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Old 9th June 2008, 15:22   #161  |  Link
Dark Shikari
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Quote:
Originally Posted by Sagittaire View Post
Well, first this patch work incredibily well. The ability to keep grain at low/medium bitrate is really good now. Even better than Mainconcept/Elecard implementation.
Know why? Mainconcept's "film grain optimization" is nothing but a bias in favor of inter blocks. Just a simple, one-line, non-adaptive numerical bias
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Originally Posted by Sagittaire View Post
Grain/noise is really hard to see on low luma level. Why not choose luma level for weight:

-> Low luma value imply classic RDO way with low grain/noise retention.

-> High luma value imply PSY RDO with high grain/noise retention.
This would completely eliminate the ability of psy RDO to keep fine detail on dark gradients and other places where x264 normally blurs out detail; IMO this is one of the places where it does best.
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Old 9th June 2008, 15:46   #162  |  Link
Sagittaire
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Quote:
Originally Posted by Dark Shikari View Post
This would completely eliminate the ability of psy RDO to keep fine detail on dark gradients and other places where x264 normally blurs out detail; IMO this is one of the places where it does best.
Grain/noise are high temporal complexity. Detail on dark area generaly not. The best HVS way for dark area is:

1) Eliminate noise/grain on dark area because it's hard to see fine gradiant here.

2) Eyes are really sensitive to global in dark area (banding and blocking artefact). Use lower quantisation (AQ) without grain/noise (after filtering ... or other way) is a really better HVS way at equivalent size.

VC1 from MS work like that for very high quality encoding. VC1 PEP use Dark Noise Filtering for eliminate grain in dark area and after use AQ with luma masking for better quality in dark area.

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Last edited by Sagittaire; 9th June 2008 at 15:51.
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Old 12th June 2008, 00:51   #163  |  Link
dimzon
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fgo rocks!
Code:
C:\12>"C:\Program Files\megui\tools\x264\x264.exe" --pass 2 --fgo 10 --bitrate 1
791 --aq-strength 1.2 --stats "C:\12\ss12.stats" --ref 10 --mixed-refs --no-fast
-pskip --bframes 16 --b-pyramid --b-rdo --bime --weightb --direct auto --filter
-2,-1 --subme 7 --trellis 2 --partitions all  --8x8dct --me umh --merange 24 --t
hreads auto --thread-input --sar 1:1 --progress --no-dct-decimate --output "C:\1
2\video12.mp4" "C:\12\12_video.avs"
avis [info]: 720x576 @ 25.00 fps (432825 frames)
x264 [info]: using SAR=1/1
x264 [info]: using cpu capabilities: MMX MMX2 SSE SSE2 SSE3 3DNow
mp4 [info]: initial delay 2 (scale 25)
x264 [info]: slice I:2350  Avg QP:19.59  size: 34844  PSNR Mean Y:44.94 U:48.55
V:48.69 Avg:45.79 Global:45.23
x264 [info]: slice P:180307 Avg QP:21.74  size: 13950  PSNR Mean Y:42.54 U:46.94
 V:47.05 Avg:43.55 Global:43.19
x264 [info]: slice B:250168 Avg QP:22.00  size:  5112  PSNR Mean Y:42.44 U:47.06
 V:47.14 Avg:43.44 Global:42.89
x264 [info]: mb I  I16..4: 10.9% 73.7% 15.4%
x264 [info]: mb P  I16..4:  2.3%  7.9%  0.7%  P16..4: 44.1% 20.6% 16.6%  0.3%  0
.1%    skip: 7.4%
x264 [info]: mb B  I16..4:  0.1%  1.4%  0.1%  B16..8: 47.8%  1.5%  3.5%  direct:
 6.5%  skip:39.1%
x264 [info]: 8x8 transform  intra:75.0%  inter:63.9%
x264 [info]: direct mvs  spatial:98.2%  temporal:1.8%
x264 [info]: ref P  60.0% 13.8%  8.0%  4.1%  3.4%  3.2%  2.7%  1.6%  1.5%  1.6%
x264 [info]: ref B  76.2% 11.3%  4.1%  2.2%  1.7%  1.5%  1.3%  0.9%  0.7%
x264 [info]: SSIM Mean Y:0.9843682
x264 [info]: PSNR Mean Y:42.494 U:47.019 V:47.114 Avg:43.500 Global:43.022 kb/s:
1791.03
 
encoded 432825 frames, 4.17 fps, 1791.08 kb/s
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Old 12th June 2008, 04:37   #164  |  Link
Razorholt
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Try psyRDO with trellis 2, it's even better
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Old 12th June 2008, 16:51   #165  |  Link
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When will the FGO be adapted into the "official" release?
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Old 12th June 2008, 16:53   #166  |  Link
Dark Shikari
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Quote:
Originally Posted by e-Pawel View Post
When will the FGO be adapted into the "official" release?
If something is adopted, it will probably be psy-RDO, since its more general-purpose, but I may end up combining the concepts of the two; I'll have to do more investigation.
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Old 13th June 2008, 00:42   #167  |  Link
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Off topic discussion moved to Reverse Engineering Discussion. Keep it there.
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Old 29th June 2008, 23:38   #168  |  Link
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Is the psyRDO/FGO development interrupted somehow? I was hoping to see some news lately.
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Old 30th June 2008, 06:22   #169  |  Link
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Quote:
Originally Posted by TheCreamCrackerBoy View Post
Is the psyRDO/FGO development interrupted somehow? I was hoping to see some news lately.
FGO is being replaced or merged with psyRO
and theres still some work on it, mostly in dark's head/testbuild at the moment it seems
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interlacing and telecining should have been but a memory long ago.. unfortunately still just another bizarre weapon in the industries war on image quality.
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Old 24th July 2008, 21:28   #170  |  Link
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What are those "diff" files (x264_fgo.2.diff, x264_FGO_techouse_fix.diff)?

Should I download them to use in my MeGui? If affirmative, which one(s) should I get?

Thank you,

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Old 24th July 2008, 21:30   #171  |  Link
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The "diff" files are patches. You apply them to the source codes before you compile your x264.exe and then you can use that EXE with MeGUI

BTW: FGO seems to be obsolete, now that Psy RDO has become popular...
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Old 24th July 2008, 21:33   #172  |  Link
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Psy-RDO is more general use.
FGO is still unbeaten on heavy grain however Psy-RDO is constantly improving and i hope it gets as near as possible or even better than FGO.
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Old 24th July 2008, 21:52   #173  |  Link
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Can I try (psy)RDO with this MeGui (latest version 0.3.0.1020, downlodaded at http://www.videohelp.com/tools/MeGUI") our should I use a different build?

Note: I´ve found another forum concerning PsyRDO at http://forum.handbrake.fr/viewtopic.php?f=4&p=37755. Is that another research for PsyRDO?

My best regards,

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Old 24th July 2008, 21:59   #174  |  Link
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I think the latest x264 build that comes with MeGUI per auto-update already has PsyRDO ...
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Last edited by LoRd_MuldeR; 24th July 2008 at 22:02.
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Old 25th July 2008, 02:54   #175  |  Link
Sharktooth
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yes. it already has psy-rdo 0.5 and it is enabled by default.
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Old 28th July 2008, 00:03   #176  |  Link
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yes. it already has psy-rdo 0.5 and it is enabled by default.
Shouldn´t I use psy-RDO 10?
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Old 28th July 2008, 00:17   #177  |  Link
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Quote:
Originally Posted by TheCreamCrackerBoy View Post
Shouldn´t I use psy-RDO 10?
There no no Psy RDO "10"

The latest version of the Psy RDO patch available now is v0.5 and the default value for "--psy-rd" is 1.0000 ...
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Old 28th July 2008, 00:32   #178  |  Link
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Quote:
Originally Posted by LoRd_MuldeR View Post
There no no Psy RDO "10"
On the first page of this forum, I saw references to the setting "FGO 10"... is psy-RDO different then?
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Old 28th July 2008, 00:34   #179  |  Link
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Quote:
Originally Posted by TheCreamCrackerBoy View Post
On the first page of this forum, I saw references to the setting "FGO 10"... is psy-RDO different then?
"Psy RDO" and "FGO" are two a completely different patches! Also Psy RDO is a more general approach and it will most likely replace FGO...
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Old 28th July 2008, 04:32   #180  |  Link
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PsyRDO defaults to on at a setting of 1.0, and it shouldn't be changed unless you have a good reason to. The 0.5 refers to the version number.

It might be interesting to see what would happen if you set Psy-RDO to strength 10 though.
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