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9th June 2015, 15:05 | #30881 | Link |
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There's another annoying issue that is present in all madVR builds I've used so far. The problem is that it should be very hard to reproduce.
I use Mozilla Firefox, and there are always a lot of tabs open there (185 for now). When playing a video with madVR on the 2nd monitor Firefox sometimes crashes, sometimes behaves weird (only the window title is displayed, the rest is "transparent" - the contents of a background window is visible). I don't know if this is caused either by some of the opened tabs, or by playing on the 2nd monitor, or even by madVR (EVR CP looks really ugly on the projector + 140" screen, and the issue is too unstable and relative rarely appearing to perform a good test). But it does exist.
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9th June 2015, 15:15 | #30882 | Link | |||||
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Finesharp testing results report #3
For reference when I refer to FineSharp (i) below I am referring to FineSharp in Image Enhancements, and when I refer to FineSharp (u) I am referring to FineSharp in Upscaling Refinement. Its easier that typing each phrase over and over again.
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The tests I have done when I made the second report (above) and this one were done without SuperRes, so only the first test I did involved using SuperRes in combination with FineSharp. As I reported in the first test report I felt that if one is combining FineSharp with SuperRes they seem to work better if they are both used from the Upscaling Refinement area. When enabling Linear Light in FineSharp (i) I notice a significant change in shading and around black areas on the screen. Its a look I prefer having enabled as opposed to disabled in the (i) version. Linear Light in the (u) version has much less (an almost unperceptive) effect. Enabling Linear Light in the (u) version makes it look like a very small (insignificant) increase in sharpness/jaggedness. Very much insignificant in my view, and I'd have no objection to it enabled by default when used by the (u) version. I don't notice the change in blacks and shading with the (u) version like I do with the (i) version. Quote:
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When using Doubling with the FineSharp in upscaling refinement it smooths out jaggedness of alaising lines. (When comparing FineSharp (i) to FineSharp (u) at the same strengths FineSharp (u) is more of a blurry image with far less artifacts. To a degree Doubling may be reducing artifacts with FineSharp (u) as well, and reducing sharping edges with FineSharp (i), but given that the pre-doubled image was already pretty smooth with FineSharp (i), and the pre-doubled image with FineSharp (u) was pretty artifact free before doubling the effects are less noticeable). Combining both FineSharps (aka enabling both) doesn't appear to look too bad as long as both are reduced in strength by half (causing the total strength to FineSharp to remain the same when all is said and done), but then you bring in the possibility of FineSharp (u) increasing render speeds and dragging down weaker gpu. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Quote:
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System specs: Sager NP9150 SE with i7-3630QM 2.40GHz, 16 GB RAM, 64-bit Windows 10 Pro, NVidia GTX 680M/Intel 4000 HD optimus dual GPU system. Video viewed on LG notebook screen and LG 3D passive TV. Last edited by Anime Viewer; 9th June 2015 at 15:27. Reason: added reply to GCRaistlin |
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9th June 2015, 16:37 | #30883 | Link |
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madshi, should I create a ticket on the bug tracker for my request about the ability to change the refresh rate from the icon menu?
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9th June 2015, 18:08 | #30885 | Link | |
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Unfortunately I don't believe my monitor supports 23/24p display modes since it switches back to 59.95 hz after going fullscreen for a few seconds. But for those few seconds testing 24hz (display reporting 24.00 in madvr), queues fill all the way with prepresented at 14-15/15. Testing 23hz (presuming you don't mean 23.976hz) queues did not fill but the display was outputting 22.99hz. Testing 0.88.8 at 24hz, queues fill perfectly fine. But similar to above, D3D11 seems to lose a prepresented frame in present queue when compared to D3D9. All testing done with Ordered Dithering with both options enabled. Edit: Probably doesn't mean much but with the test build, D3D11 10-bit, present queue displays 14-15/15 in windowed mode, whereas fullscreen it is completely stable at 15-15/15. Last edited by SecurityBunny; 9th June 2015 at 18:14. |
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9th June 2015, 18:21 | #30886 | Link | ||||||
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http://forum.doom9.org/showthread.ph...43#post1721943 Quote:
What is important to me is if v0.88.8 is in any way better than the test build or not. If v0.88.8 is not better (not at any refresh rate), then we can consider the problem in v0.88.9+ fixed, and we can stop investigating. You're saying v0.88.8 filled the queue at 24hz, and the test build, too. But the test build doesn't seem to fill the queues at 23hz. So does v0.88.8 do that? |
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9th June 2015, 18:22 | #30887 | Link |
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Hi, sorry for hijacking the thread a bit. For some time I have developed some shaders for other systems (emulators) and would like to know how one of them compares to the shaders used to upscale videos. My shaders are used primary for games, but I think some of them could be used for videos too.
What do you think about the quality of this 4x upscaled image? http://i.imgur.com/d0usxSP.png Last edited by Hyllian; 9th June 2015 at 18:36. |
9th June 2015, 18:41 | #30888 | Link |
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@Hyllian,
that looks quite nice, actually. Compared to NNEDI3, I would say in some areas it's a bit better (e.g. the wheels of the white van) and in others a bit worse. However, I do see some ringing in your image. Did you sharpen it with a bad sharpener? Or does your scaler introduce ringing itself? FWIW, here's what NNEDI3 does, without and with sharpening: NNEDI3 -|- NNEDI3 - sharpened What kind of algorithm does your shader use? How fast is it? |
9th June 2015, 18:42 | #30889 | Link | |
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Preset:Strength= low:0.5 medium:1.0 high:2.0 Always with linear light ON Thinning seems fine at default for all three modes, but it's very hard to come up with a preference for me I am afraid - so I would certainly not object when this parameter is changed from default. I guess it would seem logical that the "optimum" thinning setting changes as well with different strength presets. Mode 3 is certainly not "night and day" but in my opinion the difference is relevant enough to make it the default, with mode 1 or 2 perhaps a new "trade quality for performance" checkbox. I know you hate additional options, but madVR is all about best quality first, afterall |
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9th June 2015, 19:02 | #30890 | Link | |
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My algorithm is called super-xbr, as it was derived from the standard xbr algorithm I already had developed for cartoon games some years ago and is largely used in emulators. The super-xbr is more focused in high color gradient images than cartoons, so I think it could be good for videos. For now, it's only in cg shader language and available for emulators like Retroarch. The sources are in this repository: https://github.com/libretro/common-s.../xbr/super-xbr Unfortunately, I don't know other shaders languages to port it, but maybe you could port it and test in madVR or other players/systems. It's a bit less aggressive then the NEDI shader. If I disable the anti-ringing I get this: http://i.imgur.com/bDA74E2.png Last edited by Hyllian; 9th June 2015 at 19:51. |
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9th June 2015, 19:23 | #30891 | Link | |
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So it seems odd integer refresh rates aren't fixed but 3:2 pulldown & 1:1 is fine? Last edited by SecurityBunny; 9th June 2015 at 19:27. |
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9th June 2015, 19:35 | #30892 | Link | |
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9th June 2015, 19:42 | #30893 | Link | ||
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In case someone happens to have performance issues with madVR rendering (excluding cases where DXVA scaling seems to work) one thing that could cause it is a buggy motherboard bios.
Same HW, but different MB bios versions resulted quite different texture upload speeds: Quote:
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9th June 2015, 19:45 | #30894 | Link |
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Check my previous message. :P I tested both 24hz and 23hz since madshi asked for both. Setting my display to 23hz puts it in 22.99 whereas 24hz puts it at 24.00.
Though there still seems to be some type of problem if 0.88.8 can play 22.99hz with relatively full queues and the test build can't at this specific hz. Even if it isn't the norm. |
9th June 2015, 20:29 | #30895 | Link | |
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I mean that horisontal lines in window (marked using arrow) FS OFF, image inhancement no horisontal lines and FS ON, image inhancement, we see lines. This is the test image for correct chroma upsampling (Spears & Munsil) and we should see horisontal lines with and without Fine Sharpening? Last edited by nlnl; 9th June 2015 at 20:46. |
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9th June 2015, 21:06 | #30896 | Link |
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Madshi, I'll add one more thing about SuperRes anti-ringing. It adds distortion to the image so you have to be careful. If it's too low, it doesn't quite remove anti-ringing, but then if it is too high, the image looks "flat"
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FrameRateConverter | AvisynthShader | AvsFilterNet | Natural Grounding Player with Yin Media Encoder, 432hz Player, Powerliminals Player and Audio Video Muxer Last edited by MysteryX; 24th June 2015 at 06:02. |
9th June 2015, 21:41 | #30897 | Link | |
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9th June 2015, 22:33 | #30898 | Link | |||||||
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Which license does your super-xbr algo (and the shaders) come with? I might be interested trying it for madVR, but it depends on the license. Thanks! Quote:
I'm not sure exactly *why* the queues aren't filling. I mean I know it's caused by me modifying the refresh rate. But I'm not sure why modifying the refresh rate causes the queues to not fill - and only in 10bit mode. Strange. And it seems to only affect some users, not all. In any case, I've done what I could do. I think I'll call it a day now and leave things as they are in the test build. Quote:
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10th June 2015, 00:00 | #30899 | Link | |
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Any idea why 1 prepresented frame is being dropped when using D3D11 though? With frames in advance set to 16, 15-15/15 present queue with D3D11, 15-16/16 present queue with D3D9. |
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10th June 2015, 01:17 | #30900 | Link | ||
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I might ask Shiandow about the alg. then. Quote:
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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