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#20241 | Link |
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Join Date: Nov 2012
Posts: 138
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Alright, but no guarantees whatsoever:
http://madshi.net/madVRdeband.rar You can toggle it by pressing Ctrl+Alt+D, or by using the file name tag "deband=low/high". Not available in the settings dialog yet. FWIW, this test build also has a nice improvement for FSE mode, where rendering times don't decrease, anymore, when the backbuffer queue is full. In older versions a full backbuffer queue somewhat slowed rendering down. Not anymore (only Vista+). ctrl+alt+D toggles display mode switcher, so how do i toggle deband? |
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#20242 | Link | |
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Join Date: Oct 2012
Posts: 5,958
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as long as dropped frames repeated fraes and delayed frames don't increase madvr should work fine. you can press control + r to reset the stats |
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#20243 | Link | |||||
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Join Date: Mar 2009
Posts: 3,225
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basically acting like a light to almost medium strength denoiser at it's current settings. Quote:
I would like to see a setting that could be enabled be default without impacting the image quality, it would seem the current low setting for high definition content only just crosses that line. Maybe three or four might be the go. Madshi, could madDeband have configuration options? Or does it have to be hard coded? Certain areas, but these areas comprise most of the image. Line detail is beautifully kept (which is why it's so great for anime) but there's a lot of detail that is being considered as banding which is not obviously visible as such. As a result this small scale banding removal does result in a somewhat noticeably but only slightly softer image. I'd like to see the same strength debanding but perhaps more of a threshold before it's triggered.. in saying that, part of this code would be great as a denoising filter which could be a separate thing altogether... A few screenshots showing MadVR's deband in action vs my settings with f3kdb, this is one of the videos used to test f3kdb in SAPikachu's first post. Particular attention should be paid to the bikes on the left in the shadows. I've brightened this up to show more of what's happening, the f3kdb frame may not be the exact same frame as used in the other screenshots but it's identical enough for a comparison IMO. I chucked the 7 bit result in there as I was curious as to how it would compare. Madshi said he removed the dithering step from f3kdb and dropping to 7 bit output essentially created the same effect. Original ![]() f3kdb (GrainY=8, GrainC=8, keep_tv_range=true, Y=48, Cb=48, Cr=48) ![]() MadVR deband active (low setting) ![]() MadVR deband active (low setting) 7 bit output. ![]() Ideally I'm looking for a deband quality improvement over my f3kdb result whilst maintaining that same level of detail. I think most would be happy with having that enabled by default. Last edited by ryrynz; 5th October 2013 at 10:27. |
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#20244 | Link | |
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Join Date: Jul 2011
Posts: 10
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If system resources happened to be an issue, like memory or CPU, would that manifest itself in the form of delayed/repeated/dropped frames? Or could those affect performance while not bearing on those counts? |
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#20245 | Link | |||||
Registered Developer
Join Date: Sep 2006
Posts: 9,137
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Another problem is that on the CPU side I have the decoded frames in the format the decoder sent. There are dozens of different pixels formats that the decoder could send. 8bit, 9bit, 10bit, 11bit, 12bit, 16bit. 4:2:0, 4:2:2, 4:4:4. YCbCr or RGB. Planar or interleaved etc etc. I've routines for all those formats to upload them to the GPU with matching texture formats. Once they're on the GPU and after deinterlacing and color conversion I only have one format and pixels shaders are written without caring about whether the texture buffers are 8bit or 16bit or whatever. On the CPU side I would either have to write separate SSE2 routines for every possible pixel format, or I'd have to convert every format to one common "processing" format. But then in order to be able to handle all formats, I'd also have to support chroma upsampling on the CPU, maybe even video mode deinterlacing. And I'd have to do all processing in 16bit instead of 8bit. I hope you can understand now why I'm currently only writing GPU processing algorithms. Maybe some day far away I could also make some processing steps available on the CPU, but I don't have the resources to do that anytime soon. Quote:
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I've found that the debanding algorithm produces slightly different results when testing with real movie files, compared to PNG files. Might have to do with levels, chroma subsampling or whatever. So in order to really reproduce your results, I need access to a (very small) sample. Thanks! |
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#20246 | Link |
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Join Date: Mar 2009
Posts: 3,225
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As requested.
The particular frame I was using is near the end. Clip is about 30 seconds long. Last edited by ryrynz; 5th October 2013 at 11:33. |
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#20247 | Link |
Registered User
Join Date: Feb 2013
Posts: 135
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Here the sample requested
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#20248 | Link | |
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Join Date: Oct 2012
Posts: 5,958
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http://abload.de/img/eva3s1off93ado.png http://abload.de/img/eva3s1lowlxzfy.png http://abload.de/img/eva3s1highc1z64.png high really eats details in dark scenes: http://abload.de/img/eva3s2off3tay8.png http://abload.de/img/eva3s2lowwxl9j.png http://abload.de/img/eva3s2high4fa8f.png |
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#20249 | Link | |
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Join Date: Nov 2012
Posts: 138
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thanks |
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#20250 | Link | |
Registered User
Join Date: Mar 2009
Posts: 3,225
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If you have some videos you want it deband to be active on edit the filename of the videos with deband=low, hopefully a new test build will surface with the ability to save the state. |
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#20251 | Link | ||||
Registered Developer
Join Date: Sep 2006
Posts: 9,137
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------- Do you guys happen to have some images/scenes with typical blocking artifacts (I mean those 8x8 MPEG2 blocks)? If so, I'd appreciate some screenshots. No samples needed for this, screenshots will do fine, but please use PNG and not JPG. Both (1) images with rather light blocking and (2) images with very heavy blocking would be useful. Thanks! |
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#20252 | Link |
Registered User
Join Date: Oct 2012
Posts: 179
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Hi madshi,
I have a DVD that has some menus that madVR does not work correctly with (it doesn't correctly highlight the menu options when you mouse over them - EVR works fine). I'm happy to log it into the tracker, but how would I get you a sample of the menus for you to check with? Thanks! |
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#20253 | Link | |
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Join Date: Feb 2013
Posts: 135
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#20254 | Link |
Registered User
Join Date: Jun 2006
Posts: 262
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1. [up] Is there a way to force madVR to switch the monitor to 60 Hz when playing a 29.97 fps video? "1280x1024p60" setting doesn't work.
2. Is black screen expected when playing a BluRay (1920x1080i, MPEG-4 AVC, 29.97 fps) through LAV Video with deinterlacing enabled in Video mode (50p/60p)?
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Magically yours Raistlin |
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#20256 | Link | |
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Join Date: Oct 2012
Posts: 5,958
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http://abload.de/img/eva3s2off3tay8.png http://abload.de/img/eva3s2lowwxl9j.png http://abload.de/img/eva3s2high4fa8f.png and this lost detail or get really dark when deband is enabled http://abload.de/img/eva3s1off93ado.png http://abload.de/img/eva3s1lowlxzfy.png http://abload.de/img/eva3s1highc1z64.png |
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#20257 | Link | ||
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Join Date: Nov 2012
Posts: 167
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Are you using hardware acceleration? if yes, try disabling it. Also a screen with OSD (CTRL+J) might help identify the problem. |
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#20258 | Link | |
Registered User
Join Date: Jun 2006
Posts: 15
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For shaders to work when using madVR with a C# application (WinForm or WPF) and using a managed interop like Directshow Lib, you'll need to either : * have DirectX 9c installed * or have D3DCompiler_43.dll located in the same folder as your executable. Otherwise you'll receive an E_FAIL error code when applying the shaders through the madVR interface (you'll also receive this error when your shader cannot be compiled). So for instance on Windows 8, all you need to do is to include D3DCompiler_43.dll for shaders to work (no need to install DirectX runtime) I'm wondering if this should be specified in the IMadVRExternalPixelShaders / mvrinterfaces.h file as a quick notice to prevent future developers having to lookup for this information. Regards, -- Stéphane. |
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#20260 | Link | |
Registered User
Join Date: Jul 2013
Posts: 3
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http://i3.minus.com/ibwRaQWV9q3dPA.png http://i3.minus.com/itwirQgJUOJJ9.png http://i6.minus.com/ibrwJ5znJFerut.png Last edited by Acetyl; 7th October 2013 at 13:10. |
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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