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16th February 2014, 19:28 | #23301 | Link | |
/人 ◕ ‿‿ ◕ 人\
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Location: Russia
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Quote:
[s]However that dithering should be in lsb, so if you dither 16 to 10 and then truncate it to 8 it should be the same as truncate it from 16 to 8 directly.[/s] UPD: that's not true. If you have, for example, 1000000 pixel and negative error it will be changed to 01111111... You can't use hardware decoding for anything other than High/Main/Baseline AVC profiles (means 8-bit 4:2:0 only) anyway. Last edited by vivan; 16th February 2014 at 19:59. |
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16th February 2014, 19:29 | #23302 | Link |
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Hardware (CUVID, DXVA2) or Software (None), all the same forced dithering in Y416 mode.
I'm on HDMI right now maybe its related? I'll switch to DisplayPort and report. EDIT: No, same forced dithering on DP with Y416. EDIT: Fixed, DeInterlacing was On.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 16th February 2014 at 20:55. |
16th February 2014, 19:30 | #23303 | Link | |
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Quote:
Should the input be RGB or YUV? My program currently outputs RGB48LE.
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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) |
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16th February 2014, 19:32 | #23304 | Link |
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A1 was a chock when Madshi released it last night. You do such a great job , Madshi!
I Had to wait for night as I couldn't tell the difference even with minimum daylight. So I prefer A1 > A3 >= A2. I agree that A1 is darker as if gamma was slightly raised. But it has no inconvenience such as oversaturated color or so on my display. On the contrary. |
16th February 2014, 19:43 | #23305 | Link | |
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Quote:
I'll try to explain what I see and what I'm trying to test: When I disable Y416, the decoder goes to the closes lower next one: v410. When v410 is disabled it goes to Y410, and so on till YV24. Each of these levels has DIFFERENT forced dithering pattern !!! When all the 4:4:4 row is disabled it goes to the 16-bit RGB -> RGB48 which is not dithered at all. That is what we are striving for, to let MadVR do the heavy lifting. I want to test if this forced dithering is somehow related to Nvidia or LAV filters with various formats of video. These videos should be extremely useful to all video testing, not only this case. I'll post all the different variants of forced dithering that I see with different output formats. EDIT: Fixed, DeInterlacing was On.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 16th February 2014 at 20:55. |
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16th February 2014, 19:55 | #23307 | Link |
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Sorry for that madshi.
EDIT: Nevermind, Solved. It was the Automatic On DeInterlacing that dithered the 16-bit image.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 16th February 2014 at 20:16. |
16th February 2014, 19:56 | #23308 | Link |
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Let me put it in the terms ffmpeg uses. There are YUV444, YUV422 and YUV420 variants for 8-bit, 10-bit and 16-bit. In total there are 9 possible combinations. Which of these do you want?
Code:
yuv420p yuv422p yuv444p yuv420p10le yuv422p10le yuv444p10le yuv420p16le yuv422p16le yuv444p16le
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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) |
16th February 2014, 20:15 | #23309 | Link |
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Ver Greeneyes,
I had DeInterlacing turned on automatically. This what was dithering the picture. Vivan was on to it as soon as I posted the first image.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. |
16th February 2014, 20:17 | #23310 | Link | |
Nicolas Robidoux
Join Date: Mar 2011
Location: Montreal Canada
Posts: 269
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AR is your department. (Until I program my own; don't hold your breath ) In any case, I tracked down the general purpose scheme I like with pixel art. This one: http://www.wizards-toolkit.org/disco...tart=30#p78393 Result of running Code:
convert SNES.png -define filter:lobes=4 -define filter:blur=0.88451002338585141 -filter Lanczos -distort Resize 1234x lanczosSharpest4.sRGB.png Whether, with AR, it satisfies you or others, let alone beats NNEDI, is another story. Also, maybe it should only be applied to luma. But note how noticeably less jaggy it is on perfect diagonals, how tight the halo is, and how sharp it is, compared to the 3-lobe version I showed earlier. Also note that the corresponding disc is barely larger than EWA LanczosSharp, because the deblur is so strong. So it should run reasonably fast. A slightly less sharp version, EWA LanczosRadius 4 (Jinc-windowed Jinc 4-lobe with support shrunk so it is a disc of radius 4): Code:
convert SNES.png -colorspace RGB -define filter:lobes=4 -filter LanczosRadius -distort Resize 1234x -colorspace sRGB SNES.lanczosRadius4.throughRGB.png The jist is this: If you deblur EWA Lanczos (Jinc-windowed Jinc) a lot, and you want to do well with thin and artificially sharp diagonals (hello pixel art), 4 lobes is better than 3 lobes. (For natural images, I generally prefer 3 lobes and 5 lobes.) Yes, these EWA LanczosSharpest/LanczosRadius don't antialias as strongly as, say, EWA LanczosSharp (one version of which is your Jinc3 without AR). But they are tight. NNTR Last edited by NicolasRobidoux; 16th February 2014 at 20:22. |
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16th February 2014, 20:20 | #23311 | Link |
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Mystery solved!
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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) |
16th February 2014, 21:05 | #23314 | Link |
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Well, kinda tricky question as all non-A builds look obsolete now due to the excessive grain but A2 & A3 are wasted potential and a waste of time once you've seen A1 IMHO.
Basically with A1 every moving object has its edges clearly defined but with A2/A3 it's just a big blurry mess that kills the depth impression(call it "3D" if you have to) and the picture dynamics...even RD looks better to my eyes than this big foggy mess. Wholeheartedly agreed, A1 is da bomb Last edited by leeperry; 16th February 2014 at 21:09. |
16th February 2014, 21:35 | #23315 | Link |
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Where can I download old versions of madVR (<0.86.1)?
It's about the issue I've reported above. MPC-HC developer has confirmed the issue with the latest madVR, ffdshow and MPC-HC but doubts that it's MPC-HC related bug. On the other hand he said that it was not reproducable with the older madVR and/or ffdshow builds though he has had overwritten both of them with the latest versions and he doesn't remember old version numbers. I've tried a lot of versions of ffdshow with madVR 0.86.1, 0.87.3 and 0.87.4 - MPC-HC (as well as MPC-BE) hangs on mouse moving over buttons in the sample DVD root menu.
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Windows 8.1 x64 Magically yours Raistlin |
16th February 2014, 21:36 | #23316 | Link |
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Grey:
A2 is the closest to NL6 in terms of gamma, but it has better blacks. A1 is similar to A2 but is a little brighter at the middle. A3 is the brightest in the middle and has similar blacks as A1 and A2. In terms of Gamma A2=NL6 (darkest or perfect?) > A1 > A3 (brightest). Also, NL6 has more "holes" (undithered space) compared to the Adaptive builds. A2 Wins. Color: A1 looks too fluffy, not dense enough. A2 Nice and even. A3 = A2, look exactly the same. NL6 looks fluffy like A1 but with cut blacks. A2, A3 Tie. Overall A2 has the Positives from NL6 without the Negatives.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 16th February 2014 at 22:04. |
16th February 2014, 22:19 | #23317 | Link |
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What are the recommended settings with the new update?
Atm I have Jinc3 AR for Chroma and Image upscaling en C-R with AR en SLL for image downscaling but what about NNEDI? How can we use that? Also I noticed some banding on a BR I was watching, the artifac removal took care of that, beautifull feature! I set it to high. Can I leave it at that? Should I set it to low/medium? Or just turn it off and only turn it on when I see banded image? |
16th February 2014, 22:27 | #23319 | Link | |
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Quote:
http://screenshotcomparison.com/comparison/62937 http://screenshotcomparison.com/comparison/62938 http://screenshotcomparison.com/comparison/62939 There are only small differences. (Sorry for the not sharp screenshots with not much detail) |
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16th February 2014, 23:06 | #23320 | Link | |
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Quote:
Something like this is more appropriate for gaming. (it is expected that you turn up your display brightness to compensate for the scanlines) We really need much higher resolution displays for proper CRT emulation, but some of the approximations are getting pretty good (to the point that I would actually prefer to use them rather than avoid them) and there are probably much better filters now than the one I used for that image. P.S. I hate the vignetting and rounded-off corners seen here. Some aspects of CRTs are worth emulating (scanlines, beam width, pixel structure etc.) others are not. (phosphor persistence, geometric distortion, vignetting, floating black level/low ANSI contrast, composite video connectors etc.) But this is getting quite off-topic... |
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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