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Old 28th September 2017, 14:11   #121  |  Link
pinterf
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Indeed, good catch. Optimization magic typo, I guess.
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Old 29th September 2017, 19:09   #122  |  Link
real.finder
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I think I get why awarpsharp2 give different result

in original awarpsharp
Quote:
int bm

Blur modes:

0 : hq 3-pass
1 : fast 3-pass
2 : fast 1-pass (Default)
3 : light blur
in awarpsharp2
Quote:
int type

Type of blur:

0 : radius 6 blur (some kind of 13x13 average).
1 : radius 2 blur (some kind of 5x5 average), requires around 8x more passes than type=0 for the same effect (will be 2.5x slower), but will produce better quality.
for awarpsharp in awarpsharp2

Quote:
Original aWarpSharp compatibility:

Mapping from original aWarpSharp parameters:

thresh = thresh*256
blur = blurlevel
type = (bm=0)->1, (bm=2)->0
depth = depth*blurlevel/2
chroma = 0->2, 1->4, 2->3
so the difference is the blur type, since there only 2 type in awarpsharp2
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Old 26th November 2017, 00:46   #123  |  Link
Ben_Nicholls
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Any idea where "aWarpSharpMT_v1_0_0.7z" comes from? Googled away and can't find if it it is never than the 2016 versions...
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Old 26th November 2017, 01:30   #124  |  Link
real.finder
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Quote:
Originally Posted by Ben_Nicholls View Post
Any idea where "aWarpSharpMT_v1_0_0.7z" comes from? Googled away and can't find if it it is never than the 2016 versions...
https://forum.doom9.org/showthread.php?t=175064
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