ref + ref)/4.0;
[ 28] }
body:
{
vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
color = HOOKED_tex(HOOKED_pos);
vec4 avg, diff;
avg = average(16.000000, h);
diff = abs(color - avg);
color = mix(avg, color, greaterThan(diff, vec4(0.003906)));
vec3 noise;
[ 10] noise.x = rand(h); h = permute(h);
[ 11] noise.y = rand(h); h = permute(h);
[ 12] noise.z = rand(h); h = permute(h);
[ 13] color.xyz += 0.005859 * (noise - vec3(0.5));
[ 14] }
[ 15] color.g = 0.000000;
[ 16] color.b = 0.000000;
[ 17] color.a = 1.000000;
Create FBO: 960x540 (960x540)
recompiling a shader program:
header:
#define HOOKED_raw texture0
#define HOOKED_pos texcoord0
#define HOOKED_size texture_size0
#define HOOKED_rot texture_rot0
#define HOOKED_pt pixel_size0
#define HOOKED_tex(pos) (1.003906 * vec4(texture(HOOKED_raw, pos)).rgba)
#define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
#define CHROMA_raw texture0
#define CHROMA_pos texcoord0
[ 10] #define CHROMA_size texture_size0
[ 11] #define CHROMA_rot texture_rot0
[ 12] #define CHROMA_pt pixel_size0
[ 13] #define CHROMA_tex(pos) (1.003906 * vec4(texture(CHROMA_raw, pos)).rgba)
[ 14] #define CHROMA_texOff(off) CHROMA_tex(CHROMA_pos + CHROMA_pt * vec2(off))
[ 15] float mod289(float x) { return x - floor(x / 289.0) * 289.0; }
[ 16] float permute(float x) { return mod289((34.0*x + 1.0) * x); }
[ 17] float rand(float x) { return fract(x / 41.0); }
[ 18] vec4 average(float range, inout float h) {
[ 19] float dist = rand(h) * range; h = permute(h);
[ 20] float dir = rand(h) * 6.2831853; h = permute(h);
[ 21] vec2 o = dist * vec2(cos(dir), sin(dir));
[ 22] vec4 ref;
[ 23] ref = HOOKED_texOff(vec2( o.x, o.y));
[ 24] ref = HOOKED_texOff(vec2(-o.y, o.x));
[ 25] ref = HOOKED_texOff(vec2(-o.x, -o.y));
[ 26] ref = HOOKED_texOff(vec2( o.y, -o.x));
[ 27] return (ref + ref + ref + ref)/4.0;
[ 28] }
body:
{
vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
color = HOOKED_tex(HOOKED_pos);
vec4 avg, diff;
avg = average(16.000000, h);
diff = abs(color - avg);
color = mix(avg, color, greaterThan(diff, vec4(0.003906)));
vec3 noise;
[ 10] noise.x = rand(h); h = permute(h);
[ 11] noise.y = rand(h); h = permute(h);
[ 12] noise.z = rand(h); h = permute(h);
[ 13] color.xyz += 0.005859 * (noise - vec3(0.5));
[ 14] }
[ 15] color.b = 0.000000;
[ 16] color.a = 1.000000;
Create FBO: 960x1080 (960x1280)
recompiling a shader program:
// upscaling plane 1
#undef tex
#define tex texture0
vec2 pos = texcoord0;
vec2 size = texture_size0;
vec2 pt = pixel_size0;
// pass 1
color = vec4(0.0);
{
[ 10] vec2 dir = vec2(0.0, 1.0);
[ 11] pt *= dir;
[ 12] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[ 13] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[ 14] vec4 c;
[ 15] float fcoord_lut = LUT_POS(fcoord, 64.0);
[ 16] vec4 c1 = texture(lut, vec2(0.25, fcoord_lut));
[ 17] vec4 c2 = texture(lut, vec2(0.75, fcoord_lut));
[ 18] float weights = float[](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
[ 19] // scaler samples
[ 20] c = texture(tex, base + pt * vec2(0.0));
[ 21] color += vec4(weights) * c;
[ 22] c = texture(tex, base + pt * vec2(1.0));
[ 23] color += vec4(weights) * c;
[ 24] c = texture(tex, base + pt * vec2(2.0));
[ 25] color += vec4(weights) * c;
[ 26] c = texture(tex, base + pt * vec2(3.0));
[ 27] color += vec4(weights) * c;
[ 28] c = texture(tex, base + pt * vec2(4.0));
[ 29] color += vec4(weights) * c;
[ 30] c = texture(tex, base + pt * vec2(5.0));
[ 31] color += vec4(weights) * c;
[ 32] }
[ 33] color *= 1.000000;
Create FBO: 1920x1080 (2048x1280)
recompiling a shader program:
#undef tex
#define tex texture0
vec2 pos = texcoord0;
vec2 size = texture_size0;
vec2 pt = pixel_size0;
// pass 2
color = vec4(0.0);
{
vec2 dir = vec2(1.0, 0.0);
[ 10] pt *= dir;
[ 11] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[ 12] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[ 13] vec4 c;
[ 14] float fcoord_lut = LUT_POS(fcoord, 64.0);
[ 15] vec4 c1 = texture(lut, vec2(0.25, fcoord_lut));
[ 16] vec4 c2 = texture(lut, vec2(0.75, fcoord_lut));
[ 17] float weights = float[](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
[ 18] // scaler samples
[ 19] c = texture(tex, base + pt * vec2(0.0));
[ 20] color += vec4(weights) * c;
[ 21] c = texture(tex, base + pt * vec2(1.0));
[ 22] color += vec4(weights) * c;
[ 23] c = texture(tex, base + pt * vec2(2.0));
[ 24] color += vec4(weights) * c;
[ 25] c = texture(tex, base + pt * vec2(3.0));
[ 26] color += vec4(weights) * c;
[ 27] c = texture(tex, base + pt * vec2(4.0));
[ 28] color += vec4(weights) * c;
[ 29] c = texture(tex, base + pt * vec2(5.0));
[ 30] color += vec4(weights) * c;
[ 31] }
[ 32] color.b = 0.000000;
[ 33] color.a = 1.000000;
Create FBO: 1920x1080 (1920x1080)
recompiling a shader program:
// combining planes
color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;
// color conversion
color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;
color.a = 1.0;
// scaler pre-conversion
color.rgb = clamp(color.rgb, 0.0, 1.0);
color.rgb = pow(color.rgb, vec3(2.4));
[ 10] // main scaling
Create FBO: 1920x1042 (1920x1280)
recompiling a shader program:
#undef tex
#define tex texture0
vec2 pos = texcoord0;
vec2 size = texture_size0;
vec2 pt = pixel_size0;
// pass 1
color = vec4(0.0);
{
vec2 dir = vec2(0.0, 1.0);
[ 10] pt *= dir;
[ 11] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[ 12] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[ 13] vec4 c;
[ 14] float fcoord_lut = LUT_POS(fcoord, 64.0);
[ 15] vec4 c1 = texture(lut, vec2(0.25, fcoord_lut));
[ 16] vec4 c2 = texture(lut, vec2(0.75, fcoord_lut));
[ 17] float weights = float[](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
[ 18] // scaler samples
[ 19] c = texture(tex, base + pt * vec2(0.0));
[ 20] color += vec4(weights) * c;
[ 21] c = texture(tex, base + pt * vec2(1.0));
[ 22] color += vec4(weights) * c;
[ 23] c = texture(tex, base + pt * vec2(2.0));
[ 24] color += vec4(weights) * c;
[ 25] c = texture(tex, base + pt * vec2(3.0));
[ 26] color += vec4(weights) * c;
[ 27] c = texture(tex, base + pt * vec2(4.0));
[ 28] color += vec4(weights) * c;
[ 29] c = texture(tex, base + pt * vec2(5.0));
[ 30] color += vec4(weights) * c;
[ 31] }
[ 32] color *= 1.000000;
Dither to 8.
recompiling a shader program:
#undef tex
#define tex texture0
vec2 pos = texcoord0;
vec2 size = texture_size0;
vec2 pt = pixel_size0;
// pass 2
color = vec4(0.0);
{
vec2 dir = vec2(1.0, 0.0);
[ 10] pt *= dir;
[ 11] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[ 12] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[ 13] vec4 c;
[ 14] float fcoord_lut = LUT_POS(fcoord, 64.0);
[ 15] vec4 c1 = texture(lut, vec2(0.25, fcoord_lut));
[ 16] vec4 c2 = texture(lut, vec2(0.75, fcoord_lut));
[ 17] float weights = float[](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
[ 18] // scaler samples
[ 19] c = texture(tex, base + pt * vec2(0.0));
[ 20] color += vec4(weights) * c;
[ 21] c = texture(tex, base + pt * vec2(1.0));
[ 22] color += vec4(weights) * c;
[ 23] c = texture(tex, base + pt * vec2(2.0));
[ 24] color += vec4(weights) * c;
[ 25] c = texture(tex, base + pt * vec2(3.0));
[ 26] color += vec4(weights) * c;
[ 27] c = texture(tex, base + pt * vec2(4.0));
[ 28] color += vec4(weights) * c;
[ 29] c = texture(tex, base + pt * vec2(5.0));
[ 30] color += vec4(weights) * c;
[ 31] }
[ 32] color.a = 1.000000;
[ 33] // scaler post-conversion
[ 34] // color mapping
[ 35] color.rgb = clamp(color.rgb, 0.0, 1.0);
[ 36] color.rgb = pow(color.rgb, vec3(1.0/2.4));
[ 37] // dithering
[ 38] vec2 dither_pos = gl_FragCoord.xy / 64.0;
[ 39] float dither_value = texture(dither, dither_pos).r;
[ 40] color = floor(color * 255.0 + dither_value + 0.5 / 4096.0) / 255.0;
PlayResX undefined, setting to 960
fontselect: (sans-serif, 400, 0) -> ArialMT, 0, ArialMT
first video frame after restart shown
starting audio playback
playback restart complete
Run command: vf, flags=0, args=:4:15]
Opening video filter:
Setting option 'file' = 'C:\Users\Administrator\AppData\Roaming\SVP4\scripts\eff1a40a.py' (flags = 0)
Setting option 'buffered-frames' = '4' (flags = 0)
Setting option 'concurrent-frames' = '15' (flags = 0)
user path: 'C:\Users\Administrator\AppData\Roaming\SVP4\scripts\eff1a40a.py' -> 'C:\Users\Administrator\AppData\Roaming\SVP4\scripts\eff1a40a.py'
using 15 concurrent requests.
Using conversion filter.
SwScaler: reducing / aligning filtersize 1 -> 4
SwScaler: reducing / aligning filtersize 1 -> 4
SwScaler: reducing / aligning filtersize 1 -> 1
SwScaler: reducing / aligning filtersize 1 -> 1
swscaler: bicubic scaler, from p010le to yuv420p16le using MMXEXT
swscaler: 1920x1080 -> 1920x1080
Video filter chain:
    1920x1080 p010 bt.709/bt.709/bt.1886/limited CL=unknown
    1920x1080 yuv420p16 bt.709/bt.709/bt.1886/limited CL=unknown
    "vapoursynth.00" 1920x1080 yuv420p10 bt.709/bt.709/bt.1886/limited CL=unknown
    1920x1080 yuv420p10 bt.709/bt.709/bt.1886/limited CL=unknown
VO: 1920x1080 yuv420p10
VO: Description: Extended OpenGL Renderer
reset window bounds: 26:-11:1868:1080
Resize: 1852x1042
Window size: 1852x1042
Video source: 1920x1080 (1:1)
Video display: (0, 0) 1920x1080 -> (0, 0) 1852x1042
Video scale: 0.964583/0.964815
OSD borders: l=0 t=0 r=0 b=0
Video borders: l=0 t=0 r=0 b=0
Testing FBO format 0x805b
Create FBO: 16x16 (16x16)
Using FBO format 0x805b.
Texture for plane 0: 1920x1080
Texture for plane 1: 960x540
Texture for plane 2: 960x540
set video colors output-levels=0
Resize: 1852x1042
Window size: 1852x1042
Video source: 1920x1080 (1:1)
Video display: (0, 0) 1920x1080 -> (0, 0) 1852x1042
Video scale: 0.964583/0.964815
OSD borders: l=0 t=0 r=0 b=0
Video borders: l=0 t=0 r=0 b=0
Create FBO: 960x540 (960x540)
recompiling a shader program:
// merging plane 1 ...
color.r = 64.250000 * vec4(texture(texture0, texcoord0)).r;
// merging plane 2 ... into 1
color.g = 64.250000 * vec4(texture(texture1, texcoord1)).r;
Run command: script-binding, flags=9, args=
Create FBO: 1920x1080 (1920x1080)
recompiling a shader program:
header:
#define HOOKED_raw texture0
#define HOOKED_pos texcoord0
#define HOOKED_size texture_size0
#define HOOKED_rot texture_rot0
#define HOOKED_pt pixel_size0
#define HOOKED_tex(pos) (64.250000 * vec4(texture(HOOKED_raw, pos)).rgba)
#define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
#define LUMA_raw texture0
#define LUMA_pos texcoord0
[ 10] #define LUMA_size texture_size0
[ 11] #define LUMA_rot texture_rot0
[ 12] #define LUMA_pt pixel_size0
[ 13] #define LUMA_tex(pos) (64.250000 * vec4(texture(LUMA_raw, pos)).rgba)
[ 14] #define LUMA_texOff(off) LUMA_tex(LUMA_pos + LUMA_pt * vec2(off))
[ 15] float mod289(float x) { return x - floor(x / 289.0) * 289.0; }
[ 16] float permute(float x) { return mod289((34.0*x + 1.0) * x); }
[ 17] float rand(float x) { return fract(x / 41.0); }
[ 18] vec4 average(float range, inout float h) {
[ 19] float dist = rand(h) * range; h = permute(h);
[ 20] float dir = rand(h) * 6.2831853; h = permute(h);
[ 21] vec2 o = dist * vec2(cos(dir), sin(dir));
[ 22] vec4 ref;
[ 23] ref = HOOKED_texOff(vec2( o.x, o.y));
[ 24] ref = HOOKED_texOff(vec2(-o.y, o.x));
[ 25] ref = HOOKED_texOff(vec2(-o.x, -o.y));
[ 26] ref = HOOKED_texOff(vec2( o.y, -o.x));
[ 27] return (ref + ref + ref + ref)/4.0;
[ 28] }
body:
{
vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
color = HOOKED_tex(HOOKED_pos);
vec4 avg, diff;
avg = average(16.000000, h);
diff = abs(color - avg);
color = mix(avg, color, greaterThan(diff, vec4(0.003906)));
vec3 noise;
[ 10] noise.x = rand(h); h = permute(h);
[ 11] noise.y = rand(h); h = permute(h);
[ 12] noise.z = rand(h); h = permute(h);
[ 13] color.xyz += 0.005859 * (noise - vec3(0.5));
[ 14] }
[ 15] color.g = 0.000000;
[ 16] color.b = 0.000000;
[ 17] color.a = 1.000000;
Create FBO: 960x540 (960x540)
recompiling a shader program:
header:
#define HOOKED_raw texture0
#define HOOKED_pos texcoord0
#define HOOKED_size texture_size0
#define HOOKED_rot texture_rot0
#define HOOKED_pt pixel_size0
#define HOOKED_tex(pos) (1.000000 * vec4(texture(HOOKED_raw, pos)).rgba)
#define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
#define CHROMA_raw texture0
#define CHROMA_pos texcoord0
[ 10] #define CHROMA_size texture_size0
[ 11] #define CHROMA_rot texture_rot0
[ 12] #define CHROMA_pt pixel_size0
[ 13] #define CHROMA_tex(pos) (1.000000 * vec4(texture(CHROMA_raw, pos)).rgba)
[ 14] #define CHROMA_texOff(off) CHROMA_tex(CHROMA_pos + CHROMA_pt * vec2(off))
[ 15] float mod289(float x) { return x - floor(x / 289.0) * 289.0; }
[ 16] float permute(float x) { return mod289((34.0*x + 1.0) * x); }
[ 17] float rand(float x) { return fract(x / 41.0); }
[ 18] vec4 average(float range, inout float h) {
[ 19] float dist = rand(h) * range; h = permute(h);
[ 20] float dir = rand(h) * 6.2831853; h = permute(h);
[ 21] vec2 o = dist * vec2(cos(dir), sin(dir));
[ 22] vec4 ref;
[ 23] ref = HOOKED_texOff(vec2( o.x, o.y));
[ 24] ref = HOOKED_texOff(vec2(-o.y, o.x));
[ 25] ref = HOOKED_texOff(vec2(-o.x, -o.y));
[ 26] ref = HOOKED_texOff(vec2( o.y, -o.x));
[ 27] return (ref + ref + ref + ref)/4.0;
[ 28] }
body:
{
vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
color = HOOKED_tex(HOOKED_pos);
vec4 avg, diff;
avg = average(16.000000, h);
diff = abs(color - avg);
color = mix(avg, color, greaterThan(diff, vec4(0.003906)));
vec3 noise;
[ 10] noise.x = rand(h); h = permute(h);
[ 11] noise.y = rand(h); h = permute(h);
[ 12] noise.z = rand(h); h = permute(h);
[ 13] color.xyz += 0.005859 * (noise - vec3(0.5));
[ 14] }
[ 15] color.b = 0.000000;
[ 16] color.a = 1.000000;
Run command: enable-section, flags=0, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Create FBO: 960x1080 (960x1280)
Create FBO: 1920x1080 (2048x1280)
Create FBO: 1920x1080 (1920x1080)
Create FBO: 1920x1042 (1920x1280)
Dither to 8.
fontselect: (mpv-osd-symbols, 400, 0) -> mpv-osd-symbols-Regular, 0, mpv-osd-symbols-Regular
Reallocating OSD texture to 2048x256.
recompiling a shader program:
// OSD (libass)
color = vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);
// color mapping
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: disable-section, flags=0, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: enable-section, flags=0, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Reallocating OSD texture to 2048x512.
Run command: disable-section, flags=0, args=
Run command: script-binding, flags=9, args=
Run command: enable-section, flags=0, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: disable-section, flags=0, args=
Run command: script-binding, flags=9, args=
Run command: script-binding, flags=9, args=
Run command: quit, flags=9, args=
EOF code: 6
Uninit audio decoder.
Filter error at frame 490: EOF or filter reinit/uninit
Filter error at frame 488: EOF or filter reinit/uninit
Filter error at frame 489: EOF or filter reinit/uninit
Uninit video.
finished playback, success (reason 3)


Exiting... (Quit)
Exiting...
Exiting...
Exiting...
flushing shader cache
uninit


wby238 发表于 2017-4-15 15:27:16

blackmickey 发表于 2017-4-15 14:55
原本




现在用pot打开视频后svp都没反应了……
日志:
15:18:14.245 : Performance: quick estimation = 389 (previous value was 544)
15:18:14.703 : PotPlayer: found new player instance
15:18:15.118 : Screens: screen 0 - 1920x1080 @60.001 Hz , x1.0
15:18:15.118 : Screens: primary screen is 0
15:18:20.473 : VideoPlayer: ffdshow filter ignored in PotPlayer instance
15:18:24.351 : Tube: youtube_dl ready
15:18:46.591 : FFDShow: remove instance
15:18:46.922 : PotPlayer: player closed
15:19:11.923 : PotPlayer: found new player instance
15:19:16.398 : VideoPlayer: ffdshow filter ignored in PotPlayer instance
15:19:53.981 : FFDShow: remove instance
15:19:54.093 : PotPlayer: player closed
15:19:55.620 : PotPlayer: found new player instance

blackmickey 发表于 2017-4-15 15:44:15

本帖最后由 blackmickey 于 2017-4-15 15:45 编辑

wby238 发表于 2017-4-15 15:18
感觉我的mpv也没开硬解,即使降低了svp的设置,cpu也几乎在95%以上(E3-1231 v3),用GPU-Z查看时发现视 ...
我這裡測試是正常流暢撥放的,E3-1231 v3效能和I7-7700K效能差應該是沒這麼大的

開硬解,
http://i.imgur.com/y97i0Yi.jpg

關閉硬解,
http://i.imgur.com/kGhpd7b.jpg

cpu使用率差約10%

或者試試這個我剛改的替換C:\Program Files (x86)\SVP 4\mpv64\mpv.conf

這是關閉硬解的設定,撥放時按下O可以顯示使用什麼解碼


blackmickey 发表于 2017-4-15 15:51:21

wby238 发表于 2017-4-15 15:27
现在用pot打开视频后svp都没反应了……
日志:

native這項要設定成 true
http://i.imgur.com/caG5CEk.png

wby238 发表于 2017-4-15 16:00:54

blackmickey 发表于 2017-4-15 15:51
native這項要設定成 true

我已经设为true了……
但是svp居然不开启插帧……
然后我设为false再去播放,结果正常开启插帧……

日志:
15:52:19.778 : Main: preparing FRC profiles...
15:52:19.816 : Main: preparing performance graphs...
15:52:19.877 : Main: preparing ffdshow...
15:52:19.877 : FFDShow: can't find system-wide installation
15:52:19.883 : Main: preparing PotPlayer...
15:52:19.883 : Main: preparing mpv...
15:52:19.883 : Main: preparing remote control...
15:52:19.884 : RemoteControl: started
15:52:19.884 : Main: preparing main menu...
15:52:19.891 : Main: loading extensions...
15:52:19.892 : Extensions: found svptube 2.0.0.110 ...
15:52:19.904 : Settings: loading tube.cfg OK
15:52:19.913 : Tube: initializing youtube_dl...
15:52:19.947 : Main: initialization completed in 1186 ms, but still waiting for the screens measurement...
15:52:19.952 : Updates: checking now...
15:52:21.763 : Tube: youtube_dl ready
15:52:22.435 : Performance: quick estimation = 416 (previous value was 366)
15:52:23.203 : Screens: screen 0 - 1920x1080 @60.002 Hz , x1.0
15:52:23.203 : Screens: primary screen is 0
15:52:27.631 : PotPlayer: found new player instance
15:52:31.684 : VideoPlayer: ffdshow filter ignored in PotPlayer instance
15:53:33.073 : FFDShow: remove instance
15:53:33.399 : PotPlayer: player closed
15:53:37.115 : PotPlayer: found new player instance
15:53:40.463 : VideoPlayer: ffdshow filter ignored in PotPlayer instance
15:54:12.949 : Updates: failed - Connection timed out
15:56:57.521 : VideoPlayer: new ffdshow video in PotPlayerMini64.exe (64-bit) on screen 0
15:56:57.641 : Media: video 1920x1080 at 23.976 fps
15:56:57.641 : Media: codec type is AVC, YUV/4:2:0/10 bits
15:56:57.828 : Playback: starting up...
15:56:57.831 : Playback : Frame server (64-bit) 0.1.0.0, AviSynth+ 0.1 (r2455, MT, x86_64), C:\Windows\system32\avisynth.dll
15:56:57.831 : Playback : resulting video frame 1920x1080
15:56:57.832 : Playback : 1 acceptible profiles, best is '自动'
15:56:57.844 : Playback : enabled while video is playing
15:56:57.845 : Profile: using auto values
15:56:57.877 : Playback : playing at 59.94
15:56:57.878 : Profile: using auto values
15:56:57.889 : Playback : playing at 59.94
15:56:57.890 : Profile: using auto values
15:56:57.901 : Playback : playing at 59.94
15:56:57.901 : Profile: using auto values
15:56:57.912 : Playback : playing at 59.94
15:57:01.440 : Playback : seek was detected - turning off and back on...
15:57:16.563 : FFDShow: remove instance
15:57:16.564 : Playback : disabled while video is stopped
15:57:16.865 : Playback : deleted

blackmickey 发表于 2017-4-15 16:23:32

wby238 发表于 2017-4-15 16:00
我已经设为true了……
但是svp居然不开启插帧……
然后我设为false再去播放,结果正常开启插帧……


呃...好吧。
我也不知道為甚麼
反正可以用就好了?

wby238 发表于 2017-4-15 16:28:59

blackmickey 发表于 2017-4-15 15:44
我這裡測試是正常流暢撥放的,E3-1231 v3效能和I7-7700K效能差應該是沒這麼大的

開硬解,


我用了你的配置,但效果差很远……
目前我只能用dxva2-copy来硬解,但同样的svp设置在8bit下流畅无丢帧,到了10bit就开始疯狂丢帧了……


blackmickey 发表于 2017-4-15 16:56:24

本帖最后由 blackmickey 于 2017-4-15 17:10 编辑

wby238 发表于 2017-4-15 16:28
我用了你的配置,但效果差很远……
目前我只能用dxva2-copy来硬解,但同样的svp设置在8bit下流畅无丢帧, ...
說在前頭,我不知道為什麼,從沒遇過

看圖來說,
有可能是upload-peak太高了,竟然有43ms,60hz才16.66ms

有可能和顯示卡驅動有關,
SVP討論區有回報有些Nvidia驅動異常(像是378.49)
http://www.svp-team.com/forum/viewtopic.php?id=3801
http://www.svp-team.com/forum/viewtopic.php?id=3787
http://www.svp-team.com/forum/viewtopic.php?id=3782

也可以把 Nvidia 控制面板 ->管理3D設定 內的效能調整一下,
把類似節能的都關閉試試。

或者使用Display Driver Uninstaller(DDU)將顯示卡驅動乾淨移除重裝

還是不行的話,用SVP內的報錯,回報給MAG79吧。

希望能幫到您。

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查看完整版本: 60fps真是有毒(SVP更新,支持10bit,新增支付宝微信支付,112楼更新配置心得)