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17th July 2016, 13:50 | #38781 | Link |
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This scene from the Chess video looks absolutely wrong with anything but 0% luminance reduction.
Reminds me of the Black/Blue Gold/White dress controversy image that was on the internet lately. I'm still experimenting.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 17th July 2016 at 14:02. |
17th July 2016, 13:50 | #38782 | Link | |||
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Just how pathetic does it get when it takes forum goers to backup your point lol Screenshots in its own dedicated thread make it look like MPC and I haven't seen an option in PotP to run MPDN as a VR. Anyway MPDN is explained to be a "modern extensible media player" when I'm seeking a standalone VR to run in PotP because the latter provides seamless playback and a D3D GUI. If it's not based on MPC whatsoever it might have deemed worthy to use a more modern GUI. Last edited by leeperry; 17th July 2016 at 18:58. |
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17th July 2016, 15:26 | #38783 | Link | |
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Which other demos are good to test with by the way? I know some of them have bad/missing metadata and such.
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Test patterns: Grayscale yuv444p16le perceptually spaced gradient v2.1 (8-bit version), Multicolor yuv444p16le perceptually spaced gradient v2.1 (8-bit version) Last edited by Ver Greeneyes; 17th July 2016 at 15:29. |
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17th July 2016, 17:13 | #38784 | Link | |
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I've tried to do this, but the OSD text size is too large to see whats going on beyond 11 steps that involve chroma upscaling and 2 passes of chroma SR, and 1 deband angle step. The rest of it is off the screen. Increasing window height makes the font larger, ever since the OSD font update. Render times for either .20 or .23 go up to ~55 and ~58 ms respectively (~35 and ~41 ms w/o) when ShowRenderSteps is on. Edit: screenshots of what little there is (nothing), taken at exactly the same frame in same video. http://imgur.com/a/qrT7O Last edited by har3inger; 17th July 2016 at 17:19. |
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17th July 2016, 17:32 | #38785 | Link | ||||
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There's one more thing I might have changed: In older versions when there was image doubling -> downscaling, IIRC I ran upscaling refinement on the downscaled final res. I might have changed that to run on the doubled image before downscaling. Which of course would also increase render times, but should also improve image quality. Quote:
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@Ver Greeneyes, the Sony HDR demo makes for a good test, too. I don't know if this new setting affects all HDR demos or just some. Haven't done too much testing myself yet. Ok, so it's AngelGraves13 and you. But there were more users voicing their opinion against SR AB, myself included. Anyway, if anyone wants SR AB returned, I'm willing to look at further screenshot comparisons. Quote:
Maybe you can try setting chroma upscaling to Bilinear without any extra stuff? I'm quite sure the rendering time slowdown got nothing to do with chroma upscaling. That way we'd see more useful information in the screenshots. Alternatively you could also create a debug log with 0.90.20 and 0.90.23. That would also help. Edit: Too much cut off. Could you create a debug log for me with both versions, please? |
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17th July 2016, 17:55 | #38786 | Link | |
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I also noticed that the compression level has a significant effect on the resulting appearance so it's important to set that to your true peak white value. In my case the current options 265 or 400 nits straddle my display peak white of 350 nits. |
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17th July 2016, 18:07 | #38787 | Link | |
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Desktop, i5 2500, 8GB, N570 GTX TF III PE/OC Asus X555LF, i7-5500U, 6GB Ram, Nvidia 930m/HD 5500 Windows 8.1 Pro x64 Last edited by CarlosCaco; 17th July 2016 at 18:13. |
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17th July 2016, 18:14 | #38788 | Link | |
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No, I didn't change anything in that area from .22 to .23. |
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17th July 2016, 18:31 | #38789 | Link | |
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What I see when there is an out-of-gamut white (with some gradients e.g. between 100-4000 nits) is that compress highlights and 0% luminance reduction maintains the gradients in the highlights while 100% luminance reduction does not. |
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17th July 2016, 18:43 | #38790 | Link | |
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The calculation of the amount of luminance reduction is based on a gamut mapping "estimate" performed in xyY. This estimate will probably be slightly off, but it shouldn't be off much. But consequently also the luminance reduction amount might be slightly off. Maybe this results in the lost gradients at 100% luminance reduction, but I'm not sure. Do the gradients also get lost with 75% luminance reduction? Which HDR demo file (and runtime in the file) are you testing this with? |
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17th July 2016, 19:02 | #38791 | Link |
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OK fair enough, what would you expect to see from screenshots then? Obviously AB will make the picture softer so I'm not sure what would change your mind, I'm certainly not saying that SR AB is perfect but upscaling is all about compromises and I like the smoothness SR AB provides in motion. Maybe SR strengths going from 1 to 10 instead of 1 to 4 would hit the spot, especially when 4 is unusable.
Last edited by leeperry; 17th July 2016 at 19:13. |
17th July 2016, 19:24 | #38792 | Link |
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Tried the camp demo, still think 25% luminance reduction and 75% saturation looks best. On the tents in the dark it's hard to choose between 25/75 and 50/50 though. I felt like 25/75 left the red tent a bit too bright, and 50/50 darkened it a bit too much. 33.3/66.7 might be a good compromise for that particular scene. 100/0 is right out by the way, causes awful banding on the sun at the beginning of the scene.
Edit: Oh, I should mention I tested this using 120 nits for the display luminance to match my calibration, but 120 nits might still be overbrightening things. 180 nits looks less washed out, though it's hard to say what the 'right' brightness should be.
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Test patterns: Grayscale yuv444p16le perceptually spaced gradient v2.1 (8-bit version), Multicolor yuv444p16le perceptually spaced gradient v2.1 (8-bit version) Last edited by Ver Greeneyes; 17th July 2016 at 19:29. |
17th July 2016, 19:44 | #38793 | Link | |
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@Ver Greeneyes, I don't get any banding at any of the settings. That tent scene amber headlight renders best at 100%/0% while the white headlight renders best at 0%/100% on my display. Those renderings also best match the full CalMAN LUT mapping. |
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17th July 2016, 19:56 | #38794 | Link | |
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sony camp: 100% luminance 0% saturation: http://i.imgur.com/xTousOt.jpg 50%: http://i.imgur.com/55ztgDJ.jpg 0% luminance 100% saturation: http://i.imgur.com/YWe8Txv.jpg chess demo: 100% Luminance 0% saturation: http://i.imgur.com/VwRWAI9.jpg 50%: http://i.imgur.com/v0S7SSw.jpg 0% luminance 100% saturation: http://i.imgur.com/KfpXHHJ.jpg 100% Luminance 0% saturation: http://i.imgur.com/z0mJ5hj.jpg 50%: http://i.imgur.com/OA13aqp.jpg 0% luminance 100% saturation: http://i.imgur.com/59CMxPp.jpg To my eyes camp looked better with 100% luminance but for chess demo it was exact opposite and only 100% saturation looked like it should. I think even with 'looked best' option it's still not quite ideal and i can see in some places of the image where other options work better but rest of the picture looks wrong with them. I'm happy that we have options for now |
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17th July 2016, 20:22 | #38796 | Link | |
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players |
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17th July 2016, 20:27 | #38797 | Link | |
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HOW TO - Set up madVR for Kodi DSPlayer & External Media Players |
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17th July 2016, 21:19 | #38798 | Link | |
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100% luminance reduction and 0% saturation 75% luminance reduction and 25% saturation 50% luminance reduction and 50% saturation 25% luminance reduction and 75% saturation 0% luminance reduction and 100% saturation (I normally use a 3DLUT but I turned it off for this)
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Test patterns: Grayscale yuv444p16le perceptually spaced gradient v2.1 (8-bit version), Multicolor yuv444p16le perceptually spaced gradient v2.1 (8-bit version) Last edited by Ver Greeneyes; 17th July 2016 at 21:25. |
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17th July 2016, 21:30 | #38799 | Link |
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Are you referring to values being higher then defined peak luminance in metadata? Shouldn't madvr compression account for this or are they being clipped. I don't know how this is being handled by madvr, as for lg clip, I think metadata is wrong rather then encode but I could be wrong.
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17th July 2016, 21:56 | #38800 | Link | |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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