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sLiD
6th September 2010, 09:50
Hi.
I found this problem about one month ago.

Please look at the pictures below.
http://vidcorea.net/files/attach/images/4209/431/009/20100820233742.png
http://vidcorea.net/files/attach/images/4209/431/009/20100821010028.png

Look closely around the forehead and the lips.


As you can see, there are some block lines.(stairs lines? I don't know its technical term.)

I used MeGUI to encode that movie.
Now I will show you my MeGUI's settings.
http://vidcorea.net/files/attach/images/4209/792/009/01.jpghttp://vidcorea.net/files/attach/images/4209/792/009/02.jpg
http://vidcorea.net/files/attach/images/4209/792/009/03.jpghttp://vidcorea.net/files/attach/images/4209/792/009/04.jpg


This problem is most visible when the color is red.
When the color is another color, this phenomenon doesn't seem to occur.
http://vidcorea.net/files/attach/images/4209/431/009/20100821010051.png
http://vidcorea.net/files/attach/images/4209/431/009/20100821010056.png

Compare red with sky-blue
And look at the small holes inside the tires.(near the nuts.)
You will see the difference between the two.


http://vidcorea.net/files/attach/images/4209/431/009/20100718212508.png
http://vidcorea.net/files/attach/images/4209/431/009/20100718212539.png
This pictures are a scene of the Evangelion movie.
Maybe you can exactly see what is problem.

http://vidcorea.net/files/attach/images/4209/431/009/20100906193419.png
Look at the bottom.
Red building's lines are not smooth although green lines is smooth.


All of the pictures are captured in PSP(not PC)
So... How can I fix those problems?

Please help me.


Additional pictures.
http://vidcorea.net/files/attach/images/4209/431/009/20100906174453.png
Hair line.

http://vidcorea.net/files/attach/images/4209/431/009/20100906175357.png
Eyes.

J_Darnley
6th September 2010, 10:01
Use a better renderer... oh you're using a PSP. I guess you're stuck with it then. The chroma subsampling a a feature of the colourspace all videos you can play on the PSP.

Atak_Snajpera
6th September 2010, 11:50
Blame sony for lack of chroma upscaling.

JEEB
6th September 2010, 14:37
Yeah, that's just bad YV12 to RGB conversion.

The only way to make that look better is to encode into 720x480 or similarly 'bigger than native' resolution (so that the PSP has more information from which to create your 480x272 RGB picture).

TL;DR Blame Sony

Yoshiyuki Blade
6th September 2010, 14:52
Indeed, I learned about the same issue on the Zune HD after asking around. Is there any particular reason they do this other than being completely ignorant? Anything to do with processing power, etc.?

sLiD
9th September 2010, 03:02
Hmm...
All I have to do is blaming sony T.T
Any way, thank you.

P.S.
But... is still there anybody who can fix this problem, please help me.

Blue_MiSfit
9th September 2010, 06:27
You can't do anything to the source that will fix this. The problem lies in poor YV12 -> RGB conversion during playback on the PSP. Sadly, unless there are homebrew media players that address this issue, you're SOL.

Derek

J_Darnley
9th September 2010, 09:21
P.S.
But... is still there anybody who can fix this problem, please help me.

JEEB had a suggesstion. Did you try it?

SquallMX
9th September 2010, 20:18
The only way to make that look better is to encode into 720x480 or similarly 'bigger than native' resolution (so that the PSP has more information from which to create your 480x272 RGB picture).

TL;DR Blame Sony

That's exactly what i do, using 480p "solves" the chroma up-sampling problem, obviously your encodes would need more bitrate.

Yoshiyuki Blade
9th September 2010, 21:29
That sounds like a pretty decent solution. It would probably risk softening up the image too though, depending on the device's internal resizer.

sLiD
10th September 2010, 06:27
JEEB had a suggesstion. Did you try it?

Yeah, I tried.
Also I solved the problem in that way.

But what I really want was solution of "480x272".

Anyway, Thanks!! :)
(Also thanks to JEEB :D)

JEEB
10th September 2010, 07:41
But what I really want was solution of "480x272".
Have fun rewriting the YV12->RGB conversion routines, if it's even possible (not sure what the API gives you actually, in the worst case it just gives you the already converted RGB data).