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13th May 2015, 21:09 | #29902 | Link | |
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13th May 2015, 21:15 | #29903 | Link | |
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Fun fact, without 'Present a frame for every v-sync' enabled, FSE starts piling up presentation glitches right after going into FSE, with smooth motion all was well until I tried to seek. |
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13th May 2015, 21:48 | #29906 | Link | |
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In OSD I just see this..: Chroma>NNEDI32 Luma X>NNEDI32<Catmull-ROM AR Chroma X> Catmull-ROM AR I can even set Chroma Upscaling to NNEDI3 128 neurons and keep both Doubling and Quadrupling @ NNEDI3 32 neurons without any frame drops. I have 2 separate questions: - Is it worth disabling desktop composition? - What is a good Shiandow's Deband setting for low/medium-low quality content? I know the original debanding settings for such content should be at least medium for strength and high for fade in/out - I assume both algorithms can be used together (the original and Shiandow's?) ALSO, 3DLUT organization is plain buggy. I have content specifically labeled SMPTE C In Ctrl+J menu is says SMPTE C), but if I place Rec.709 3DLUT into madVR Rec.709 line and place Rec.601 3DLUT into Rec.601 line, then madVR will actually use Rec.709 line and Rec.709 3DLUT to render content specifically labeled SMPTE C. The only way to use 3DLUT's accurately is to place all/any 3DLUT's into Rec.709 line in madVR, regardless of whether those 3DLUT's are Rec.601 or Rec.709. madVR will use Rec.709 line (and whichever 3DLUT in it) to render ANY content, regardless of whether that content is labeled Rec.709 or SMPTE C. I used the latest HCFR to test Rec.601 3DLUT in Rec.709 line and it came out just right - very accurate Rec.601 results. Someone stated that Rec.601 3DLUT in Rec.709 line in madVR would produce inaccurate/wrong results, but my HCFR testing proved otherwise. Its like madVR actually alters the 3DLUT in any way. It can only decide which 3DLUT to use, but that feature does not work. Last edited by XMonarchY; 13th May 2015 at 22:28. |
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13th May 2015, 23:01 | #29907 | Link | |
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1920x1080p 4:2:0 source. step 1) 960x540 chroma to 1920x1080 using 'chroma upscaling'. This is the only step 'chroma upscaling' is used for. This converts the 4:2:0 to 4:4:4. step 2) 1920x1080 chroma to 3840x2160 with NNEDI3 (chroma doubling) or, if not doubled, to the target resolution with 'image upscaling'.
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madVR options explained |
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13th May 2015, 23:52 | #29908 | Link | |||||||||||||||
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http://madshi.net/2bitNoDithering.png http://madshi.net/2bitOrderedDithering.png (CAUTION: Please zoom the images in the browser to 100%, otherwise the dither pattern will look ugly.) I think no sane human could possibly prefer the image with no dithering there. Quote:
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14th May 2015, 00:00 | #29909 | Link |
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madVR v0.88.6 released
http://madshi.net/madVR.zip Code:
* fixed: D3D11 rendering sometimes got stuck (e.g. when minimizing player) * fixed: NNEDI3 quadrupling with SuperRes didn't work properly (NVidia only) * fixed: refresh rate fix didn't work in 64bit * added D3D11 refresh rate fix (proper support for 23p vs. 24p etc) * added option "octuple luma/chroma resolution" * re-added NNEDI3 chroma doubling options * removed limitation to double chroma with Catmull-Rom * updated Shiandow deband algorithm to latest version * double clicking tray icon now opens the settings dialog Shiandow's deband algorithm was updated to the latest version. Could everyone please re-test? Please note that the defaults have changed, but the settings dialog will remember your previous values. So please manually change the values to threshold 0.2 and detail level 1, and start testing with those values. Your vote counts in deciding whether I'll keep using the "old" debanding algorithms or whether I'll replace some or all of the old algos with the new one. If you're not sure which one you like better, please say just that, instead of randomly picking one. If you do like one clearly better than the other, please let me know - thanks!! Edit: Shiandow has released yet another fine tuned version of his Deband algorithm. Please copy the code from the following post into the file "madVR\legal stuff\Shiandow\Deband.hlsl", then madVR will immediately use the new Deband version: http://forum.doom9.org/showthread.ph...49#post1721949 Last edited by madshi; 14th May 2015 at 07:16. |
14th May 2015, 00:54 | #29910 | Link |
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Thanks a lot for these changes and fixes.
Could it be that Shiandow's deband doesn't work as intended with this version? I can't see any positive effect. As a reminder, madVR's and Shiandow's old deband filters: http://forum.doom9.org/showpost.php?...ostcount=29510 Shiandow new (new default values): Threshold changed to 2.0: Changing detail levels doesn't change much. I also quickly benchmarked performance impact of Jinc3 chroma scaling over C-R (both AR) when doing NNEDI3 64 luma quadrupling. GPU usage was pretty much totally identical (and clocks too): Last edited by aufkrawall; 14th May 2015 at 02:11. |
14th May 2015, 01:26 | #29911 | Link | |
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Code:
// This file is a part of MPDN Extensions. // https://github.com/zachsaw/MPDN_Extensions // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 3.0 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library. // sampler s0 : register(s0); sampler s2 : register(s2); float4 infoConsts1 : register(c0); float4 infoConsts2 : register(c1); #define size1 (infoConsts1) #define ppx (infoConsts1[2]) #define ppy (infoConsts1[3]) #define acuity (infoConsts2[0]) #define threshold (infoConsts2[1]) #define sqr(x) dot(x,x) #define norm(x) (rsqrt(rsqrt(sqr(sqr(x))))) #define Get(x,y) (tex2D(s2,float2(ppx,ppy)*(pos + 0.5 + float2(x,y))).xyz) static const float3x3 YUVtoRGB_709 = {1.0, 0.0000000000000000, 1.5748000000000000, 1.0, -0.1873242729306488, -0.4681242729306488, 1.0, 1.8556000000000000, 0.0000000000000000}; float4 main(float2 tex : TEXCOORD0) : COLOR0 { float4 c0 = tex2D(s0, tex); float2 pos = tex * size1.xy - 0.5; float2 offset = frac(pos); pos -= offset; float4x3 X = {Get(0,0), Get(1,0), Get(0,1), Get(1,1)}; float3x4 LinFit = {{-2, 2, -2, 2}, {-2, -2, 2, 2}, {1, 1, 1, 1}}; float4 w = 0.25*mul(float1x3(offset-0.5,1), LinFit); float3 avg = mul(float1x4(w), X) / dot(w, 1); float3 diff = avg - c0; diff -= clamp(diff, -0.5 / acuity, 0.5 / acuity); float str = smoothstep(0, threshold, length(diff*acuity)); c0.xyz = lerp(avg, c0, str); c0.rgb = mul(YUVtoRGB_709, c0.xyz - float3(0.0, 0.5, 0.5)); return c0; } Last edited by Shiandow; 14th May 2015 at 02:37. |
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14th May 2015, 02:11 | #29915 | Link | |
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I will do a direct comparison with the same parameters like with the previous version once I'm done with sleeping. |
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14th May 2015, 02:37 | #29916 | Link | |
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Although, maybe madshi could replace the internal shaders before then? Just don't forget to remove "Deband.hlsl" if you update MadVR. By the way, well done finding that sample. For some reason I didn't encounter such problems in the other files I tested. |
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14th May 2015, 02:59 | #29917 | Link |
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Oh my, thanks for the daily updates and killer features
If I check and then uncheck "octuple luma/chroma resolution", I can't uncheck "double chroma resolution" and "quad chroma resolution" anymore, bug? This said, 8X is complete overkill for 1080p, I still would like to try it coz there used to be a feature in Avisynth where you would massively upscale, process and then downscale at the very last stage. NEDI is so GPU efficient than why not giving it a shot on 360*288@1080p+NEDI/SuperRes I guess 8X luma only isn't possible due to the pixel shifts? I'm not too keen on wasting GPU cycles on chroma. Last edited by leeperry; 14th May 2015 at 03:03. |
14th May 2015, 05:29 | #29918 | Link | |
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14th May 2015, 06:14 | #29919 | Link |
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I still have issue with my 970 windows 7 at home. it still doesn't use the whole render queue when using D3D11 . without D3D11 it is ok. anyone knows why it happens or how to fix it ? with my laptop G751 970m windows 8 it doesn't happen with it enabled.
Should I enable everything on Upscaling refinement ? FineSharp LumaSharpen SuperRes - Error upscaling quality - high Refine the image after every ~2x upscaling step Last edited by x7007; 14th May 2015 at 06:23. |
14th May 2015, 08:37 | #29920 | Link | |
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I hope you are kidding... No, you should not. You should at least have a basic knowledge of what each of these do.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 14th May 2015 at 08:40. |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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