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#101 | Link |
Registered User
Join Date: Jan 2015
Posts: 71
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It's a pretty lightweight shader. Something wrong with your GPU drivers/setup. I tried it on Linux and it works fine with proprietary nVidia drivers, but with nouveau it's also not usable, very slow.
There is parameter to control sharpening strength. Last edited by ts1; 8th January 2016 at 22:37. |
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#102 | Link | |
Registered User
Join Date: Feb 2015
Posts: 22
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Quote:
As for my setup, it's radeon-git, xorg.conf and xorg.conf.d/20-radeon.conf are as follows: http://pastebin.com/raw/aE3e21Bn Code:
Section "Device" Identifier "radeonVGA" Driver "radeon" Option "AccelMethod" "Glamor" # See compatibility on features page Option "DRI3" "on" # Compatibility not very well documented, remove it if it fails Option "EnablePageFlip" "On" EndSection |
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#104 | Link |
Guest
Posts: n/a
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How would I go about integrating your latest version downloads into ReShade? ReShade uses either .fx files or .h files. I assume I can just rename TWO-PASS .hlsl file to .h or .fx file because the content is identical, isn't it? When I open the file with WordPad, it shows identical info. I assume ReShade uses the TWO-PASS file because ATM it uses a 12KB file, which is closer to TWO-PASS 11KB then to ONE-PASS 4KB file.
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#105 | Link |
Registered User
Join Date: Dec 2011
Posts: 1,812
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You have to port the HLSL shader to ReShade shading language.
bacondither or JPulowski will do it soon: https://github.com/crosire/reshade-shaders/issues/8 |
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#106 | Link | |
Registered User
Join Date: Feb 2015
Posts: 22
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Quote:
Code:
LLVM triggered Diagnostic Handler: SIInstrInfo::storeRegToStackSlot - Can't spill VGPR! [1] 9181 segmentation fault mpv https://www.youtube.com/watch\?v\=yqynPcFEL3U Last edited by BRM; 19th January 2016 at 18:44. |
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#107 | Link | |
Registered User
Join Date: Jan 2015
Posts: 71
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Are you sure this is shader's fault? Is there any errors from a shader compiler?
I will test it with mesa later. Edit: works with mesa, slow but without errors. Quote:
Last edited by ts1; 27th January 2016 at 20:43. |
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#108 | Link | |
Registered User
Join Date: Feb 2015
Posts: 22
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Quote:
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#112 | Link |
Guest
Posts: n/a
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Could someone provide some images that compare LumaSharpen, AdaptiveSharpen, FineSharp, and or Crispen Edges using similar settings?
I usually apply a little bit of AdaptiveSharpen (0.1-0.15) and a little bit of LumaSharpen (0.50 - strength, 0.030 - clamp) in films and games, but I'd like to reduce ringing, noise, artifacts, overshoot, and other side-effects. What should I be using them - both AdaptiveSharpen and LumaSharpen OR just one of them? Which one? |
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#114 | Link |
Registered User
Join Date: Oct 2010
Posts: 129
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new one-pass version??
A guy (igv) ported and improved this shader for the mpv hook system:
https://gist.github.com/igv/8a77e4eb...bb94c1c50c317e I don't really know what he improved but it looks amazingly on my sister's laptop with a weak intel hd3000 iGPU. The two-passes version is too intensive! (From Madvr thread) |
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#116 | Link |
Registered User
Join Date: Oct 2013
Location: Sweden
Posts: 128
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If you are using madVR as video renderer untick "lose BTB and WTW if it improves performance" and "run custom pixel shaders in video levels instead of PC levels".
The settings can be found in madVR settings, rendering->trade quality for performance. |
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#118 | Link |
Registered User
Join Date: Oct 2013
Location: Sweden
Posts: 128
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Ok you are using EVR.
Go to View-> Renderer Settings -> Presentation and enable "Full floating point point processing" or "Half floating point point processing", then restart MPC-HC. Hmm i should probably add this to the installation instructions. |
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#119 | Link | |
cosmic entity
Join Date: May 2011
Location: outside the Box
Posts: 251
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Quote:
Thanks for the tip with the "Full floating point point processing" Just wondering, what does this function do anyway? "Full floating point point processing", "Half floating point point processing" Have a nice evening bacondither and thanks for teh lesson haha.. |
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Tags |
adaptive sharpen, shader, sharpening |
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