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Old 18th January 2016, 13:01   #261  |  Link
aegisofrime
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Originally Posted by loneboyz View Post
The way I see, it is considered that the combination of SuperRes with Super-XBR. Instead of calling both SuperRes and Super-XBR, then you'll only call SuperResXBR. The results is the same.
The thing that confused me is that SuperResXBR does not have a Upscaler parameter. That is pretty much a required parameter that you must pass to SuperRes. The absence of this parameter in SuperResXBR caused me to have doubts.
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Old 18th January 2016, 13:34   #262  |  Link
CkJ
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Originally Posted by aegisofrime View Post
The thing that confused me is that SuperResXBR does not have a Upscaler parameter. That is pretty much a required parameter that you must pass to SuperRes. The absence of this parameter in SuperResXBR caused me to have doubts.
You mean the scale factor? I think it's 2x because 3 and 7 have the same size.
3. nnedi3_rpow2(4, nns=4, cshift="Spline16Resize")
7. SuperResXBR(1, .7, xbrEdgeStrength=.1, xbrSharpness=.7), twice
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Old 18th January 2016, 14:44   #263  |  Link
Hyllian
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During my development and tests, I think the best values for super-xbr params (xbrEdgeStrength, xbrSharpness) are in these ranges:

xbrEdgeStrength between 1.0 and 2.0 (1.5 is the best for the clown image).
xbrSharpness between 0.3 and 1.0 (above 1.0 inctroduce some strange artifacts and intensify the ringing too much).
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Old 18th January 2016, 17:12   #264  |  Link
MysteryX
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Originally Posted by jpsdr View Post
I have a 32-bit system. Never thought this could affect the build process, i thought that path for SDK were added automaticaly on VS product when installed.
It changes the path from "Program Files" to "Program Files (x86)" to find the DirectX SDK files.

Quote:
Originally Posted by aegisofrime View Post
The thing that confused me is that SuperResXBR does not have a Upscaler parameter. That is pretty much a required parameter that you must pass to SuperRes. The absence of this parameter in SuperResXBR caused me to have doubts.
That's because the upscaler is hard-coded as SuperRes-xBR. Instead of passing an upscaler string, you pass Super-xBR's parameters. It gives almost the same result as calling them separately, except that performance is higher due to reduced memory transfers, and quality is slightly better due to processing the whole thing in 16-bit without any rounding.

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Originally Posted by Hyllian View Post
During my development and tests, I think the best values for super-xbr params (xbrEdgeStrength, xbrSharpness) are in these ranges:

xbrEdgeStrength between 1.0 and 2.0 (1.5 is the best for the clown image).
xbrSharpness between 0.3 and 1.0 (above 1.0 inctroduce some strange artifacts and intensify the ringing too much).
That's for Super-xBR on its own. When adding SuperRes, it greatly reduces ringing and it changes the game.
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Old 18th January 2016, 18:42   #265  |  Link
MysteryX
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I added support for 64-bit but haven't tested it. You guys can play with it and let me know if there is any problem.
https://github.com/mysteryx93/AviSyn...Shader-x64.dll

I was wondering how to download a specific file from GitHub... found it... just press the "Raw" button.
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Old 18th January 2016, 20:51   #266  |  Link
jpsdr
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Changing the VC++ directory solved issue, thanks.
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Old 20th January 2016, 22:45   #267  |  Link
luquinhas0021
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I am trying use AviSynth Shader 1.3.5, with this following script line

SuperXBR(MatrixIn="Rec601", EdgeStrength=1.5, Sharpness=0.9, MatrixOut="Rec709")

When I go open the .avs file in MPC-BE 1.4.5, the player shows: "SuperXBR doesn't have a function name called "EdgeStrength". What can I do to solve this?
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Old 20th January 2016, 22:52   #268  |  Link
MysteryX
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I changed the parameter names but didn't update the documentation on this page. Look at parameters information on the GitHub page, or within the AVSI file.
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Old 19th February 2016, 05:49   #269  |  Link
bxyhxyh
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Please tell me how 2 pass is better than 1 pass.
I'm not saying 1 pass is enough or something.

I'm asking what really pass settings do.

Last edited by bxyhxyh; 19th February 2016 at 09:32.
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Old 19th February 2016, 11:49   #270  |  Link
MysteryX
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Honestly, 2 passes with Str=.45 is almost the same as 1 pass with Str=.9, with very slight quality improvement based on the source.

If you want more Strength (sharpness) than 1, then 2 passes will allow you to increase the strength further.

2 passes with Str=.6 appears to be identical to 3 passes with Str=.6

Oh, and if you use the Softness parameter, it will only have an effect if you use 2 passes.
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Old 20th February 2016, 05:28   #271  |  Link
bxyhxyh
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Ok. Can you make it support Y8?
If i need to use it only on luma that would speed up things.
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Old 20th February 2016, 07:01   #272  |  Link
MysteryX
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No, HLSL shaders work on RGB data. Any other data format first needs to be converted into 16-bit RGB. Plus, the necessary colorspace conversions (Gamma to Linear RGB) wouldn't be possible with Y8 data.
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Old 4th March 2016, 20:47   #273  |  Link
luigizaninoni
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Originally Posted by MysteryX View Post
I added support for 64-bit but haven't tested it. You guys can play with it and let me know if there is any problem.
https://github.com/mysteryx93/AviSyn...Shader-x64.dll.
SuperRes works fine with Avisynth+ 64-bit
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Old 6th March 2016, 13:49   #274  |  Link
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Originally Posted by luigizaninoni View Post
SuperRes works fine with Avisynth+ 64-bit
Good to know! Still haven't tested it
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Old 7th March 2016, 05:53   #275  |  Link
burfadel
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Good to know! Still haven't tested it
Works fine here too . Is it generically compiled or optimised?

I notice that SuperRes has recently been updated in the recent MPDN extensions (potentially better quality and faster), any chance of this plugin being updated with the changes?
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Old 7th March 2016, 15:57   #276  |  Link
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Oh, you're right. The new version will give performance improvement. Super-xBR was also updated. I also want to integrate SSimDownscaler.

Not sure when I'll have time to do that. If someone else wants to do the update, I'll integrate the changes.

It is generically compiled. Since the bottleneck is the memory transfers from the GPU back to the CPU, I doubt you'll get much improvement from compile optimizations.
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Old 2nd May 2016, 09:41   #277  |  Link
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v1.3.6 released!

What's new:
- Includes the x64 DLL
- Updated SuperRes and Super-xBR to the latest version
- SuperRes is now over 50% faster by using custom downscaler!

Todo: Implement SSimDownscaler
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Old 5th May 2016, 11:10   #278  |  Link
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v1.3.7 released!

What's new:
- Fixed SuperRes as the last upgrade was broken
- SuperRes 20-50% faster than previously
- SuperRes now produces a softer result but with much less ringing and its setting can be increased for extra sharpness

Here is a benchmark comparison

Code:
SetFilterMTMode("DEFAULT_MT_MODE",2)
SetFilterMTMode("AviSource",3)
AviSource("Preview.avi", audio=false, pixel_type="YV12") #288p video
SuperResXBR(2, 0.6, 0, XbrStr=2, XbrSharp=1.2, MatrixIn="601")
SuperResXBR(2, 0.6, 0, XbrStr=2, XbrSharp=1.2)
Prefetch(8)
SuperRes v1.3.5
Code:
Frames processed:               518 (0 - 517)
FPS (min | max | average):      0.485 | 1000000 | 11.23
Memory usage (phys | virt):     557 | 869 MB
Thread count:                   143
CPU usage (average):            8%
SuperRes v1.3.7
Code:
Frames processed:               523 (0 - 522)
FPS (min | max | average):      0.444 | 1000000 | 16.03
Memory usage (phys | virt):     610 | 990 MB
Thread count:                   162
CPU usage (average):            12%
Note: Super-xBR+SuperRes is working with AviSynth+ MT, but NNEDI3+SuperRes won't work with the latest AviSynth+ MT build because the image gets shifted to the left. AVS 2.6 is still the most reliable for this.
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Old 5th May 2016, 13:56   #279  |  Link
luigizaninoni
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MysteryX, could you make a Vapoursynth version of you excellent plugin ? MT works much better in VS than in Avisynth
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Old 5th May 2016, 16:09   #280  |  Link
MysteryX
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Originally Posted by luigizaninoni View Post
MysteryX, could you make a Vapoursynth version of you excellent plugin ? MT works much better in VS than in Avisynth
It would require a lot of work from my part and I personally have no need for VapourSynth; neither do I know anything about VapourSynth.

Not only the DLL code-base would have to be adapted, the whole AVSI script file would also have to be rewritten.

I don't know how easy or hard it is to adapt the DLL, but I don't think it will happen anytime soon unless someone else decides to implement it.

I will however work on implementing SSimDownscaler.

On a side note, I wouldn't expect much performance difference between VapourSynth and AviSynth as the bottleneck is memory transfers from the GPU to the CPU which will remain the same either way.
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