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9th March 2014, 11:57 | #24621 | Link |
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I've disabled the LL in the settings and Enabled Asmodian's shader to find the perfect value.
1.90 is much closer than 2.20 (in my experience). But what really bothers us is the tail in the black region.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 9th March 2014 at 12:05. |
9th March 2014, 12:00 | #24622 | Link |
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What could cause overlay to be much darker and saturated then windowed and fse on a tv?
Overlay looks fine with the same setup on a monitor.
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9th March 2014, 12:07 | #24623 | Link |
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I concur that Gamma light looks closer to the original there. In some ways I actually prefer it over the original since it enhances shadow detail. Linear light is way too dark, crushed shadow detail, and all those green color tones are thrown way off their original hues and saturations.
Last edited by cyberbeing; 9th March 2014 at 12:15. |
9th March 2014, 12:07 | #24624 | Link | |
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Sounds like windows is changing to 16-bit in overlay mode with the TV. Or an HDMI range problem.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 9th March 2014 at 12:10. |
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9th March 2014, 12:08 | #24625 | Link | |
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FWIW, the transfer function I calibrated my monitor to is Rec.709 but with the viewing conditions adjusted to those of sRGB (dispcal -g709 -a64). This should be a close match for the 'intended' viewing conditions, and should also be similar to BT.1886 (which doesn't have the linear segment, but does start out more steeply the higher your monitor's black point is). With linear light dithering it seems I would be better off calibrating to x^1/0.45 with an output offset - although I wonder whether enabling linear light dithering during calibration (is ordered dithering affected?) would automatically compensate.
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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; 9th March 2014 at 12:17. |
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9th March 2014, 12:10 | #24626 | Link | |
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Some parts look a little dark others look a little bright.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 9th March 2014 at 12:17. |
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9th March 2014, 12:11 | #24627 | Link | |
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After using a profile with a 2.2 gamma, it does still look too dark near black. However, viewing on a retina macbook at 100% size from a distance, to make it as small as possible, the linear light image actually seems too bright near black. If possible, I would like to see the results from 0.51, the BT.709 curve, and maybe 2.4 gamma though. Last edited by 6233638; 9th March 2014 at 12:22. |
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9th March 2014, 12:19 | #24628 | Link | |||||
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Please don't concentrate on shadow detail, only. Of course brightening up dark areas will improve shadow detail. But the key thing to look at is if the overall image looks correct (in terms of brightness and gamma response). Shadow detail at 2bit dithering of course is expected to suffer. FWIW, watching this in motion with 2bit dithering (especially using the "dynamic" option) greatly improves shadow detail. It's much better in motion than it appears on the screenshots. Quote:
------- Here's the Avatar dithering comparison again, with added images using different transfer functions for linear light dithering: |- gamma -|- original -|- linear (pure power 1/0.45) -|- linear (sRGB 2.4) -|- linear (BT.709 1/0.45) -| Again, make sure you watch these at 100%. Having your browser zoom these will totally screw up everything. The key point to take from this screenshot comparison is that dithering in gamma light is not correct. I hope everybody can agree with that now? Which image looks best to you will directly depend on how your display is calibrated. The image created with the transfer function nearest to your display calibration should look nearest to the original 8bit image to your eyes. Last edited by madshi; 9th March 2014 at 12:24. |
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9th March 2014, 12:25 | #24629 | Link | |
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Gamma Light is out of the question. Can you edit and add sRGB 2.2 too? I can de-focus my retina at will for these tests, so no wall climbing for me...
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 9th March 2014 at 12:31. |
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9th March 2014, 12:30 | #24630 | Link |
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I think what is throwing people off, is that the images dithered in gamma light do preserve the most amount of shadow detail, and make that all the more obvious by brightening it up.
From that selection, the pure power 1/0.45 is definitely closest to the original - though it does still look a bit bright when I compare it on the macbook. The thing is, you really have to view it on a small screen from a distance so that you are focused on the image and not the dithering. When I get too close to my screen, my preference changes. |
9th March 2014, 12:32 | #24631 | Link |
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You are probably right. If I set tv to 16-235 in madvr it looks better but still a bit dark but then I get crushed blacks in windowed/fse. nvidia cp setting had no effect, is there any way to fix this here or is it a madvr issue?
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9th March 2014, 12:36 | #24633 | Link | |
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If I view these with a sRGB calibration target, the "linear (sRGB 2.4)" is simply perfect. No brightness change whatsoever, just a perfect reproduction of the original with the few bits that are available (extremely impressive to look at). In comparison, the "linear (pure power 1/0.45)" loses a lot of detail again and is darker, but this seems to be expected, cause I am calibrated to sRGB. So I would say that we finally nailed it. Now you just need to include this into madVR and I think we should all be satisfied. Last edited by iSunrise; 9th March 2014 at 12:39. |
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9th March 2014, 12:38 | #24634 | Link | |
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The 1/0.45 image is the one which is actually closest to the source though. (yet it is still too bright near black) This is why I'm doing testing at 100% size on a retina macbook. The image is only about 6x4" in size, so I can make the comparison without defocusing my eyes. |
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9th March 2014, 12:43 | #24635 | Link | |
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And for both of these cases, the sRGB 2.4 example is a very tiny amount brighter in darker shades (almost indetectable), while the 1/0.45 image is _noticeably_ darker. Thatīs on a display with perfect reproduction of all 0-255 shades of grey and sRGB calibration. Results may differ if the display is not able to show really dark shades or if someone chose a customized sRGB target, though. Last edited by iSunrise; 9th March 2014 at 12:46. |
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9th March 2014, 12:44 | #24636 | Link | |||
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sRGB 2.4 definitely better than Pure Power 2.2. Quote:
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Still much better than Power Curve.
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System: i7 3770K, GTX660, Win7 64bit, Panasonic ST60, Dell U2410. Last edited by James Freeman; 9th March 2014 at 12:51. |
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9th March 2014, 12:52 | #24637 | Link | ||||
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madVR loading gamma ramp via shaders = expected results Gamma ramp loaded into GPU = expected results Dispcal Calibration merged into 3DLUT with "-a" switch = unexpected results 3DLUT created with gamma which doesn't match your display = unexpected results Quote:
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Gamma >> linear (BT.709 1/0.45) >>> linear (sRGB 2.4) >>>>>>> linear (pure power 1/0.45) P.S. It may be helpful if you did your next comparison with monoColor dithering, to ensure the oppositeColor dithering isn't at fault for these color issues. Also try including a (BT.709 2.4) & (BT.709 2.6) image. One of those curves may come decently close to my calibration, depending how you scale the curves vs Argyll ambient scaling. Last edited by cyberbeing; 9th March 2014 at 13:14. |
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9th March 2014, 12:56 | #24638 | Link | |
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I've emailed the log and freeze reports. Log (zipped) was about 14mb. |
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9th March 2014, 13:20 | #24639 | Link | ||||
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Maybe you can test this yourself with an appropriate movie on your display? Using monoColor, in 2-4bit, then in motion toggle linear light dithering on/off, and also switch between 2-4bit and 8bit. I think you will find that linear light dithering is overall nearer to the original, even if it might not be perfect. At least that's what everybody seems to agree on atm. But then, most users also liked oppositeColor, which you don't like. And leeperry is on your side this time, too. So maybe it is a matter of taste again. But FWIW, I'm sure that linear light dithering produces a more correct overall image brightness and gamma response compared to gamma light dithering. Yeah, thanks, got them. Will look at them later today. Last edited by madshi; 9th March 2014 at 13:35. |
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9th March 2014, 13:22 | #24640 | Link | |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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