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Old 28th April 2018, 02:33   #161  |  Link
raffriff42
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Quote:
Originally Posted by SuperLumberjack View Post
does somebody know how to use the "Precise bicubic (A=-0.75)" filter from VirtualDub in AviSynth please ?

I read that "BicubicResize(b=0, c=0.75, x, y)" is the same thing, but I tested, and it isn't exactly identical.

Thanks for you help !
Vdub2 Precise bicubic (-0.75), 400%


Avisynth+ BicubicResize (b=0, c=-0.75), 400%


Difference, exaggerated by 8x


The Avisynth one has fixed some minor edge artifacts, but otherwise they are the same.

They are both lousy for upscaling (of this type of source). Almost anything would be better.
Here's Avisynth+ GaussResize (p=80)


Here's Spline16Resize:


Source:

Last edited by raffriff42; 28th April 2018 at 02:50. Reason: spline16, source
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Old 28th April 2018, 15:40   #162  |  Link
SuperLumberjack
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It's bizarre, because when I compared, I saw big differences. But maybe I did something wrong

Maybe a VirtualDub filter was activated in the same time...

Thanks for your lights !
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Old 28th April 2018, 22:38   #163  |  Link
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Originally Posted by SuperLumberjack View Post
Sorry, but can you give a copy of the exact script you used please ? It will be more understandable for me.
Thanks !
What do you mean by exact? You want copy of .avs file or something? That's the exact script I used.
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Old 29th April 2018, 02:17   #164  |  Link
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OK. I asked because it didn't work for me

But maybe a filter is missing or something like that.
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Old 29th April 2018, 23:56   #165  |  Link
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http://avisynth.nl/index.php/MAA2
Check this page. Dowload maa2 avsi and all required plugins.
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Old 1st May 2018, 10:15   #166  |  Link
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Thank you very much bxyhxyh !

But I just noticed one thing with your script : there are 2 CRT pixels for 1 digital pixels !



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Old 3rd May 2018, 01:03   #167  |  Link
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Quote:
Originally Posted by SuperLumberjack View Post
Thank you very much bxyhxyh !

But I just noticed one thing with your script : there are 2 CRT pixels for 1 digital pixels !

https://i.imgur.com/iuWAtmq.png

https://i.imgur.com/8ocuOMm.png
I mean, it's hard to talk about CRTs and "pixels", but this is not really inaccurate—NTSC televisions had more horizontal resolution than any of the consoles of the 90s were capable to driving during normal gameplay. That said, plugging an SNES into something like a professional Sony NTSC CRT broadcast monitor will look completely different than plugging into a bog-standard home television. The image that's being generated by bxyhxyh's script is closer to an idealized NTSC broadcast monitor than it is to what you probably would recognize as the CRT "feeling" you're after.
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Old 3rd May 2018, 14:23   #168  |  Link
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But as I already said, I want an old feeling, without CRT filter, even if it's interesting By the way, I got a very satisfied result now

With the 8:7 aspect ratio in any case.

The only problem is with 4:3. I'm not totally satisfied, because it becomes blurry horizontally. It would be perfect, if we could adjust the sharpness of the GaussResize separatly vertically and horizontally (I put 50 with the original aspect ratio, because I don't have to change it)

GaussResize(2820, 2160, p=?)

It's my last wish !


Because in 2160p, the resolution is 2468x2160 with 8:7 AR and 2820x2160 with 4:3 AR (it's not perfect 4:3, but it's like that with the Higan emulator, and it's more precise than the standard 4:3 actually), I must take this number for the p to counter the blurriness of the horizontal stretch :

p = (2820/2468)x50 = 57.131280388978930307941653160454


The problem is that the vertical resolution will be affected to. So, for the moment, I must use a compromise :

p = (57.131280388978930307941653160454 + 50)/2 = 53.565640194489465153970826580227


But if I could adjust the p for separatly for the horizontal and vertical resolutions, it would be better

Last edited by SuperLumberjack; 3rd May 2018 at 14:36.
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Old 3rd May 2018, 14:47   #169  |  Link
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Seriously, it would be perfect if I could adjust the sharpness of the GaussGauss Resize for the horitontal and the vertical resolutions separatly !

Because at last I'm happy now with what I got !

I undertsood the limits of an upscale, so I did with what I have.


I just tried this :

GaussResize(2820, 2160, p=50) .Blur(-0.11426256077795786061588330632091, 0)

Because : 2820/2468 = 1,1426256077795786061588330632091

But it's not perfect, but close !


Here is my 8:7 version that I love very much :

(click on the pictures, because the compression is very dirty)


https://media.joomeo.com/original/5aeb2f9293a35.png

Quote:
AviSource()
Spline16Resize(1024, 896)
Blur(0.5, 0.25)
GaussResize(2468, 2160, p=50)
And here is the 4:3 version (GaussResize + Blur) :


https://media.joomeo.com/original/5aeb2fe33a27a.png

Quote:
AviSource()
Spline16Resize(1024, 896)
Blur(0.5, 0.25)
GaussResize(2820, 2160, p=50) .Blur(-0.11426256077795786061588330632091, 0)

But it clearly would be better if we could separate horizontal and vertical resolutions with Gauss Resize like the Blur filter, because we wouldn't see the stretch of the image, and this... it would be cool !

Ideally, I would like a p of "50" horizontally and "57.131280388978930307941653160454" vertically

Last edited by SuperLumberjack; 4th May 2018 at 14:29.
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Old 4th May 2018, 00:21   #170  |  Link
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Hello again !

I was surprised to see that on the old boxes of these Super Nes games, the pictures look so 3D and... without scanlines ! But natural, not weird (even if they still are low resolutions pictures) !

(I took these pictures from boxes on eBay)


https://media.joomeo.com/original/5aeb976db4456.png

It's interesting, because my source videos don't look 3D !

I wonder how they did to do these kind of pictures... Are they from captures of the real Super Nes or the original images like me, but reworked to look like this (because if you look carefully, the aspect ratio is 4:3)...
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Old 4th May 2018, 00:47   #171  |  Link
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Quote:
Originally Posted by SuperLumberjack View Post
In reality, the output resolution must be proportional to 584x448. [...] I want 1408x1080 for the output resolution.
That can only be done without color bleeding with an extremely high-resolution display. Basically, the least common multiple of 512 and 584 for the horz. axis, i.e. x=37376 pixels.

Quote:
Originally Posted by SuperLumberjack View Post
Bilinear, it's a bit too sweet.
???

Quote:
Originally Posted by SuperLumberjack View Post
I want to get a natural image. [...] I want that the result remembers me the era where I played Super Nintendo games on a CRT I'm just talking about the feeling. I don't want scanlines and others things like that
Ah. Sounds like you do want scanlines. And horz. blending for the dithering.



Quote:
Originally Posted by SuperLumberjack View Post
Fraps
The correct way to get videos is via the emulator's own recording function (e.g. BizHawk, RetroArch - both have bsnes cores). That way you get the exact framerate of 5*7*9 / 88 * 6 * 10^6 / 1364 / 524 * 2 = 60.098 fps, and no frame drops/duplications.

Quote:
Originally Posted by SuperLumberjack View Post
Strangly, I find that the scanlines added more relief with the old Super Nintendo games (the signal was progressive with a resolution of 256x224 in low resolution mode) that on a modern display. But it was just a illusion, because as you know, the scanlines are black
Actually... very bright colors bleed into the scanlines (which is emulated with more advanced shaders).

Quote:
Originally Posted by SuperLumberjack View Post
Otherwise, I just want to remind that I don't want scanlines or grids. Il will tell you why. It's because in the old times, even if we have these kinds of picture with the CRT display, it was always when we were close to the screen, but never at a certain distance. And personnally, I never glued my nose to the screen
Recreating the experience naturally includes moving a bit away from the screen. Or make it 720p and display it in a window / with borders.

Quote:
Originally Posted by SuperLumberjack View Post
I wonder how they did to do these kind of pictures... Are they from captures of the real Super Nes or the original images like me, but reworked to look like this (because if you look carefully, the aspect ratio is 4:3)...
You don't see any scanlines when you shrink the picture (might be photographs or RGB snapshots, maybe even from prototype versions).
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Old 4th May 2018, 01:15   #172  |  Link
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Quote:
Originally Posted by creaothceann View Post
That can only be done without color bleeding with an extremely high-resolution display. Basically, the least common multiple of 512 and 584 for the horz. axis, i.e. x=37376 pixels.
It's old all of this ! In fact, I did a mistake in this time. The resolution in 4:3 aspect ratio was 585x448 with Higan or 1170x896.

So we have 1410x1080 or 2820x2160

Quote:
Originally Posted by creaothceann View Post
???
Not sharp !

Quote:
Originally Posted by creaothceann View Post
Ah. Sounds like you do want scanlines. And horz. blending for the dithering.

Amazing the 2nd picture ! Was it done with a script, or is it a photography of a CRT ?

Quote:
Originally Posted by creaothceann View Post
The correct way to get videos is via the emulator's own recording function (e.g. BizHawk, RetroArch - both have bsnes cores). That way you get the exact framerate of 5*7*9 / 88 * 6 * 10^6 / 1364 / 524 * 2 = 60.098 fps, and no frame drops/duplications.
I used the Snes9X emulator to record my videos. It's exactly 60 fps, but I never saw any dropped frames

Can you give me more explanations please ?

Quote:
Originally Posted by creaothceann View Post
Actually... very bright colors bleed into the scanlines (which is emulated with more advanced shaders).
Bleed ? I'm not sure that I understand Sorry, I'm French !

Quote:
Originally Posted by creaothceann View Post
Recreating the experience naturally includes moving a bit away from the screen. Or make it 720p and display it in a window / with borders.
Yes, but it's too bad to lose all these pixels !

Quote:
Originally Posted by creaothceann View Post
You don't see any scanlines when you shrink the picture (might be photographs or RGB snapshots, maybe even from prototype versions).
But my RGB snapshots aren't like this. So maybe photos...
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Old 4th May 2018, 05:17   #173  |  Link
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But as I already said, I want an old feeling, without CRT filter, even if it's interesting By the way, I got a very satisfied result now

With the 8:7 aspect ratio in any case.

The only problem is with 4:3. I'm not totally satisfied, because it becomes blurry horizontally. It would be perfect, if we could adjust the sharpness of the GaussResize separatly vertically and horizontally (I put 50 with the original aspect ratio, because I don't have to change it)

GaussResize(2820, 2160, p=?)

It's my last wish !


Because in 2160p, the resolution is 2468x2160 with 8:7 AR and 2820x2160 with 4:3 AR (it's not perfect 4:3, but it's like that with the Higan emulator, and it's more precise than the standard 4:3 actually), I must take this number for the p to counter the blurriness of the horizontal stretch :

p = (2820/2468)x50 = 57.131280388978930307941653160454


The problem is that the vertical resolution will be affected to. So, for the moment, I must use a compromise :

p = (57.131280388978930307941653160454 + 50)/2 = 53.565640194489465153970826580227


But if I could adjust the p for separatly for the horizontal and vertical resolutions, it would be better
The "p" in gaussresize does not scale linear to resolution, so this whole mess you're doing is pointless.
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Old 4th May 2018, 08:14   #174  |  Link
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Quote:
Originally Posted by SuperLumberjack View Post
Not sharp!
https://en.wiktionary.org/wiki/blurry

Quote:
Originally Posted by SuperLumberjack View Post
Amazing the 2nd picture ! Was it done with a script, or is it a photography of a CRT?
Probably a photo (like most examples in that thread), though I wonder what the picture would look like with a TV shader...

Quote:
Originally Posted by SuperLumberjack View Post
I used the Snes9X emulator to record my videos. It's exactly 60 fps, but I never saw any dropped frames
SNES9x synchronizes the frames with your display (especially if you have VSync activated), so it's 60.0 instead of 60.098 fps. To keep the audio in sync, the audio input rate is set to 31900 Hz instead of the actual 32040.5 Hz (you can change it in the options).
The bsnes core emulates it at the correct speed, but you'll get a dropped frame every 1 / (60.098 - 60) = 10.15 seconds if you don't use a GSync/FreeSync display. If you emulate it on a TV that runs at the default NTSC speed (60 / 1.001 Hz) you get a dropped frame every 6.3 seconds.

Quote:
Originally Posted by SuperLumberjack View Post
Bleed?
It means that bright pixels extend a bit into the black scanline gaps. When white pixels are aligned vertically, the black scanlines can disappear entirely in that area.

Quote:
Originally Posted by SuperLumberjack View Post
But my RGB snapshots aren't like this. So maybe photos...
Well, they were printed, and probably faded a bit before they were scanned.
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Old 4th May 2018, 09:22   #175  |  Link
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blur() in avs or ablur() in awarpsharpmt can do blur in only horizontal that can make it like what CRT look, there are some filters like Lghost and edgesidebleed that fix the old analog artifact manually that you can also use then to made these artifact

edit: you may also like to try this https://pastebin.com/TvpRdQA8
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Last edited by real.finder; 4th May 2018 at 09:27.
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Old 4th May 2018, 10:27   #176  |  Link
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Originally Posted by lansing View Post
The "p" in gaussresize does not scale linear to resolution, so this whole mess you're doing is pointless.
Thanks ! You are always here to remind me that what I'm doing is pointless

But I try to do things with my eyes, and for me, it could work if only we could adjust the "p" horizontally and vertically. An idea ? Could you try to help me please ? Even if I'm wrong...

Quote:
Originally Posted by creaothceann View Post
But I thought sweet, not blurry ! Sweet like a woman, like a flower...

Quote:
Originally Posted by creaothceann View Post
Probably a photo (like most examples in that thread), though I wonder what the picture would look like with a TV shader...
OK. Interesting link by the way !

Quote:
Originally Posted by creaothceann View Post
SNES9x synchronizes the frames with your display (especially if you have VSync activated), so it's 60.0 instead of 60.098 fps. To keep the audio in sync, the audio input rate is set to 31900 Hz instead of the actual 32040.5 Hz (you can change it in the options).
The bsnes core emulates it at the correct speed, but you'll get a dropped frame every 1 / (60.098 - 60) = 10.15 seconds if you don't use a GSync/FreeSync display. If you emulate it on a TV that runs at the default NTSC speed (60 / 1.001 Hz) you get a dropped frame every 6.3 seconds.
OK. I understand now ! Thanks !

Quote:
Originally Posted by creaothceann View Post
It means that bright pixels extend a bit into the black scanline gaps. When white pixels are aligned vertically, the black scanlines can disappear entirely in that area.
OK. Yes, it's logical ! Thanks for your explanations !

Quote:
Originally Posted by creaothceann View Post
Well, they were printed, and probably faded a bit before they were scanned.
It's possible !

Quote:
Originally Posted by real.finder View Post
blur() in avs or ablur() in awarpsharpmt can do blur in only horizontal that can make it like what CRT look, there are some filters like Lghost and edgesidebleed that fix the old analog artifact manually that you can also use then to made these artifact

edit: you may also like to try this https://pastebin.com/TvpRdQA8
Thanks ! But this kind of scripts is too complicated for me I only understand the basic scripts like what I did

Last edited by SuperLumberjack; 4th May 2018 at 10:29.
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Old 4th May 2018, 10:53   #177  |  Link
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Otherwise, it's funny, I see lots of people who are interested and are participating, but a very little number of screenshots from them !

And if you were sharing some of your screenshots to have a better view ?

Here are some videos to test It would be cool and interesting to see what you like !

https://mega.nz/#!K5FRlJhb!pKqQ06WOn...yGiozQuikkk77A
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Old 4th May 2018, 19:34   #178  |  Link
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Quote:
Originally Posted by SuperLumberjack View Post
Thanks ! You are always here to remind me that what I'm doing is pointless

But I try to do things with my eyes, and for me, it could work if only we could adjust the "p" horizontally and vertically. An idea ? Could you try to help me please ? Even if I'm wrong...
You need to see an eye doctor if you're seeing difference between
p=57.1 and p=57.131280388978930307941653160454. The "p" parameter in Gaussresize is not an addon feature, you can't break it apart from the resizer.

Aside from that, what is the reason for you to even try to separate the sharpening into horizontal and vertical?
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Old 4th May 2018, 22:00   #179  |  Link
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You are not a positive man !
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Old 5th May 2018, 02:17   #180  |  Link
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What do you think about these new pictures ?


Original (8:7 AR)


https://media.joomeo.com/original/5aed00897c55c.png

Upscaled to 2160p (8:7 AR)


https://media.joomeo.com/original/5af108ed79b8c.png


Original (8:7 AR)


https://media.joomeo.com/original/5aed019458739.png

Upscaled to 2160p (4:3 AR)


https://media.joomeo.com/original/5af1094190a30.png


Original (4:3 AR)


https://media.joomeo.com/original/5aed021e59505.png

Upscaled to 2160p (4:3 AR)


https://media.joomeo.com/original/5af10990cbf5a.png


Original (4:3 AR)


https://media.joomeo.com/original/5aed02f0db60c.png

Note : Here, the aspect ratio is wrong if we compare with other videos from the Legacy of Kain saga (for the connoisseurs ) and the aspect ratio in-game. There shouldn't be black bars. So I just had to cut the black bars to have the correct AR.

Upscaled to 2160p (16:9 AR)


https://media.joomeo.com/original/5af109cf258d5.png


Oki ! Good night !

Last edited by SuperLumberjack; 8th May 2018 at 03:23.
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