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26th November 2016, 01:02 | #40741 | Link |
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Join Date: Dec 2010
Posts: 255
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Ok, so after some testing, I've settled on NGU-low for Chroma and Doubling (always if needed) and Soften Edges 1 and Add Grain 4. The grain really helps hide compression artifacts.
I've disabled SR and Remove Ringing Artifacts as it seems to degrade the image with NGU. |
26th November 2016, 02:27 | #40742 | Link |
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Join Date: Feb 2002
Location: San Jose, California
Posts: 4,407
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catmull AR is not the same as bicubic 150, catmull is bicubic 50.
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madVR options explained |
26th November 2016, 04:38 | #40743 | Link | |
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Join Date: Dec 2014
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Quote:
@Growdelan I just noticed your display is 1680x1050, so not a 1.5x scaling from original 720 video. That along with soften edges might be reason NGU is looking less sharp. On my display, when I do 720p > 1080p scaling, no matter which image upscaling and upscaling refinement settings I try, it would look worse than luma double and downscaling with SSIM, so I switched. |
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26th November 2016, 09:32 | #40744 | Link | |
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Join Date: Nov 2016
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Quote:
http://screenshotcomparison.com/comparison/191841 |
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26th November 2016, 18:13 | #40747 | Link | |
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Quote:
http://screenshotcomparison.com/comparison/191909 |
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27th November 2016, 01:38 | #40749 | Link | |
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Quote:
Looking at various zoomed-in screenshot comparisons, it's more or less easy to see some algorithms are simply better (in terms of artefacts etc.) Even if you couldn't see those differences at all under normal viewing conditions (like I don't think I can for chroma, for example), just knowing you're using the "worst" settings may degrade the experience. If your GPU can handle it, why not use a decent algorithm "just in case"? Because placebo is a very real and powerful phenomenon*, I see no reason why using "recommended best" settings wouldn't be a valid and acceptable way to proceed. (* I've personally heard noteworthy differences between regular and high-end audio cables - only to learn the tester actually did not switch any cables at all... ) |
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27th November 2016, 07:39 | #40751 | Link | |
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Quote:
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27th November 2016, 08:07 | #40752 | Link | |
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Quote:
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Test patterns: Grayscale yuv444p16le perceptually spaced gradient v2.1 (8-bit version), Multicolor yuv444p16le perceptually spaced gradient v2.1 (8-bit version) Last edited by Ver Greeneyes; 27th November 2016 at 08:09. |
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27th November 2016, 10:03 | #40753 | Link | |
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Join Date: Oct 2015
Posts: 99
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Quote:
My "problem" atm is it's difficult to find sufficient time for testing when you're required to be changing diapers at the same time, lol. So any starting point recommendations are always welcome and this forum has been invaluable. |
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27th November 2016, 11:06 | #40755 | Link | |
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Join Date: Nov 2016
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Quote:
http://screenshotcomparison.com/comparison/191961 |
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27th November 2016, 11:47 | #40756 | Link |
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Join Date: Aug 2016
Posts: 609
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Any chance to get g-sync working in windowed mode? Gsync officially supports windowed mode applications so it should work with MadVR too.
It is really disappointing to spend $1k on a monitor and not be able to take advantage of this feature. Note: On my system, Gsync does work in full screen exclusive mode, but only with DX11 disabled under Rendering - General Settings. But it doesn't work for all video files. Strangely it does work for all youtube videos I've tested so far (piped by SVPTube). |
27th November 2016, 12:35 | #40758 | Link |
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Join Date: Aug 2016
Posts: 609
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MadVR aims at the best possible rendering performance. If you look at the extent Madshi has gone to increasing the picture quality, how many countless hours must have been spent pursuing image fidelity through all of the features implementation that currently exist, it's a no brainer that gsync compatibility would be a desirable feature to support. Odd you would consider refresh rate matching some kind of "gaming" gimmick. No different to using 24hz mode on a HDTV or the refresh rate matching listview in MPC-HC. The goal is the same, the implementation is just more intuitive with gsync because it doesn't require anything extra than rendering in a particular D3D mode.
Last edited by flossy_cake; 27th November 2016 at 12:37. |
27th November 2016, 12:44 | #40760 | Link | |
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Join Date: Apr 2002
Location: Germany
Posts: 4,926
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Quote:
Also the whole stuff is so much in Research State at all and so much in flux that it's a pain to make decisions based on that, that tomorrow could go invalid. I can understand Madshi very good not playing this "Game" *g* a rather sane decision on a developer resource side.
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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 Last edited by CruNcher; 27th November 2016 at 13:00. |
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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