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Old 18th October 2017, 18:14   #521  |  Link
MysteryX
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Just rounding errors. Alternatively, you can also use DitherTools to do 16-bit conversion with Stack16 format.
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Old 19th October 2017, 16:29   #522  |  Link
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SOLVED. When using AVISynth+ instead of AVISynth2.6 there is no error on loading SuperRes or SuperResXBR. Using the flag matrixin="Rec601" for this DVD source results in perfect colors that match the source and no clipping at the extremes. Thanks again for the assist.
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Old 5th November 2017, 21:39   #523  |  Link
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I can't get 10-bit input to work correctly even with AVS+.
Code:
LWLibavVideoSource("file.ts", format="YUV420P10")

ResizeShader(width=1920, height=1080, kernel="SSim")
8-bit works fine though. All I get for 10-bit is this:
https://imgur.com/a/v82jg
It's not even the right resolution, its 960x1080.

ps. have you thought about adding support for bt.2020?

Last edited by Gser; 5th November 2017 at 22:02.
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Old 5th November 2017, 22:56   #524  |  Link
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L-Smash doesn't support the native high bitdepth formats of AviSynth+. Either use ffms2 or try something like:
Code:
LWLibavVideoSource("file.ts", format="YUV420P16", stacked=true)
ConvertFromStacked()
ResizeShader(width=1920, height=1080, kernel="SSim")
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Old 6th November 2017, 13:39   #525  |  Link
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Quote:
Originally Posted by sneaker_ger View Post
L-Smash doesn't support the native high bitdepth formats of AviSynth+. Either use ffms2 or try something like:
Code:
LWLibavVideoSource("file.ts", format="YUV420P16", stacked=true)
ConvertFromStacked()
ResizeShader(width=1920, height=1080, kernel="SSim")
L-Smash works just fine with avs+ formats http://avisynth.nl/index.php/LSMASHS...bavVideoSource
But it seems that I will have to use stacked as the only resizers that work directly with 10-bit are the internal ones.
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Old 6th November 2017, 14:16   #526  |  Link
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Quote:
Originally Posted by Gser View Post
L-Smash works just fine with avs+ formats http://avisynth.nl/index.php/LSMASHS...bavVideoSource
I don't read anything about AVS+ formats in there.

Quote:
Originally Posted by Gser View Post
But it seems that I will have to use stacked as the only resizers that work directly with 10-bit are the internal ones.
I don't really know but to me this implies the AVS+ formats should be supported:
Quote:
Originally Posted by MysteryX View Post
If you're using Avisynth+, you can use ConvertBits(16) and ConvertBits(8) to work in high-bit-depth.

Did you try my suggestions (unsuccessfully)?
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Old 6th November 2017, 15:02   #527  |  Link
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Quote:
Originally Posted by sneaker_ger View Post
I don't read anything about AVS+ formats in there.


I don't really know but to me this implies the AVS+ formats should be supported:



Did you try my suggestions (unsuccessfully)?
I can't demonstrate it any better that this picture.

https://imgur.com/a/60gYY

Yes I understood also that avs+ formats were supported but at least 10-bit didn't work.

Now I am using this code
Code:
LWLibavVideoSource("file.ts", stacked=true, format="YUV420P16" )
Dither_convert_yuv_to_rgb (matrix="2020", output="rgb48y", lsb_in=true)
Dither_y_gamma_to_linear (tv_range_in=true, tv_range_out=true, curve="2020", sigmoid=true)
Dither_resize16 (1920, 1080, kernel="bicubic", a1=0, a2=0.75)
Dither_y_linear_to_gamma (tv_range_in=true, tv_range_out=true, curve="2020", sigmoid=true)
r = SelectEvery (3, 0)
g = SelectEvery (3, 1)
b = SelectEvery (3, 2)
Dither_convert_rgb_to_yuv (r, g, b, matrix="2020", lsb=true)
Dither_quantize (10, mode=7, reducerange=true)
Dither_out ()
Prefetch(3)
I'm doing the rgb conversion with dither tools as avisynthshader doesn't support bt.2020. I was hoping to process the rgb video then in avisynthshader but it processes stacked formats only in YV12 and YV24.

Last edited by Gser; 6th November 2017 at 16:21.
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Old 6th November 2017, 16:36   #528  |  Link
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The image above isn't Stack16 format otherwise it would appear in 2 vertical sections with the bottom half showing random junk.

Note that if you pass 10-bit, it needs to be converted to 16-bit to pass into the shader. Use ConvertBits(16) before it and it should work fine.
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Old 6th November 2017, 17:22   #529  |  Link
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Quote:
Originally Posted by MysteryX View Post
The image above isn't Stack16 format otherwise it would appear in 2 vertical sections with the bottom half showing random junk.

Note that if you pass 10-bit, it needs to be converted to 16-bit to pass into the shader. Use ConvertBits(16) before it and it should work fine.
Yes it wasn't supposed to be stacked, I was trying to directly convert planar 10-bit. And also convertbits didn't work, just gives an error about reading video. Only converting it to stacked works. There might be a problem in convertbits because just using it without resizing already gives me an error. Quite bizarre.

Last edited by Gser; 6th November 2017 at 17:55.
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Old 12th November 2017, 04:30   #530  |  Link
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Just to be clear. The GPU works only in 8-bit, 16-bit, or 32-bit.

If you pass other formats like 10-bit, it should automatically handle the conversions but perhaps I haven't tested that much.
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Old 16th December 2017, 04:47   #531  |  Link
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Madshi replaced NNEDI3 with NGU in madVR. I haven't tried it yet but it appears to be better as he also removed NNEDI3.

Anyone knows of available HLSL implementation of NGU?
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Old 16th December 2017, 09:36   #532  |  Link
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Quote:
Originally Posted by MysteryX View Post
Madshi replaced NNEDI3 with NGU in madVR. I haven't tried it yet but it appears to be better as he also removed NNEDI3.

Anyone knows of available HLSL implementation of NGU?
Note that there are two main NGU variants, NGU AA (madshi's rewrite of NNEDI3, somewhat improved) and NGU Sharp/Standard/Soft (madshi's own edge-directed upscaler like waifu2x, FSRCNN etc.).
I assume that NGU sources will never be shared (however madshi plans to release avisynth plugin with madVR algorithms someday). For now you can try FSRCNN from mpv, I assume.
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Old 16th December 2017, 17:34   #533  |  Link
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Oh madshi wrote these himself? Yeah that might make it harder to implement it elsewhere as he tends to be protective with his hard work.
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Old 16th December 2017, 21:11   #534  |  Link
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OK I talked with Madshi. He's planning to release a madVR toolkit for Avisynth+ and VapourSynth, so you'll be able to use NGU + SuperRes without using AvisynthShader. When he gets the time to finish it.
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Old 18th December 2017, 00:57   #535  |  Link
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Quote:
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OK I talked with Madshi. He's planning to release a madVR toolkit for Avisynth+ and VapourSynth, so you'll be able to use NGU + SuperRes without using AvisynthShader. When he gets the time to finish it.
I do a fast search for super-resolution FSRCNN look like much better than nnedi3, But AviSynthShader not compatible MPV glsl Shaders.

NGU Sharp compares to mpv's latest FSRCNN(X):
https://forum.doom9.org/showthread.p...32#post1825432
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Old 21st December 2017, 03:01   #536  |  Link
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NGU looks considerably better than FSRCNN(X) that causes much more edge/color distortion. It's also a lot faster. Thanks for the benchmarks and comparison.

Now NGU+SuperRes should also look great
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Old 21st December 2017, 23:46   #537  |  Link
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Quote:
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Now NGU+SuperRes should also look great
madshi said several times that SuperRes doesn't seem to be beneficial for NGU and even can harm it.
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Old 22nd December 2017, 20:04   #538  |  Link
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Have they also done comparison of SuperRes with NNEDI3 or SuperXbr, with NGU? SuperRes+Xbr was doing a great job already but had some distortion in some cases with geometric forms. I'd be curious to see NGU side-by-side.
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Old 24th December 2017, 08:24   #539  |  Link
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Quote:
Originally Posted by cork_OS View Post
madshi said several times that SuperRes doesn't seem to be beneficial for NGU and even can harm it.
EDSR look super!!!
https://github.com/LimBee/NTIRE2017
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