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18th November 2014, 04:42 | #42 | Link | |
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I finally noticed the Next Shader Preset and Prev Shader Preset option far down the list in Options>>Player>>Keys in the recent version. I didn't know about that, can finally upgrade, lol. Works fine for me. Maybe you're expecting a stronger result, or a different look. Try pre and post resize together, or set sstr=4.0 and cstr=1.19 in FineSharpA, which is about as far as I would take things. Last edited by -Vit-; 18th November 2014 at 05:18. |
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18th November 2014, 05:16 | #43 | Link | |
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MPC-HC/MPC-BE, Lav Filters, MadVR CPU: AMD Ryzen 5 1600, Video: AMD Radeon RX Vega 56 -> TCL S405 55", Audio: Audio-Technica M50S Last edited by fairchild; 18th November 2014 at 05:24. |
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18th November 2014, 05:27 | #44 | Link |
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That's up to your eyes. And depends on how clean your source is and the amount of upscale you are doing. And the size of your screen I suppose.
In general (upscaling) pre-resize is light, post is stronger, both together is strongest. The default sstr is sensible but can go down to 0.5 or up to about 4.0, with cstr changed to match. You can set a different sstr/cstr for the pre- and post- resize step (make two FineSharpA files) when using both together. The stronger you apply this filter, the more it will pull out really faint detail, but then the more likely you will see grain like artefacts, especially around detail and edges, and also some fine bright halos. How much you can live with that determines the settings to use. |
18th November 2014, 10:48 | #45 | Link | |
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(1) A good general purpose de-noising shader. Ideal would be an algorithm which works reasonably well with the majority of content without needing content specific tweaks (other than a simple "denoise strength" slider). After a quick search maybe FluxSmoothST would be a good choice. Other alternatives might be SMDegain or MCTemporalDenoise. (2) A basic version of QTGMC (or even TempGaussMC). I wouldn't need all the hoops and hopplas, just the most important core functionality. I could live with losing a few percent of quality by skipping some complicated/difficult algorithms. You could use bicubic interpolation instead of NNEDI3. I could then optionally replace that with NNEDI3 in madVR. But I suppose doing the motion estimation could be problematic in HLSL? Maybe OpenCL or DirectCompute would be more suitable for that? (3) DeHalo_alpha. (4) LimitedSharpenFaster. (5) aWarpSharp2. (6) Maybe just the part of QTGMC which removes the grain, scales it separately (or replaces it with noise with the same local properties) and later puts it back in. This would help making debanding work better for grainy sources. BTW, if I allowed your shaders to access to a compute language, would you prefer DirectCompute or OpenCL? If you have no preferences, I might prefer DirectCompute because driver support from the various GPU manufacturers seems to be better, and because it's the same HLSL language, once again. |
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18th November 2014, 17:16 | #46 | Link |
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All of these will need intermediate textures. I could only do finesharp because it only needed one intermediate value at a time and only the luma, so I could use the alpha. Rarely that simple
(2) - QTGMC in shaders . Well, basic TGMC is pretty short, but needs MVTools2. Has that been converted to GPU yet? Doable with compute shaders but would take more time than I have. (1) - SMDegain is just a indirect way of using MVTools. So same point as above. MCTemporalDenoise is pretty huge if I recall (and uses MVTools). FluxSmooth is a C(++) plugin, not a script - it's method is the simplest, so probably the most approachable. (3),(4) dehalo, LSF - need intermediate textures but otherwise very doable. (5) aWarpSharp. Another C++ plugin. Not looked at it so I don't know the algorithm. (6) QTGMC noise pathway. Once you have (1), then storing and adding the noise back later is simple. So this is about rescaling noise. Fairly straightforward this one, but whether it will be effective for general rescaling I don't know. More complex if you think about interlaced sources. It's better to denoise prior to deinterlacing then add it back full frame. DirectCompute or OpenCL is OK. I prefer DirectCompute. |
18th November 2014, 17:40 | #47 | Link | |||
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20th November 2014, 07:15 | #49 | Link |
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tiny question?!?!?!
"Attachments Pending Approval File Type: zip finesharp_shaders_1.11.zip" why does this approval take so loong.. its been over 3 days now? isnt it??!?!?! i wanna test this new version, hehe.. gretez |
19th December 2014, 08:06 | #52 | Link |
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Thanks very much for this -Vit-.
I've been happily using lumasharpen from the CeeJay's SweetFX shaders for the past few months. Can any of you technical fellows explain the main difference between that and FineSharp please? |
7th February 2015, 11:57 | #55 | Link | |
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I also have the DVD iscan mini. I have done a lot of test but.. finesharp is is made to be used alone, without other PP. Best PQ is with FS alone, the only other PP that is acceptable is Unsharp mask used after fine sharp. The worst of all group is Darbee. I don't like it. the immage become unnatural, overprocessed and to countered |
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7th February 2015, 22:51 | #56 | Link | |
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30th March 2015, 13:50 | #57 | Link | |
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New madVR v0.87.15 added option, which is enabled by default:
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31st March 2015, 23:15 | #59 | Link |
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FWIW, I'd suggest to modify the ToYUV und ToRGB shaders slightly like this:
ToYUV: Code:
float3 yuv = mul( height<576 ? RGBtoYUV_601 : RGBtoYUV_709, Src(0,0).rgb ) + float3(0.0, 0.5, 0.5); Code:
float4 o = Src(0,0) - float4(0.0, 0.5, 0.5, 0.0); |
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