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19th September 2018, 16:21 | #981 | Link |
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Got a few additional questions about aomenc, since I couldn't find any doc about it.
Thanks for anyone who help with some answers. Cu Selur Last edited by Selur; 19th September 2018 at 16:57. |
19th September 2018, 17:19 | #982 | Link | |
I am maddo saientisto!
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Quote:
Not the most user friendly way but that's all there is for now unfortunately As for the other questions, my best guess is that they are described one way or the other in the spec. Or in the sources... somewhere. Yeah not quite the best for end users. Last edited by SmilingWolf; 19th September 2018 at 17:22. |
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19th September 2018, 17:30 | #983 | Link |
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encoding default :
https://aomedia.googlesource.com/aom...cx_iface.c#107 |
19th September 2018, 17:31 | #984 | Link |
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Thanks!
about s-frames (switching frames): https://www.youtube.com/watch?v=o5sJX6VA34o seems to be only interesting for abr low latency live streaming, so not interesting when you don't have multiple streams of different bitrates available. Last edited by Selur; 19th September 2018 at 17:48. |
20th September 2018, 01:19 | #986 | Link |
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Found this comment in libaom code:
Code:
// TODO(hkuang): Fix the pthread_cond_broadcast in windows wrapper. (Also, libaom phtreads wrapper has a lot of code for pre-Vista Windows. Why? Nobody bothered to clean it up? ) |
21st September 2018, 08:47 | #989 | Link |
I am maddo saientisto!
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My builds come with the CONFIG_LOWBITDEPTH build option enabled.
It enables 8bit content optimized codepaths, which work roughly 2x (in theory) - 1.75x (in practice) faster than the high (10-12) bit depth codepaths because you can stuff 8 bits in just 8 bits of memory, while to use 10-12bits you need to use 16 bits of memory, halving the throughput. The default of that build options is 0, which means the 8bits codepaths are never used, and a lot of builds out there just use default settings (MABS ones in primis). Lotsa yadda yadda on my part, issues 2062 and 2147 probably explain better what this means for end users Side note: today's build are complete, few minutes they'll be up on MEGA. There's a little feature I've been keen to try for a long time now: loop filter bitmask for decoding, which promises a 6% decoding performance increase in single thread Last edited by SmilingWolf; 21st September 2018 at 08:54. |
21st September 2018, 08:51 | #990 | Link |
German doom9/Gleitz SuMo
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I will mention this in the MABS project, maybe wiiaboo agrees to enable it (or even make a choice to build either or both, like for x264 and x265, unless that are able to provide a multilib solution as well).
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21st September 2018, 09:09 | #991 | Link |
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I think there's no need for CONFIG_LOWBITDEPTH=0 builds, with CONFIG_LOWBITDEPTH=1 the appropriate codepaths are selected automatically based on input and output bit depths.
Today's build: av1-1.0.0-629-g7b9ddd4bf: https://mega.nz/#!cg5njRjA!WZkuEg2g7...vEcCgQL5_vRMY8 Cautionary note: the issues tracker has been populating quite fast the last couple of days, so there's a chance this is not the most stable build to work with. I have just finished a series of encodes that took all week , so I'll be able to try it and report back if anything nasty happens. Also, some coding features have been temporarily disabled for row-mt to accomodate some corner cases Silver lining: the code is being modified to enable easier debugging of threading related issues, so maybe we'll see some newfound stability on that front in the coming days/weeks Last edited by SmilingWolf; 21st September 2018 at 15:09. |
21st September 2018, 13:14 | #992 | Link |
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I'm building (yet another version) AOM with Visual Studio 2017 from sources.
They are automatically builds AV1 executable builds: here I also open source the build scripts at Github: here I note that with VS2017 generates a lot of *.exe compare with gcc
At this moment I'm only saving aomenc.exe and aomdec.exe. You can do pull requests to improve this script. Last edited by marcomsousa; 21st September 2018 at 13:25. |
21st September 2018, 13:31 | #993 | Link |
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All of that EXEs are generated under MSYS2 too, they are simply not installed by "make install" because they are examples or test tools, not meant for the end user.
Code:
# find . -name \*.exe -type f ./aomdec.exe ./aomenc.exe ./CMakeFiles/3.12.1/CompilerIdC/a.exe ./CMakeFiles/3.12.1/CompilerIdCXX/a.exe ./examples/aom_cx_set_ref.exe ./examples/decode_to_md5.exe ./examples/decode_with_drops.exe ./examples/lightfield_bitstream_parsing.exe ./examples/lightfield_decoder.exe ./examples/lightfield_encoder.exe ./examples/lightfield_tile_list_decoder.exe ./examples/lossless_encoder.exe ./examples/noise_model.exe ./examples/scalable_decoder.exe ./examples/scalable_encoder.exe ./examples/set_maps.exe ./examples/simple_decoder.exe ./examples/simple_encoder.exe ./examples/twopass_encoder.exe ./resize_util.exe ./tools/dump_obu.exe Last edited by SmilingWolf; 21st September 2018 at 13:40. |
21st September 2018, 13:54 | #994 | Link |
German doom9/Gleitz SuMo
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Just chatted a bit in IRC ... gnafu believes that CONFIG_LOWBITDEPTH=1 is a) still necessary to be set at compile time, b) in general useful, because it enables an optimized code path for 8 bit precision only, but does not alter the behaviour of higher bit depths.
I hope he is right. |
21st September 2018, 14:04 | #995 | Link | |
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Quote:
Code:
Turn off CONFIG_LOWBITDEPTH by default CodecWG agreed to have this off for default "C" model. Last edited by marcomsousa; 21st September 2018 at 15:28. |
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21st September 2018, 16:59 | #997 | Link |
I am maddo saientisto!
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https://freenode.logbot.info/aomedia/20180921
If your question is "who's him in the project", I think he's just an enthusiast like most of the people here on doom9 |
21st September 2018, 17:48 | #998 | Link |
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Graphs time! Click to enlarge
Y axis: chosen metric X axis: bits per pixel 720p: 1080p: BD rates for 720p: Code:
rav1e -> x264 RATE (%) DSNR (dB) MSSSIM -18.3758 0.910887 PSNRHVS -17.3064 1.14428 x264 -> x265 RATE (%) DSNR (dB) MSSSIM -25.6195 1.21115 PSNRHVS -29.8289 1.83058 x265 -> av1 RATE (%) DSNR (dB) MSSSIM -16.6292 0.680221 PSNRHVS -13.0642 0.641722 Code:
rav1e -> x264 RATE (%) DSNR (dB) MSSSIM -19.4204 0.869977 PSNRHVS -16.9114 0.949348 x264 -> x265 RATE (%) DSNR (dB) MSSSIM -28.9956 1.18206 PSNRHVS -31.474 1.63676 x265 -> av1 RATE (%) DSNR (dB) MSSSIM -24.1474 0.840846 PSNRHVS -19.4281 0.796909 Clips used for 720p: F.Y.C, KimiNoNa720, PresageFlowerFight720, PresageFlowerWalk720, TearsOfSteel720, TheFifthElement, ThisIsHalloween Clips used for 1080p: KimiNoNa, PresageFlowerFight, PresageFlowerWalk, TearsOfSteel Encoders: x264 157-2932-303c484 x265 2.8-68-fa57fa584898 rav1e 0.1.0-315-1fa32bbd av1 1.0.0-577-g8ae39302e VQM Tools: dump_msssim and dump_psnrhvs from the daala git repo: https://github.com/xiph/daala Everything glued together with some bash and python2 scripts The metrics used are from the Total field of the tools' output, so they take into account both luma and chroma. In dump_msssim this just looks like an arithmetic mean between the three measurements, while dump_psnrhvs applies some weighting. The final metrics-per-resolution have been obtained taking the measurement for each clip and weighting it with the number of pixels. Cmdlines: x264 --preset veryslow --tune ssim --crf 16 -o test.x264.crf16.264 orig.i420.y4m x265 --preset veryslow --tune ssim --crf 16 -o test.x265.crf16.hevc orig.i420.y4m rav1e -o test.rav1e.cq80.webm --quantizer 80 -s 3 --tune psnr orig.i420.y4m aomenc --frame-parallel=0 --tile-columns=6 --auto-alt-ref=1 --cpu-used=4 --tune=psnr --passes=2 --threads=4 --end-usage=q --cq-level=20 --test-decode=fatal -o test.av1.cq20.webm orig.i420.y4m Quality settings: x264: CRF 16-24 step 1, and 24-34 step 2 x265: CRF 16-24 step 1, and 24-34 step 2 rav1e: CQ 80-160 step 16 aomenc: CQ 20-40 step 4 Clips used: F.Y.C: https://amvnews.ru/index.php?go=Files&in=view&id=6801, second link, the 250.78Mb one. Clip cut with ffmpeg -ss 00:00:10 -t 20, 1280x720, 480 frames KimiNoNa and KimiNoNa720: scene from the Kimi no Namae Wa, BD source. Clip cut with ffmpeg -ss 00:01:13 -t 17, 1920x1080, 410 frames PresageFlowerFight and PresageFlowerFight720: scene from Fate/stay night: Heaven's Feel - Presage Flower, BD source. Clip cut with ffmpeg -ss 00:43:50 -t 15, 1920x1080, 360 frames PresageFlowerWalk and PresageFlowerWalk720: scene from Fate/stay night: Heaven's Feel - Presage Flower, BD source. Clip cut with ffmpeg -ss 00:15:14 -t 13, 1920x1080, 312 frames TearsOfSteel and TearsOfSteel720: https://media.xiph.org/tearsofsteel/...l-1080bis-png/ frames 13500 to 13900, 1920x800, 400 frames TheFifthElement: clip found on the #aomedia channel: https://freenode.logbot.info/aomedia/20180726 -> themayhaks.com/~gideon/tfe.mkv, 1280x534, 240 frames ThisIsHalloween: https://www.animemusicvideos.org/mem...o.php?v=196998, second link, the LOCAL/123 MiB one. Clip cut with ffmpeg -ss 00:01:50 -t 15, 1280x720, 450 frames Clips notes/misc details: All of them have been losslessly cut and stored in FFv1 in an MKV container to serve as master files, decoded to y4m for encoding. All the master files use 8bits 4:2:0 subsampling, and so do the encodes. The *720 clips actually have been resized to a 1280 width and the heigth has been adjusted accordingly, so either 720 or 534 as required to keep the aspect ratio. Resizing done with ffmpeg using the z.img library/zscale video filter, using a 4 taps lanczos kernel. F.Y.C: mixed and superimposed anime/real life content, lots of effects, rain in a couple of scenes, fast motion, flashes, many scenecuts. AMV encoder unknown, final bitrate around 9.4Mb/s KimiNoNa and KimiNoNa720: anime, detailed backgrounds, brief scene with moving croud, cut to moving trains, cut to moving background with static foreground, few scenecuts PresageFlowerFight and PresageFlowerFight720: anime, fight between Rider and Saber for whoever knows what I'm talking about, lots of particles at some point, reasonably fast motion, few scenecuts PresageFlowerWalk and PresageFlowerWalk720: anime, MC just walking around in the school, no really detailed backgrounds, mostly static and slow, very few scenecuts TearsOfSteel and TearsOfSteel720: real life with synthetic/rendered elements, smoke, rapid camera movement and motion, very few scenecuts TheFifthElement: real life, lots of film grain, static, very few scenecuts. The original uploader sourced the clip from the BD and resized it himself ThisIsHalloween: anime, no effects, some flames in a scene, mostly static but brief scenes, many scenecuts. Scenes used come from the BD box of the anime (Soul Eater), the final encode of the AMV has been made with x264, CRF 15 and --preset veryslow --tune animation, final bitrate around 4.3Mb/s As you have already noticed, my testbed mostly covers my personal interests: AMVs (F.Y.C and ThisIsHalloween) and anime in general, with some real life content thrown in the mix Natural consequence, since I tailored this to my needs, is that I used only encoding settings I felt confortable with, especially with aomenc: - maximum number of tiles allowed per clip for smooth playback and (whenever it didn't bug out) multithreaded encoding - cpu-used no lower than 4 or I would have never seen the end of it Alright, wall of text over, I'm open to any kind of feedback since I'm posting this to get corrections or suggestions Last edited by SmilingWolf; 21st September 2018 at 18:21. |
21st September 2018, 18:31 | #999 | Link | |
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I'm speechless of your work and of your post! Good to see you around.
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