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Ποσο ρολο παιζει η CPU, αν χρησιμοποιουμε ξεχωριστη καρτα γραφικων?
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<blockquote data-quote="Manou" data-source="post: 1058286847" data-attributes="member: 1990"><p><strong>Re: Απάντηση: Re: Ποσο ρολο παιζει η CPU, αν χρησιμοποιουμε ξεχωριστη καρτα γραφικων?</strong></p><p></p><p></p><p></p><p></p><p>madVR offers four methods for dealing with HDR10 metadata:</p><p>let madVR decide: The display capabilities are detected by madVR. Displays that are HDR-compatible receive the metadata via passthrough (untouched). Not HDR-compatible? The metadata is converted to SDR via pixel shader math at reasonable quality, but not the highest quality.</p><p>passthrough HDR to display: The display receives the regular HDR content untouched for conversion by the display (a setting of let madVR decide will also accomplish this). HDR passthrough should only be used for displays which natively support HDR playback. send HDR metadata to the display: Use Nvidia's/AMD's private APIs: requires a Nvidia/AMD GPU with recent drivers and a minimum of Windows 7. Use Windows 10 API (D3D 11 only): For Intel users; requires Windows 10 and use Direct3D 11 for presentation (Windows 7 and newer). HDR and WCG should be enabled in Windows display settings. This is important as the Windows API will not dynamically switch in and out of HDR mode. By comparison, the Nvidia/AMD API does dynamically switch HDR on and off when an HDR video is stopped and started allowing for perfect SDR and HDR playback. The Windows 10 API is all or nothing — all HDR all the time. The Nvidia/AMD API requires Windows 10 HDR and WCG is deactivated. AMD also requires two additional settings: Direct3D 11 for presentation (Windows 7 and newer) in general settings and 10-bit output from madVR (8-bits at the GPU is possible). You do not need to select 10-bit output for Nvidia GPUs; dithered 8-bit output is acceptable and sometimes preferable for some displays.</p><p>tone map HDR using pixel shaders: HDR is converted to SDR. The display receives SDR content. output video in HDR format: The display receives HDR content, but the HDR source is tone mapped/downconverted to the target specs.</p><p>tone map HDR using external 3DLUT: The display receives HDR or SDR content with the 3D LUT downconverting the HDR source to some extent. The 3D LUT input is R'G'B' HDR (PQ). The output is either R'G'B' SDR (gamma) or R'G'B' HDR (PQ). The 3D LUT applies some tone and/or gamut mapping.</p><p></p><p>Εσύ θα ασχοληθείς μόνο με το passthrough HDR to display. Τα target nits, ειναι για HDR--> SDR κυρίως για αυτούς που δεν εχουν HDR προβολικά. </p><p>Για τις ρυθμίσεις στο control panel της nvidia θα πρεπει να διαλέξεις rgb full (αρχικά στα 8bit και μετα βλέπουμε).</p></blockquote><p></p>
[QUOTE="Manou, post: 1058286847, member: 1990"] [b]Re: Απάντηση: Re: Ποσο ρολο παιζει η CPU, αν χρησιμοποιουμε ξεχωριστη καρτα γραφικων?[/b] madVR offers four methods for dealing with HDR10 metadata: let madVR decide: The display capabilities are detected by madVR. Displays that are HDR-compatible receive the metadata via passthrough (untouched). Not HDR-compatible? The metadata is converted to SDR via pixel shader math at reasonable quality, but not the highest quality. passthrough HDR to display: The display receives the regular HDR content untouched for conversion by the display (a setting of let madVR decide will also accomplish this). HDR passthrough should only be used for displays which natively support HDR playback. send HDR metadata to the display: Use Nvidia's/AMD's private APIs: requires a Nvidia/AMD GPU with recent drivers and a minimum of Windows 7. Use Windows 10 API (D3D 11 only): For Intel users; requires Windows 10 and use Direct3D 11 for presentation (Windows 7 and newer). HDR and WCG should be enabled in Windows display settings. This is important as the Windows API will not dynamically switch in and out of HDR mode. By comparison, the Nvidia/AMD API does dynamically switch HDR on and off when an HDR video is stopped and started allowing for perfect SDR and HDR playback. The Windows 10 API is all or nothing — all HDR all the time. The Nvidia/AMD API requires Windows 10 HDR and WCG is deactivated. AMD also requires two additional settings: Direct3D 11 for presentation (Windows 7 and newer) in general settings and 10-bit output from madVR (8-bits at the GPU is possible). You do not need to select 10-bit output for Nvidia GPUs; dithered 8-bit output is acceptable and sometimes preferable for some displays. tone map HDR using pixel shaders: HDR is converted to SDR. The display receives SDR content. output video in HDR format: The display receives HDR content, but the HDR source is tone mapped/downconverted to the target specs. tone map HDR using external 3DLUT: The display receives HDR or SDR content with the 3D LUT downconverting the HDR source to some extent. The 3D LUT input is R'G'B' HDR (PQ). The output is either R'G'B' SDR (gamma) or R'G'B' HDR (PQ). The 3D LUT applies some tone and/or gamut mapping. Εσύ θα ασχοληθείς μόνο με το passthrough HDR to display. Τα target nits, ειναι για HDR--> SDR κυρίως για αυτούς που δεν εχουν HDR προβολικά. Για τις ρυθμίσεις στο control panel της nvidia θα πρεπει να διαλέξεις rgb full (αρχικά στα 8bit και μετα βλέπουμε). [/QUOTE]
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