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#1101 | Link | |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Quote:
Would be good if more people with Optimus could try to replicate the issue as well. |
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#1102 | Link | |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Quote:
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#1104 | Link |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Great!
![]() I think the settings to replicate the issue were as follows. SuperChromaRes -> SuperRes with NEDI + 5 passes Optionally: Add deband Resize to 150% ImageProcessor - LumaSharpen Resize to 200% ImageProcessor - LumaSharpen Resize to 50% ImageProcessor - LumaSharpen ... Resize to 100% @Anima123 is that right? |
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#1106 | Link |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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Heads up to all devs
Starting v2.20, MPDN's extensions (PlayerExtensions, RenderScripts and CustomLinearScalers) will be merged into one repository and one folder called "Extensions".
Within it, you will still have the three separate extension folders but they are no longer loaded independently - and all scripts will be recursively loaded from the "Extensions" folder. This change is necessary seeing as how much code duplicates are starting to occur between PlayerExtensions and RenderScripts. With that, we can now move the common code into a subfolder, reduce code duplicates, and generally have better synergy between the various scripts. The interfaces (IPlayerExtension, IRenderScript, ICustomLinearScaler) remain mostly the same with some minor changes. Also note that we have merged RenderScripts and PlayerExtensions repositories into MPDN_Extensions on GitHub. Please make sure you switch to this repository for any further works. Cheers, Zachs Last edited by Zachs; 29th January 2015 at 04:46. |
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#1107 | Link |
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Registered User
Join Date: Dec 2014
Posts: 71
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Thanks for the heads up. Really appreciate the hard work. Well done mate. Hopefully it's a smooth transition to version 2.20 (whenever it's released).
Edit: It's released, we'll test soon. Last edited by Blackfyre; 29th January 2015 at 05:08. |
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#1108 | Link |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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v2.20.0 released.
Note for all users. All scripts have now been combined into one zip file (link in OP) and from now on that is the link to use to download the latest scripts. Note that the scripts will be updated from time to time that is outside of MPDN's release cycle, so to get the latest updates, make sure you download the scripts whenever there's an announcement from the developers. To find out when the extension scripts was last updated, see MPDN_Extensions page on GitHub (e.g. "... authored X minutes/hours/days ago"). |
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#1109 | Link | |
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Troubleshooter
Join Date: Feb 2014
Posts: 339
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Quote:
__________________
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. |
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#1112 | Link |
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Registered User
Join Date: Jun 2005
Posts: 513
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Shiandow,
I have get through your algorithm of CalculateSize() and found it doesn't work as expected. For 576p -> 1080p upscaling, there's no intermediate resizing steps, the first pass just push the currentSize direct to 1080p. No wonder it does not suffer from rendering time increasing for 576p video, and that might also explain why the NEDI might not working if MaxScale set >= 2.0. Another question, does SuperRes shader do upscaling of diff itself with bilinear, if useBilinear is 'true'? Last edited by Anima123; 29th January 2015 at 20:33. |
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#1113 | Link | |
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Registered User
Join Date: Dec 2013
Posts: 753
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Quote:
Yes it simply turn hardware bilinear interpolation for the SuperRes shader on, that way the input is automatically interpolated. This costs less memory and seems to be at least as fast as doing it manually. |
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#1114 | Link |
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Registered User
Join Date: Jun 2005
Posts: 513
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Siandow,
Read from http://forum.doom9.org/showthread.ph...11#post1703811, you mentioned that in MPDN, the new texture is used to avoid unnecessary computing of NEDI. I wonder if you can add an option for the user to choose if new texture be used. Since current Optimus drivers have bug in terms of texture, I wonder if this bug can be avoided somehow by invoke NEDI in a 'traditional, unoptimized' way. Another simple quick question: Scaler.Bicubic(1.0f, false) or Scaler.Bicubic(0.0f, false), which one is equivalent to Catmull-Rom? |
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#1115 | Link |
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Troubleshooter
Join Date: Feb 2014
Posts: 339
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What bug are you referring to (is it a 800/900 series bug)? I haven't noticed any texture problem(s) with my 680m GTX Optimus system.
__________________
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. |
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#1117 | Link |
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Suptitle, MediaPlayer.NET
Join Date: Nov 2001
Posts: 1,721
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v2.20.1 .resx and .resources file support in Extensions
*Devs only*
I've added support for .resx (XML) and .resources (compiled resource) file. Here's the guideline to use them correctly with MPDN. Resource files needs an identifier allocated for it to be accessible in your code and this identifier is generally created automatically when the IDE invokes the compiler, based on the information it gathers from csproj file. Since there's no csproj file requirement for MPDN's scripts to function, this identifier cannot be automatically generated. As such, you'll need to rename the .resx / .resources file such that the name itself is the identifier. For example, PlaylistForm.resx would be dependent upon PlaylistForm.cs. Since the PlaylistForm class has a full type name of Mpdn.PlayerExtensions.GitHub.PlaylistForm, you'll need to name the resx file to Mpdn.PlayerExtensions.GitHub.PlaylistForm.resx (or if you pre-ResGen the .resx file, you'll need to name it Mpdn.PlayerExtensions.GitHub.PlaylistForm.resources). As you could see in the following code which is inserted by the designer (in PlaylistForm.Designer.cs), typeof(PlaylistForm) is the reason for naming our resource files the way that was described. PHP Code:
In conclusion, this change should make it easier for devs who need to embed icons/images in a resource file - all you need to do is rename the file from the IDE generated name to the type's full name (+.resx) before pushing it to GitHub; or you could simply add a postbuild event that ResGen a .resources file with the type's full name, whichever way you feel is easier. Last edited by Zachs; 30th January 2015 at 05:34. |
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