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15th May 2015, 04:59 | #30001 | Link | |||
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I had to run "restore default settings", and everything works fine now. Is it a standard procedure to reset setting with every new build? If so, my bad sorry. Now 0.88.7 is rock solid without any apparent bugs, great build Thanks ! Switching to fullscreen is instant with D3D11 and overall feel of 0.88 is snappier and faster. Quote:
Any one of them will be adequate.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 15th May 2015 at 09:00. |
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15th May 2015, 06:52 | #30003 | Link | |
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Using high bitdepth precision is not going to save you from strong chroma plane degradation. Every conversion behaves like a lowpass filter in the chroma plane precisely because as you say chroma channel is usually very soft. You can check this using Color bars or calibration targets (or better yet colored grain). Anyways my question wasn't rhetorical, I'm interested on why you can't use YUV filtering/scaling until the very last step, specially when not using post-processing filters. What prevents you on doing so since it forces a great degradation mostly when the option "image doubling" is used. Last edited by Dogway; 15th May 2015 at 07:04. |
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15th May 2015, 07:05 | #30004 | Link | |
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edit: BTW, the screen shots from that post were not using "chroma upscale", the source was RGB so "chroma upscale" was never needed or possible. The point was to test luma only doubling (with Jinc3 or Catmull-Rom for chroma scaling) v.s. both luma and chroma doubling. A lowpass filter?! A 16-bit RGB->YCbCr->RGB does not behave like a lowpass filter. It isn't going to YCbCr 4:2:0.
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madVR options explained Last edited by Asmodian; 15th May 2015 at 07:31. |
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15th May 2015, 07:30 | #30005 | Link |
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SuperRes is doing a GREAT job on 768p laptop display without too much cost on performance.
On 1080p TV, however, the performance hit is WAY too high!! It goes from 14ms rendering to 39ms. Even with basic upscaling algorithm, it won't work with SVP at 60fps. Is it normal that there is such a big difference of performance hit with SuperRes between 768p and 1080p?
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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 06:10. |
15th May 2015, 07:45 | #30006 | Link | ||
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Last edited by Dogway; 15th May 2015 at 08:23. |
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15th May 2015, 08:15 | #30007 | Link | |
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However, it so happens that every time madVR is in active development, I have a relatively higher workload. So I am not able to contribute as much as I could normally do. Ok, thanks! |
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15th May 2015, 09:12 | #30008 | Link | ||
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It fixed the problem for me.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. |
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15th May 2015, 09:21 | #30009 | Link | |
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15th May 2015, 09:34 | #30011 | Link | |
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I don't know what kind of Matrix madshi uses for this intermediate steps, but for example YCgCo is proven to be mathematically perfectly lossless given enough intermediate precision.
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LAV Filters - open source ffmpeg based media splitter and decoders Last edited by nevcairiel; 15th May 2015 at 09:58. |
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15th May 2015, 09:59 | #30013 | Link |
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I tested the lastest iteration so far and it's definitely better. In some cases it's better than the high preset but I found one case where it's very weak compared to the high preset. I wait until the next iteration comes out and if it's not corrected I will post a picture (or a sample video?) if it can help Shiandow.
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Windows 8.1 and 10 x64 - Intel Core i5-4670K (4.2 GHz) - 8 GB DDR3 - MSI Geforce GTX 1080 8 GB - Sony KD-55A1 - Denon AVR-X3600H |
15th May 2015, 09:59 | #30014 | Link | |||||||||||||||||||||||
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1) Leave all your settings just as they are, but rename one of the 3dlut files to something else (e.g. add "dummy" to the file name). madVR should then complain about the missing file. If you do this with a Rect.601 video file, then which file do you have to remain to make madVR complain? 2) If you toggle through the primaries (Ctrl+Alt+Shift+P), does that make madVR load the correct 3dlut? Quote:
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FWIW, maybe I could improve my "high" preset, too. I have the "angle" feature for "low" and "med", which is currently disabled for "high". I spent a lot more time developing the low/med algos. So maybe there's some room left in my algorithm to improve for "high". Sadly, I don't have a lot of time left for madVR at the moment. So it'll have to wait... Quote:
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1) Either you have desktop composition disabled (only possible on Windows 7). 2) Or you have the number of video frames which shall be presented in advance set to 16. I've just found out after releasing v0.88.7 that 15 is that max I can do. Using 16 means the D3D11 device creation fails. So lower this option to 14 (15 isn't currently supported), and D3D11 should start working again. Quote:
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If your GPU has the power for that, why not? Quote:
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34 * 0.222 = x x / 0.222 = y Do x and y differ? If not, then there's your proof that not *every* conversion behaves like a lowpass filter. Converting between RGB and YCbCr is pretty similar to what I wrote above. It's just a series of multiplications and additions. And there's an *exact* inversion math to go back to the old colorspace. If I used float32 textures, the colorspace conversions would probably be perfectly lossless. Since I'm only using 16bit integer textures, there's a very small quality loss to be expected. But it's nothing like a lowpass filter. A lowpass filter requires that each pixel is influenced by its neighbor pixels. That's simply not the case when doing a color space conversion. The color space conversion might lose 0.00001% of precision, but the precision loss is much lower than any instrument or even our eyes could ever measure. I'm not sure where you got your ideas from (lowpass filter and all). Those ideas are clearly technically incorrect. Quote:
No, it does not. Maybe there's degradation when using AviSynth, I don't know. Is that where you drew your conclusions from? AviSynth is limited to 8bit, IIRC? AviSynth tests don't tell you how madVR behaves. madVR has a dramatically higher calculation bitdepth than AviSynth. E.g. 34 * 0.222 = 7.548 -> rounded to 8bit = 8 8 / 0.222 = 36.04 -> rounded to 8bit = 36 So by using 8bit math, a value of 34 after one color conversion step suddenly becomes 36. That's terrible!!! But now let's check what madVR does: 34 * 0.222 = 7.548 -> rounded to 16bit = 494666 / 0x10000 494666 / 0x10000 / 0.222 = 34.0000187 -> rounded to 8bit = 34 You see the difference? And 16bit integer is just the storage format used by madVR to store data between different processing steps. Calculation is actually done in 32bit floating point which has an even higher precision than 16bit integer. |
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15th May 2015, 10:04 | #30015 | Link | |||||
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15th May 2015, 10:10 | #30016 | Link | |
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In D3D11; fullscreen exclusive mode, 8 bit fullscreen exclusive mode, 10 bit In D3D9; fullscreen exclusive mode (new path) fullscreen exclusive mode (old path) madshi, In d3d9 mode when I switch "present several frames in advance" OFF in "exclusive mode settings" it also effects the windoed mode, meaning windowed or FSE it is always (old path).
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 15th May 2015 at 10:20. |
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15th May 2015, 10:33 | #30017 | Link | |
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15th May 2015, 10:35 | #30018 | Link | |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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