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#62 | Link |
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Join Date: Oct 2013
Location: Sweden
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Some test images, used the 2015-11-05 shader with default settings.
Blurred test image AVS HD 709 - Blu-ray & MP4 Calibration, Sharpness & Overscan Ghost in the shell Last edited by bacondither; 7th November 2015 at 01:13. |
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#63 | Link | |
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Join Date: May 2014
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Quote:
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#64 | Link |
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Join Date: Jan 2015
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Here is mine comparison (this is without scaling):
http://screenshotcomparison.com/comparison/149655 |
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#65 | Link | |
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Join Date: May 2014
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Quote:
bacondither: Could you post more test images for video with heavy film grains? |
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#66 | Link |
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Join Date: Jan 2015
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Yeah, output result is different. MPC-HC vs MPV:
http://screenshotcomparison.com/comparison/149670 |
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#71 | Link | |
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Join Date: May 2014
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Quote:
EDIT: I can confirm that with "sigmoid-upscaling" disabled, the GLSL shader can produce exactly same sharpened image. Last edited by Popwax; 7th November 2015 at 18:08. |
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#72 | Link |
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Is there any chance the latest experimental AdaptiveSharpen (11/5/2015) will get an update soon to work properly with DirectX 11? I mainly use AdaptiveSharpen in games through ReShade and right now it says that this latest AdaptiveSharpen does not work as intended in DirectX 11. Does it create some odd artifacts in DirectX 11 or slow down performance too much?
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#73 | Link | |
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Join Date: Oct 2013
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Quote:
If so, i have already fixed it. It did not result in any errors just the compiler complaining. |
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#74 | Link |
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if i look @ the GPU usage even that small amount 10% hit is huge for games resources.
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all my compares are riddles so please try to decipher them yourselves :) It is about Time Join the Revolution NOW before it is to Late ! http://forum.doom9.org/showthread.php?t=168004 |
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#75 | Link | |
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Join Date: Jan 2015
Posts: 11
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Quote:
Edit: Here it is, notice the black dots around text and stars: https://i.imgur.com/9lmTylj.png Last edited by JPulowski; 17th November 2015 at 18:24. |
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#76 | Link | |
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Join Date: Oct 2013
Location: Sweden
Posts: 128
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Quote:
Found that the problem was with the tanh function that overflowed and resulted in a NaN in dx11 and a 0 in dx9. It was not really visible in dx9 because it would return 0 when often it should be limited to a very small value near 0. Modified the AdaptiveSharpen.h so it should work fine now. Fixed AdaptiveSharpen.h Last edited by bacondither; 18th November 2015 at 19:36. |
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#78 | Link | |
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Join Date: Jan 2015
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Quote:
Would you mind telling me which part of the code have you modified? Or did you completely fix it, so there is no need to apply a hotfix after the code has been ported? |
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#79 | Link | |
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Join Date: Oct 2013
Location: Sweden
Posts: 128
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Quote:
Diff for AdaptiveSharpen.h |
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Tags |
adaptive sharpen, shader, sharpening |
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