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#30881 | Link | |
Troubleshooter
Join Date: Feb 2014
Posts: 333
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Now to your specific questions: 1) Like I said in my previous post in FineSharp testing I like FineSharp better with linear light enabled if I'm using the image enhancement version, but if I'm using the upscaling refinement version I prefer it off. 2) The repair setting has no noticable effect as far as I can tell on my system. I see no difference (no improvement) between having a setting of 0.10 and 1.0. Is there another madVR setting that might be interfering with the the repair effect? 3) I'm not seeing a significant difference between the three modes. (I guess my test videos don't have enough grain). 4) I think I prefer lesser amounts of strength. What else is combined with with FineSharp to enhance/refine/upscale can be a factor to what to set FineSharp to. With more power choices in other areas FineSharp can be used with lesser power. I think 0.5 isn't a bad setting. Depending on other peoples thoughts that might make a good low. Thinning could be left at the current default unless there is a general consensus by other users that another setting works better. I think its worth people reporting if they used any type of image doubling during their testing. For me image doubling has a very strong effect on FineSharp.
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System specs: Sager NP9150 SE with i7-3630QM 2.40GHz, 16 GB RAM, 64-bit Windows 10 Pro, NVidia GTX 680M/Intel 4000 HD optimus dual GPU system. Video viewed on LG notebook screen and LG 3D passive TV. Last edited by Anime Viewer; 9th June 2015 at 05:39. |
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#30882 | Link |
Soul Architect
Join Date: Apr 2014
Posts: 2,173
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madshi, did you remove the feature that displays the volume level when scrolling up and down with the mouse?
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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 07:03. |
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#30883 | Link | |
Soul Architect
Join Date: Apr 2014
Posts: 2,173
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SuperRes's anti-ringing *can* replace the upscaler's anti-ringing, but .50 is not enough. It takes more something like .75. Madshi, does that anti-ringing apply to both chroma and luma? It doesn't do as good of an anti-ringing job than the standard anti-ringing, but removing standard anti-ringing allows to save on performance, increase other settings, or afford SuperRes. I know you're looking into FineSharp for now, but when you get to SuperRes, perhaps you could have a few preset, and then the option of having 1 or 2 passes. If doing a single pass, all the values need to be higher to give a similar result. I can only afford a single pass.
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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 07:02. |
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#30884 | Link | ||
Registered User
Join Date: Jul 2013
Posts: 76
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And of course again, testing 0.88.8 with D3D11 10-bit, queues fill. A 64 bit .ax file for testing, similar to the previous debugging builds you provided, would be preferred - to avoid having to use a 32bit player. Thanks. ![]() |
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#30887 | Link | ||||||||||
Registered Developer
Join Date: Sep 2006
Posts: 9,137
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What would you suggest for medium and low presets? And how much better do you like mode 3? I'm asking because it costs more performance. So the question is whether it's worth the added performance cost? Quote:
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http://madshi.net/castleOrg.png Double it with NNEDI3, then apply FineSharp as upscaling refinement. Then compare repair with 0.0 to 1.0. Look at the diagonal roof lines. They contain a bit of aliasing when using repair 0.0, which is mostly gone with 1.0. Using 0.25 is somewhere in between. It's a subtle difference in this image. I've seen far worse aliasing caused by FineSharp in other images. Sadly I can't find them on a quick look right now. Quote:
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http://madshi.net/madVR64queueFix1.rar If it does fix the issue, please also double check with 23/24p display modes (if your display supports them), with both this build and v0.88.8. Your logs so far were mostly 59p, IIRC. |
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#30888 | Link |
Registered User
Join Date: Jun 2006
Posts: 262
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There's another annoying issue that is present in all madVR builds I've used so far. The problem is that it should be very hard to reproduce.
I use Mozilla Firefox, and there are always a lot of tabs open there (185 for now). When playing a video with madVR on the 2nd monitor Firefox sometimes crashes, sometimes behaves weird (only the window title is displayed, the rest is "transparent" - the contents of a background window is visible). I don't know if this is caused either by some of the opened tabs, or by playing on the 2nd monitor, or even by madVR (EVR CP looks really ugly on the projector + 140" screen, and the issue is too unstable and relative rarely appearing to perform a good test). But it does exist.
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Magically yours Raistlin |
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#30889 | Link | |||||
Troubleshooter
Join Date: Feb 2014
Posts: 333
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Finesharp testing results report #3
For reference when I refer to FineSharp (i) below I am referring to FineSharp in Image Enhancements, and when I refer to FineSharp (u) I am referring to FineSharp in Upscaling Refinement. Its easier that typing each phrase over and over again.
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The tests I have done when I made the second report (above) and this one were done without SuperRes, so only the first test I did involved using SuperRes in combination with FineSharp. As I reported in the first test report I felt that if one is combining FineSharp with SuperRes they seem to work better if they are both used from the Upscaling Refinement area. When enabling Linear Light in FineSharp (i) I notice a significant change in shading and around black areas on the screen. Its a look I prefer having enabled as opposed to disabled in the (i) version. Linear Light in the (u) version has much less (an almost unperceptive) effect. Enabling Linear Light in the (u) version makes it look like a very small (insignificant) increase in sharpness/jaggedness. Very much insignificant in my view, and I'd have no objection to it enabled by default when used by the (u) version. I don't notice the change in blacks and shading with the (u) version like I do with the (i) version. Quote:
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When using Doubling with the FineSharp in upscaling refinement it smooths out jaggedness of alaising lines. (When comparing FineSharp (i) to FineSharp (u) at the same strengths FineSharp (u) is more of a blurry image with far less artifacts. To a degree Doubling may be reducing artifacts with FineSharp (u) as well, and reducing sharping edges with FineSharp (i), but given that the pre-doubled image was already pretty smooth with FineSharp (i), and the pre-doubled image with FineSharp (u) was pretty artifact free before doubling the effects are less noticeable). Combining both FineSharps (aka enabling both) doesn't appear to look too bad as long as both are reduced in strength by half (causing the total strength to FineSharp to remain the same when all is said and done), but then you bring in the possibility of FineSharp (u) increasing render speeds and dragging down weaker gpu. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Quote:
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System specs: Sager NP9150 SE with i7-3630QM 2.40GHz, 16 GB RAM, 64-bit Windows 10 Pro, NVidia GTX 680M/Intel 4000 HD optimus dual GPU system. Video viewed on LG notebook screen and LG 3D passive TV. Last edited by Anime Viewer; 9th June 2015 at 16:27. Reason: added reply to GCRaistlin |
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#30890 | Link |
Registered User
Join Date: Jun 2006
Posts: 262
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madshi, should I create a ticket on the bug tracker for my request about the ability to change the refresh rate from the icon menu?
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Magically yours Raistlin |
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#30892 | Link | |
Registered User
Join Date: Jul 2013
Posts: 76
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Unfortunately I don't believe my monitor supports 23/24p display modes since it switches back to 59.95 hz after going fullscreen for a few seconds. But for those few seconds testing 24hz (display reporting 24.00 in madvr), queues fill all the way with prepresented at 14-15/15. Testing 23hz (presuming you don't mean 23.976hz) queues did not fill but the display was outputting 22.99hz. Testing 0.88.8 at 24hz, queues fill perfectly fine. But similar to above, D3D11 seems to lose a prepresented frame in present queue when compared to D3D9. All testing done with Ordered Dithering with both options enabled. Edit: Probably doesn't mean much but with the test build, D3D11 10-bit, present queue displays 14-15/15 in windowed mode, whereas fullscreen it is completely stable at 15-15/15. Last edited by SecurityBunny; 9th June 2015 at 19:14. |
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#30893 | Link | ||||||
Registered Developer
Join Date: Sep 2006
Posts: 9,137
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http://forum.doom9.org/showthread.ph...43#post1721943 Quote:
What is important to me is if v0.88.8 is in any way better than the test build or not. If v0.88.8 is not better (not at any refresh rate), then we can consider the problem in v0.88.9+ fixed, and we can stop investigating. You're saying v0.88.8 filled the queue at 24hz, and the test build, too. But the test build doesn't seem to fill the queues at 23hz. So does v0.88.8 do that? |
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#30894 | Link |
Registered User
Join Date: Jun 2014
Posts: 42
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Hi, sorry for hijacking the thread a bit. For some time I have developed some shaders for other systems (emulators) and would like to know how one of them compares to the shaders used to upscale videos. My shaders are used primary for games, but I think some of them could be used for videos too.
What do you think about the quality of this 4x upscaled image? http://i.imgur.com/d0usxSP.png Last edited by Hyllian; 9th June 2015 at 19:36. |
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#30895 | Link |
Registered Developer
Join Date: Sep 2006
Posts: 9,137
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@Hyllian,
that looks quite nice, actually. Compared to NNEDI3, I would say in some areas it's a bit better (e.g. the wheels of the white van) and in others a bit worse. However, I do see some ringing in your image. Did you sharpen it with a bad sharpener? Or does your scaler introduce ringing itself? FWIW, here's what NNEDI3 does, without and with sharpening: NNEDI3 -|- NNEDI3 - sharpened What kind of algorithm does your shader use? How fast is it? |
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#30896 | Link | |
Registered User
Join Date: Dec 2010
Posts: 62
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Preset:Strength= low:0.5 medium:1.0 high:2.0 Always with linear light ON Thinning seems fine at default for all three modes, but it's very hard to come up with a preference for me I am afraid - so I would certainly not object when this parameter is changed from default. I guess it would seem logical that the "optimum" thinning setting changes as well with different strength presets. Mode 3 is certainly not "night and day" ![]() ![]() |
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#30897 | Link | |
Registered User
Join Date: Jun 2014
Posts: 42
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My algorithm is called super-xbr, as it was derived from the standard xbr algorithm I already had developed for cartoon games some years ago and is largely used in emulators. The super-xbr is more focused in high color gradient images than cartoons, so I think it could be good for videos. For now, it's only in cg shader language and available for emulators like Retroarch. The sources are in this repository: https://github.com/libretro/common-s.../xbr/super-xbr Unfortunately, I don't know other shaders languages to port it, but maybe you could port it and test in madVR or other players/systems. It's a bit less aggressive then the NEDI shader. If I disable the anti-ringing I get this: http://i.imgur.com/bDA74E2.png Last edited by Hyllian; 9th June 2015 at 20:51. |
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#30898 | Link | |
Registered User
Join Date: Jul 2013
Posts: 76
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So it seems odd integer refresh rates aren't fixed but 3:2 pulldown & 1:1 is fine? Last edited by SecurityBunny; 9th June 2015 at 20:27. |
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#30899 | Link | |
Registered User
Join Date: Oct 2012
Posts: 5,964
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#30900 | Link | ||
Registered User
Join Date: Jan 2004
Posts: 56
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In case someone happens to have performance issues with madVR rendering (excluding cases where DXVA scaling seems to work) one thing that could cause it is a buggy motherboard bios.
Same HW, but different MB bios versions resulted quite different texture upload speeds: Quote:
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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