MPC plays HD blocky but VLC works fine?

Soldato
Joined
7 Jul 2004
Posts
7,757
Location
Gloucester
I have a numerous 1080p x264 files.
When I use MPC-HC I get blockyness & glitches in the video however VLC plays them fine. I'd rather use MPC for the DX acceleration settings etc as it's much better picture quality.

Does anyone know how to sort out the blockyness?
 

mrk

mrk

Man of Honour
Joined
18 Oct 2002
Posts
99,995
Location
South Coast
h.264-AVC files should all be the same picture quality as there's a standard to follow when playing - Sounds like your MPC is not using the correct decoder or your settings are incorrect. The benefit from one decoder to the other is CPU utilisation and GPU acceleration (DXVA) and gpu post processing (if chosen).

Can you set your MPC to save settings to an ini file (Options > Player > Other) and post the ini file here so I can have a look?
 
Soldato
OP
Joined
7 Jul 2004
Posts
7,757
Location
Gloucester
Thats weird then. Works on VLC & not MPC. I've tried using MPC built in decoder & Haali media splitter...

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Shaders List=deinterlace (blend)|sharpen complex|16-235 -> 0-255|
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Show OSD=1
InterfaceLanguage=0
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[Shaders]
Initialized=1
Combine=deinterlace (blend)|sharpen complex|16-235 -> 0-255
0=YV12 Chroma Upsampling|ps_2_0|/*\nYV12 chroma upsampling fixer\nby Kurt Bernhard 'Leak' Pruenner\n\nUse with YV12 output if the half-resolution chroma \ngets upsampled in hardware by doubling the values\ninstead of interpolating between them.\n\n(i.e. if you're getting blocky red edges on dark \nbackgrounds...)\n*/\n\nsampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n\nfloat4 getPixel(float2 tex, float dx, float dy)\n{\n\ttex.x+=dx;\n\ttex.y+=dy;\n\t\n\treturn tex2D(s0, tex);\n}\n\nfloat4 rgb2yuv(float4 rgb)\n{\n\tfloat4x4 coeffs=\n\t\t{\n\t\t\t 0.299, 0.587, 0.114, 0.000,\n\t\t\t-0.147,-0.289, 0.436, 0.000,\n\t\t\t 0.615,-0.515,-0.100, 0.000,\n\t\t\t 0.000, 0.000, 0.000, 0.000\n\t\t};\n\t\t\n\treturn mul(coeffs,rgb);\n}\n\nfloat4 yuv2rgb(float4 yuv)\n{\n\tfloat4x4 coeffs=\n\t\t{\n\t\t\t 1.000, 0.000, 1.140, 0.000,\n\t\t\t 1.000,-0.395,-0.581, 0.000,\n\t\t\t 1.000, 2.032, 0.000, 0.000,\n\t\t\t 0.000, 0.000, 0.000, 0.000\n\t\t};\n\t\n\treturn mul(coeffs,yuv);\n}\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\tfloat dx=1/width;\n\tfloat dy=1/height;\n\t\n\tfloat4 yuv00=rgb2yuv(getPixel(tex,-dx,-dy));\n\tfloat4 yuv01=rgb2yuv(getPixel(tex,-dx, 0));\n\tfloat4 yuv02=rgb2yuv(getPixel(tex,-dx, dy));\n\tfloat4 yuv10=rgb2yuv(getPixel(tex, 0,-dy));\n\tfloat4 yuv11=rgb2yuv(getPixel(tex, 0, 0));\n\tfloat4 yuv12=rgb2yuv(getPixel(tex, 0, dy));\n\tfloat4 yuv20=rgb2yuv(getPixel(tex, dx,-dy));\n\tfloat4 yuv21=rgb2yuv(getPixel(tex, dx, 0));\n\tfloat4 yuv22=rgb2yuv(getPixel(tex, dx, dy));\n\n\tfloat4 yuv=\n\t\t(yuv00*1+yuv01*2+yuv02*1+\n\t\t yuv10*2+yuv11*4+yuv12*2+\n\t\t yuv20*1+yuv21*2+yuv22*1)/16;\n\t\n\tyuv.r=yuv11.r;\n\n\treturn yuv2rgb(yuv);\n}
1=sharpen complex|ps_2_0|sampler s0 : register(s0); \nfloat4 p0 : register(c0); \nfloat4 p1 : register(c1); \n\n#define width (p0[0]) \n#define height (p0[1]) \n\n#define dx (p1[0]) \n#define dy (p1[1]) \n\nfloat4 main( float2 tex : TEXCOORD0 ) : COLOR \n{ \n// definition des pixels : original, flouté, corigé, final \nfloat4 ori; \nfloat4 flou; \nfloat4 cori; \nfloat4 final; \n\n//////////////////////////////////////////////////// \n// récuppération de la matrice de 9 points \n// [ 1, 2 , 3 ] \n// [ 4,ori, 5 ] \n// [ 6, 7 , 8 ] \n\n ori = tex2D(s0, tex); \n float4 c1 = tex2D(s0, tex + float2(-dx,-dy)); \n float4 c2 = tex2D(s0, tex + float2(0,-dy)); \n float4 c3 = tex2D(s0, tex + float2(dx,-dy)); \n float4 c4 = tex2D(s0, tex + float2(-dx,0)); \n float4 c5 = tex2D(s0, tex + float2(dx,0)); \n float4 c6 = tex2D(s0, tex + float2(-dx,dy)); \n float4 c7 = tex2D(s0, tex + float2(0,dy)); \n float4 c8 = tex2D(s0, tex + float2(dx,dy)); \n\n//////////////////////////////////////////////////// \n// calcul image floue (filtre gaussien) \n // pour normaliser les valeurs, il faut diviser par la somme des coef \n // 1/(1+2+1+2+4+2+1+2+1) = 1/ 16 = .0625 \n flou = (c1+c3+c6+c8 + 2*(c2+c4+c5+c7)+ 4*ori)*0.0625; \n\n// soustraction de l'image flou à l'image originale \n cori = 2*ori - flou; \n\n//////////////////////////////////////////////////// \n// détection des contours \nfloat delta1; \nfloat delta2; \nfloat value; \n\n// par filtre de sobel \n // Gradient horizontal \n // [ -1, 0 ,1 ] \n // [ -2, 0, 2 ] \n // [ -1, 0 ,1 ] \n delta1 = (c3 + 2*c5 + c8)-(c1 + 2*c4 + c6); \n\n // Gradient vertical \n // [ -1,- 2,-1 ] \n // [ 0, 0, 0 ] \n // [ 1, 2, 1 ] \n delta2 = (c6 + 2*c7 + c8)-(c1 + 2*c2 + c3); \n\n // calcul \n value = sqrt( mul(delta1,delta1) + mul(delta2,delta2) ) ; \n\n if( value >.3 ) \n { \n//////////////////////////////////////////////////// \n// si contour, sharpen \n#define Sharpen_val0 2.0 \n#define Sharpen_val1 0.125 \n final = ori*2 - (c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8 ) * 0.125 ; \n// final= float4(1,0,0,0); \n return final; \n } \n else \n { \n//////////////////////////////////////////////////// \n// sinon, image corrigée \n return cori; \n } \n}
2=16-235 -> 0-255|ps_2_0|sampler s0 : register(s0); \nfloat4 p0 : register(c0); \nfloat4 p1 : register(c1); \n\n#define width (p0[0]) \n#define height (p0[1]) \n#define counter (p0[2]) \n#define clock (p0[3]) \n#define one_over_width (p1[0]) \n#define one_over_height (p1[1]) \n\n#define PI acos(-1) \n\n#define Const_1 (16.0/255.0) \n#define Const_2 (255.0/219.0) \n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR \n{\n//\t#### Uncomment this part to limit TV->PC level to SD files\t\n//\tif (height < 720) \n//\t\treturn( ( tex2D( s0, tex ) - Const_1 ) * Const_2 ); \n//\telse \n//\t\treturn tex2D( s0, tex ); \n\n\treturn( ( tex2D( s0, tex ) - Const_1 ) * Const_2 ); \n}\n
3=emboss|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define PI acos(-1)\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\tfloat dx = 1/width;\n\tfloat dy = 1/height;\n\t\n\tfloat4 c1 = tex2D(s0, tex + float2(-dx,-dy));\n\tfloat4 c2 = tex2D(s0, tex + float2(0,-dy));\n\tfloat4 c4 = tex2D(s0, tex + float2(-dx,0));\n\tfloat4 c6 = tex2D(s0, tex + float2(dx,0));\n\tfloat4 c8 = tex2D(s0, tex + float2(0,dy));\n\tfloat4 c9 = tex2D(s0, tex + float2(dx,dy));\n\t\n\tfloat4 c0 = (-c1-c2-c4+c6+c8+c9);\n\tc0 = (c0.r+c0.g+c0.b)/3 + 0.5;\n\t\n\treturn c0;\n}\n
4=spotlight|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define PI acos(-1)\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\tfloat4 c0 = tex2D(s0, tex);\n\tfloat3 lightsrc = float3(sin(clock*PI/1.5)/2+0.5,cos(clock*PI)/2+0.5,1);\n\tfloat3 light = normalize(lightsrc - float3(tex.x,tex.y,0));\n\tc0 *= pow(dot(light, float3(0,0,1)), 50);\n\t\n\treturn c0;\n}\n
5=deinterlace (blend)|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define PI acos(-1)\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\tfloat4 c0 = tex2D(s0, tex);\n\t\n\tfloat2 h = float2(0, 1/height);\n\tfloat4 c1 = tex2D(s0, tex-h);\n\tfloat4 c2 = tex2D(s0, tex+h);\n\tc0 = (c0*2+c1+c2)/4;\n\t\n\treturn c0;\n}
6=denoise|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define val0 (1.0)\n#define val1 (0.125) \n\n#define effect_width (0.1)\n\n#define PI acos(-1)\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\t\n\tfloat dx = 0.0f;\n\tfloat dy = 0.0f;\n \tfloat fTap = effect_width;\n\n\tfloat4 cAccum = tex2D(s0, tex) * val0;\n\n\tfor ( int iDx = 0 ; iDx < 16; ++iDx )\n\t{\n\t\tdx = fTap /width; \n\t dy = fTap /height; \n\n\t\tcAccum += tex2D(s0, tex + float2(-dx,-dy)) * val1;\n\t\tcAccum += tex2D(s0, tex + float2(0,-dy)) * val1;\n\t\tcAccum += tex2D(s0, tex + float2(-dx,0)) * val1;\n\t\tcAccum += tex2D(s0, tex + float2(dx,0)) * val1;\n\t\tcAccum += tex2D(s0, tex + float2(0,dy)) * val1;\n\t\tcAccum += tex2D(s0, tex + float2(dx,dy)) * val1;\n\t\tcAccum += tex2D(s0, tex + float2(-dx,+dy)) * val1;\n\t\tcAccum += tex2D(s0, tex + float2(+dx,-dy)) * val1;\n \n\t\tfTap += 0.1f;\n\t}\n\t\n\treturn(cAccum/16.0f);\n}
7=invert|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define PI acos(-1)\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\tfloat4 c0 = float4(1, 1, 1, 1) - tex2D(s0, tex);\n\t\n\treturn c0;\n}\n
8=procamp|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define PI acos(-1)\n\nstatic float4x4 r2y =\n{\n\t0.299, 0.587, 0.114, 0,\n\t-0.147, -0.289, 0.437, 0,\n\t0.615, -0.515, -0.100, 0,\n\t0, 0, 0, 0\n};\n\nstatic float4x4 y2r =\n{\n\t1.0, 0.0, 1.140, 0, \n\t1.0, -0.394, -0.581, 0,\n\t1.0, 2.028, 0.0, 0, \n\t0, 0, 0, 0\n};\n\n#define ymin (16.0/255)\n#define ymax (235.0/255)\n\n// Brightness: -1.0 to 1.0, default 0.0\n// Contrast: 0.0 to 10.0, default 1.0\n// Hue: -180.0 to +180.0, default 0.0\n// Saturation: 0.0 to 10.0, default 1.0\n\n#define Brightness 0.0\n#define Contrast 1.0\n#define Hue 0.0\n#define Saturation 1.0\n\n// tv -> pc scale\n// #define Brightness (-ymin)\n// #define Contrast (1.0/(ymax-ymin))\n\nstatic float2x2 HueMatrix =\n{\n\tcos(Hue * PI / 180), sin(Hue * PI / 180),\n\t-sin(Hue * PI / 180), cos(Hue * PI / 180)\n};\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\tfloat4 c0 = tex2D(s0, tex);\n\tc0 = mul(r2y, c0);\n\tc0.r = Contrast * (c0.r - ymin) + ymin + Brightness;\n\tc0.gb = mul(HueMatrix, c0.gb) * Saturation;\n\tc0 = mul(y2r, c0);\n\treturn c0; \n}\n
9=contour|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define PI acos(-1)\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\tfloat dx = 4/width;\n\tfloat dy = 4/height;\n\t\n\tfloat4 c2 = tex2D(s0, tex + float2(0,-dy));\n\tfloat4 c4 = tex2D(s0, tex + float2(-dx,0));\n\tfloat4 c5 = tex2D(s0, tex + float2(0,0));\n\tfloat4 c6 = tex2D(s0, tex + float2(dx,0));\n\tfloat4 c8 = tex2D(s0, tex + float2(0,dy));\n\t\n\tfloat4 c0 = (-c2-c4+c5*4-c6-c8);\n\tif(length(c0) < 1.0) c0 = float4(0,0,0,0);\n\telse c0 = float4(1,1,1,0);\n\t\n\treturn c0;\n}\n
10=letterbox|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define PI acos(-1)\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\tfloat4 c0 = 0;\n\t\n\tfloat2 ar = float2(16, 9);\n\tfloat h = (1 - width/height * ar.y/ar.x) / 2;\n\t\n\tif(tex.y >= h && tex.y <= 1-h)\n\t\tc0 = tex2D(s0, tex);\n\t\n\treturn c0;\n}
11=nightvision|ps_2_0|sampler s0 : register(s0);\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\tfloat c = dot(tex2D(s0, tex), float4(0.2, 0.6, 0.1, 0.1));\n\treturn float4(0,c,0,0);\n}\n
12=BT601 -> BT701|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\n\n// Hauteur de la frame\n#define height (p0[1])\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\t// c0 = pixel original\n\tfloat4 c0=tex2D(s0,tex);\n\n\t// Uncomment to activate for HD only\n\t//if(height >719 )\n\t//{\n\t//\treturn c0;\n\t//}\n\n\t// r=c0[0], g=c0[1], b=c0[2]\n\t// RGB [16,235] to YUV: 601 mode (128 is not added to Cb and Cr)\n\tfloat y=0.299*c0[0] + 0.587*c0[1] + 0.114*c0[2];\n\tfloat Cb=-0.172*c0[0] -0.339*c0[1] +0.511*c0[2];\n\tfloat Cr=0.511*c0[0] -0.428*c0[1] -0.083*c0[2];\n\n\t// YUV to RGB [16,235]: 709 mode (Cb and Cr are 128 less)\n\tfloat r=y+1.540*Cr;\n\tfloat g=y-0.459*Cr-0.183*Cb;\n\tfloat b=y+1.816*Cb;\n\n\tfloat4 ret=float4(r,g,b,0);\n\n\treturn ret;\n}
13=wave|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define PI acos(-1)\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\t// don't look at this for too long, you'll get dizzy :)\n\t\n\tfloat4 c0 = 0;\n\t\n\ttex.x += sin(tex.x+clock/0.3)/20;\n\ttex.y += sin(tex.x+clock/0.3)/20;\n\t\n\tif(tex.x >= 0 && tex.x <= 1 && tex.y >= 0 && tex.y <= 1)\n\t{\n\t\tc0 = tex2D(s0, tex);\n\t}\n\t\n\treturn c0;\n}\n
14=sharpen|ps_2_0|sampler s0 : register(s0); \nfloat4 p0 : register(c0); \nfloat4 p1 : register(c1); \n \n#define effect_width (1.6) \n#define val0 (2.0) \n#define val1 (-0.125) \n\n#define width (p0[0]) \n#define height (p0[1]) \n \nfloat4 main(float2 tex : TEXCOORD0) : COLOR \n{ \n\tfloat dx = effect_width/width; \n\tfloat dy = effect_width/height; \n \n\tfloat4 c1 = tex2D(s0, tex + float2(-dx,-dy)) * val1; \n\tfloat4 c2 = tex2D(s0, tex + float2(0,-dy)) * val1; \n\tfloat4 c3 = tex2D(s0, tex + float2(-dx,0)) * val1; \n\tfloat4 c4 = tex2D(s0, tex + float2(dx,0)) * val1; \n\tfloat4 c5 = tex2D(s0, tex + float2(0,dy)) * val1; \n\tfloat4 c6 = tex2D(s0, tex + float2(dx,dy)) * val1; \n\tfloat4 c7 = tex2D(s0, tex + float2(-dx,+dy)) * val1; \n\tfloat4 c8 = tex2D(s0, tex + float2(+dx,-dy)) * val1; \n\tfloat4 c9 = tex2D(s0, tex) * val0; \n\t\n\tfloat4 c0 = (c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8 +c9); \n\t\n\treturn c0; \n}
15=sphere|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define PI acos(-1)\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\t// - this is a very simple raytracer, one sphere only\n\t// - no reflection or refraction, yet (my ati 9800 has a 64 + 32 instruction limit...)\n\t\n\tfloat3 pl = float3(3,-3,-4); // light pos\n\tfloat4 cl = 0.4; // light color\n\t\n\tfloat3 pc = float3(0,0,-1); // cam pos\n\tfloat3 ps = float3(0,0,0.5); // sphere pos\n\tfloat r = 0.65; // sphere radius\n\t\n\tfloat3 pd = normalize(float3(tex.x-0.5, tex.y-0.5, 0) - pc);\n\t\n\tfloat A = 1;\n\tfloat B = 2*dot(pd, pc - ps);\n\tfloat C = dot(pc - ps, pc - ps) - r*r;\n\tfloat D = B*B - 4*A*C;\n\t\n\tfloat4 c0 = 0;\n\t\n\tif(D >= 0)\n\t{\n\t\t// t2 is the smaller, obviously...\n\t\t// float t1 = (-B + sqrt(D)) / (2*A);\n\t\t// float t2 = (-B - sqrt(D)) / (2*A);\n\t\t// float t = min(t1, t2); \n\t\t\n\t\tfloat t = (-B - sqrt(D)) / (2*A);\n\t\t\n\t\t// intersection data\n\t\tfloat3 p = pc + pd*t;\n\t\tfloat3 n = normalize(p - ps);\n\t\tfloat3 l = normalize(pl - p);\n\t\t\n\t\t// mapping the image onto the sphere\n\t\ttex = acos(-n)/PI; \n\t\t\n\t\t// rotate it\n\t\ttex.x = frac(tex.x + frac(clock/10));\n\t\t\n\t\t// diffuse + specular\n\t\tc0 = tex2D(s0, tex) * dot(n, l) + cl * pow(max(dot(l, reflect(pd, n)), 0), 50);\n\t}\n\t\n\treturn c0;\n}\n
16=grayscale|ps_2_0|sampler s0 : register(s0);\nfloat4 p0 : register(c0);\nfloat4 p1 : register(c1);\n\n#define width (p0[0])\n#define height (p0[1])\n#define counter (p0[2])\n#define clock (p0[3])\n#define one_over_width (p1[0])\n#define one_over_height (p1[1])\n\n#define PI acos(-1)\n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR\n{\n\tfloat c0 = dot(tex2D(s0, tex), float4(0.299, 0.587, 0.114, 0));\n\t\n\treturn c0;\n}\n
17=edge sharpen|ps_2_0|sampler s0 : register(s0); \nfloat4 p0 : register(c0); \nfloat4 p1 : register(c1); \n\n#define width (p0[0]) \n#define height (p0[1]) \n#define counter (p0[2]) \n#define clock (p0[3]) \n#define one_over_width (p1[0]) \n#define one_over_height (p1[1]) \n\n#define PI acos(-1) \n\n#define NbPixel 1 \n\n#define Edge_threshold 0.2 \n\n#define Sharpen_val0 2.0 \n#define Sharpen_val1 0.125 \n\nfloat4 main(float2 tex : TEXCOORD0) : COLOR \n{ \n// taille de NbPixel pixels \nfloat dx = NbPixel/width; \nfloat dy = NbPixel/height; \nfloat4 Res = 0; \n\n// Détection de contour par Prewitt \n // récuppération des 9 points \n // [ 1, 2, 3 ] \n // [ 4, 0, 5 ] \n // [ 6, 7, 8 ] \n float4 c0 = tex2D(s0, tex); \n float4 c1 = tex2D(s0, tex + float2(-dx,-dy)); \n float4 c2 = tex2D(s0, tex + float2(0,-dy)); \n float4 c3 = tex2D(s0, tex + float2(dx,-dy)); \n float4 c4 = tex2D(s0, tex + float2(-dx,0)); \n float4 c5 = tex2D(s0, tex + float2(dx,0)); \n float4 c6 = tex2D(s0, tex + float2(-dx,dy)); \n float4 c7 = tex2D(s0, tex + float2(0,dy)); \n float4 c8 = tex2D(s0, tex + float2(dx,dy)); \n\n // Calcul des 3 vecteurs dérivé (hor,vert, diag1, diag2) \n float4 delta1 = (c6+c4+c1-c3-c5-c8); \n float4 delta2 = (c4+c1+c2-c5-c8-c7); \n float4 delta3 = (c1+c2+c3-c8-c7-c6); \n float4 delta4 = (c2+c3+c5-c7-c6-c4); \n\n // calcul du Prewitt \n float value = length(abs(delta1) + abs(delta2) + abs(delta3) + abs(delta4))/6; \n\n// Si c'est un contour (vector lenght > Edge_threshold) => filtre de sharpen \n if(value > Edge_threshold ) \n { \n Res = c0 * Sharpen_val0 - (c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8 ) * Sharpen_val1 ; \n // Pour voir les contour en rouge ... \n //Res = float4( 1.0, 0.0, 0.0, 0.0 ); \n\n return Res; \n } \n else \n return c0; \n}
 
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change your render settings from overlay (default) to haali media splitter.

this is in mpc options.

also uninstall VLC cause that will cause codec conflicts.

mpc.png


also install ac3 filter :D

personally though i still use the original media player classic with FFDSHOW and coreavc

just noticed there is a new version of FFDSHOW :D might no longer need coreavc... great!
 
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Soldato
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Posts
4,184
change your render settings from overlay (default) to haali media splitter.

this is in mpc options.

also uninstall VLC cause that will cause codec conflicts.

http://img.photobucket.com/albums/v119/shadowbandit/mpc.png[/IMG

also install ac3 filter :D

personally though i still use the original[URL="http://www.free-codecs.com/download/Media_Player_Classic.htm"] media player classic [/URL] with [URL="http://ffdshow-tryout.sourceforge.net/"]FFDSHOW [/URL]and [URL="http://corecodec.com/products/coreavc"]coreavc[/URL]

just noticed there is a new version of FFDSHOW :D might no longer need coreavc... great![/QUOTE]

DXVA won't work with the Haali renderer although you can use CUDA with CoreAVC if you have an nVidia GPU which offloads the decode and doesn't have as many issues as DXVA.

VLC only uses internals filters so it can't 'conflict' with anything. And so long as a filter is checked in MPC it takes priority anyway.

No idea why you wouldn't be using MPC-HC it's a lot better and up to date. ffdshow and AC3Filter are only needed if you do some pretty advanced tweaking as you don't need the decoding.
 
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I do not see any benefits to using to mpc-hc for myself and i like to keep my player and codecs separate. I prefer using the original codecs, like the xvid codec and open source flv splitter as well as ffdshow and ac3 filter. Also i am on windows xp 64bit - so maybe win7 people have benefits with mpc-hc cause mpc (old one) might not work as well on win7, don't know. But the mpc-hc is great i still recommend it, just don't use it myself.
 
Last edited:
Soldato
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I have a numerous 1080p x264 files.
When I use MPC-HC I get blockyness & glitches in the video however VLC plays them fine. I'd rather use MPC for the DX acceleration settings etc as it's much better picture quality.

Does anyone know how to sort out the blockyness?

You having trouble with Spartacus too then? ;)
 
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