Personal computing discussed

Moderators: renee, morphine, SecretSquirrel

 
max sydow
Gerbil
Topic Author
Posts: 11
Joined: Sun Jun 09, 2013 3:32 pm

mvp 2.0 thingy, any idea how it works?

Fri Jul 12, 2013 11:00 am

Any idea how Virtu MVP 2.0 allows connecting the screen to discrete GPU and integrated GPU , it would be great to know which connection is better for using Intel’s quick sync encoder?
 
DPete27
Grand Gerbil Poohbah
Posts: 3776
Joined: Wed Jan 26, 2011 12:50 pm
Location: Wisconsin, USA

Re: mvp 2.0 thingy, any idea how it works?

Fri Jul 12, 2013 4:26 pm

Last I checked (albeit with version 1) You have to connect in iMode to use quick sync or dMode to take advantage of your discrete GPU's driver tweaks for games. Not sure if they've found a way to use quick sync in dMode yet or not and I'm too lazy to look. I don't use Quick Sync and their game support in version 1 is awful.
Main: i5-3570K, ASRock Z77 Pro4-M, MSI RX480 8G, 500GB Crucial BX100, 2 TB Samsung EcoGreen F4, 16GB 1600MHz G.Skill @1.25V, EVGA 550-G2, Silverstone PS07B
HTPC: A8-5600K, MSI FM2-A75IA-E53, 4TB Seagate SSHD, 8GB 1866MHz G.Skill, Crosley D-25 Case Mod
 
max sydow
Gerbil
Topic Author
Posts: 11
Joined: Sun Jun 09, 2013 3:32 pm

Re: mvp 2.0 thingy, any idea how it works?

Sat Jul 13, 2013 5:46 am

any idea about the 2.0 version game support? so far i've seen mixed reviews
 
MadManOriginal
Gerbil Jedi
Posts: 1533
Joined: Wed Jan 30, 2002 7:00 pm
Location: In my head...

Re: mvp 2.0 thingy, any idea how it works?

Sat Jul 13, 2013 10:35 am

If all you want to do is use QuickSync without any of the other Lucid stuff like smooth vsync and whatnot but have a discrete GPU as well, you don't need Lucid software at all any more. You just need to be running Vista or later so that you can have GPUs installed from multiple vendors, activate the IGP in BIOS, and install the latest Intel IGP drivers. Any program that can use the IGP for Quicksync should then see the IGP.
 
max sydow
Gerbil
Topic Author
Posts: 11
Joined: Sun Jun 09, 2013 3:32 pm

Re: mvp 2.0 thingy, any idea how it works?

Sun Jul 14, 2013 9:29 am

ok, sound simple i guess... but what about game support? i mean, how r games running with the 2.0 version?
 
DPete27
Grand Gerbil Poohbah
Posts: 3776
Joined: Wed Jan 26, 2011 12:50 pm
Location: Wisconsin, USA

Re: mvp 2.0 thingy, any idea how it works?

Sun Jul 14, 2013 3:21 pm

IIRC MVP2.0 creates automatic game profiles so Hyperformance and Virtual Vsync work for all games regardless of whether Lucid has created a profile for it themselves or not. That wasn't the case with MVP1.x Trying the 30 day trial of MVP2.0 would be a good idea, they don't automatically charge you or anything after the trial is over, the program just stops working until you uninstall it or buy a license. The program also has the ability to show the Lucid MVP logo in a corner of the game screen for a few seconds to show you that it's working for that game.
Main: i5-3570K, ASRock Z77 Pro4-M, MSI RX480 8G, 500GB Crucial BX100, 2 TB Samsung EcoGreen F4, 16GB 1600MHz G.Skill @1.25V, EVGA 550-G2, Silverstone PS07B
HTPC: A8-5600K, MSI FM2-A75IA-E53, 4TB Seagate SSHD, 8GB 1866MHz G.Skill, Crosley D-25 Case Mod
 
max sydow
Gerbil
Topic Author
Posts: 11
Joined: Sun Jun 09, 2013 3:32 pm

Re: mvp 2.0 thingy, any idea how it works?

Tue Jul 16, 2013 2:09 pm

any known bugs? i've had some trouble with the previous version on some games, i really hope they fixed them....
 
shizuka
Gerbil
Posts: 19
Joined: Sun Sep 09, 2012 4:41 pm

Re: mvp 2.0 thingy, any idea how it works?

Tue Jul 16, 2013 2:28 pm

My suggestion is to avoid using it if at all possible, and if you do, only use gpu virtualization (aka screen copying).

See http://www.hardware.fr/articles/858-3/h ... -sync.html

hyperformance essentially nullifies draw calls for higher frame rates, causing increased microstutter
virtual vsync essentially disables framerate throttling via vsync so it causes unnecessary power use... it's a form of triple buffering
 
Duct Tape Dude
Gerbil Elite
Posts: 721
Joined: Thu May 02, 2013 12:37 pm

Re: mvp 2.0 thingy, any idea how it works?

Tue Jul 16, 2013 2:39 pm

I've read a bit on this tech and my mobo has it, but I haven't gone through the pains of enabling it (yet?).

Has anyone actually worked with it? Is any part of it worth it at all if I don't care about Quicksync?
 
max sydow
Gerbil
Topic Author
Posts: 11
Joined: Sun Jun 09, 2013 3:32 pm

Re: mvp 2.0 thingy, any idea how it works?

Wed Jul 17, 2013 11:49 am

i've installed the 30 day trial version, and so far it looks ok, i've tried it on diablo 3 and Cod black ops 2 and it worked ok. so i guess if you're into gaming it might work for you, that's why i;m interested in it...
 
max sydow
Gerbil
Topic Author
Posts: 11
Joined: Sun Jun 09, 2013 3:32 pm

Re: mvp 2.0 thingy, any idea how it works?

Wed Jul 17, 2013 11:52 am

by the way, I am planning to spend some time over the weekend, any recommendation regarding settings of hyperformance (Virtu MVP FPS booster what ever...) and virtual vsync (I waited like 2 years for someone to solve the tearing problem) ?
 
DPete27
Grand Gerbil Poohbah
Posts: 3776
Joined: Wed Jan 26, 2011 12:50 pm
Location: Wisconsin, USA

Re: mvp 2.0 thingy, any idea how it works?

Wed Jul 17, 2013 12:06 pm

Turn them both on. I've linked some articles below that should help understand what Hyperformance and Virtual Vsync do. Dont worry, the first two articles are only 1 page each and the third is 2 pages...pretty easy reading.

Article 1
Article 2
Article 3
Main: i5-3570K, ASRock Z77 Pro4-M, MSI RX480 8G, 500GB Crucial BX100, 2 TB Samsung EcoGreen F4, 16GB 1600MHz G.Skill @1.25V, EVGA 550-G2, Silverstone PS07B
HTPC: A8-5600K, MSI FM2-A75IA-E53, 4TB Seagate SSHD, 8GB 1866MHz G.Skill, Crosley D-25 Case Mod
 
shizuka
Gerbil
Posts: 19
Joined: Sun Sep 09, 2012 4:41 pm

Re: mvp 2.0 thingy, any idea how it works?

Wed Jul 17, 2013 12:58 pm

Leave hyperformance and virtual vsync both off.

I've linked an article above that basically shows that hyperformance -> deleting parts of frames for higher FPS... some frames render fast, others render at normal speed. Virtu's argument is that since the game loop runs faster so there's reduced latency, but this causes animation fluidity issues (see techreport article).

Virtual vsync is just a fancy way to talk about triple buffering, which allows the game loop to run faster than the refresh rate with vsync turned on (for the sake of "improved responsiveness"). Depending on whether you care about GPU power use (triple buffering is power hungry), there may be cases where it makes sense to force triple buffering on. In general, I would just recommend using your video card's adaptive vsync feature instead for energy savings.

See:
http://www.anandtech.com/show/5728/inte ... -biostar/3
http://techreport.com/review/23746/a-lo ... mvp-mobile
 
max sydow
Gerbil
Topic Author
Posts: 11
Joined: Sun Jun 09, 2013 3:32 pm

Re: mvp 2.0 thingy, any idea how it works?

Sat Jul 20, 2013 3:14 pm

thanx guys, i playing with some of the options and it ran ok, i tried civi 5, black ops 2 and dead island riptide and had some strange bugs on it, i've sent the company a mail and see what happens

Who is online

Users browsing this forum: No registered users and 1 guest
GZIP: On