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6th March 2017, 16:47 | #42941 | Link | |
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6th March 2017, 17:06 | #42943 | Link | ||
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http://screenshotcomparison.com/comparison/202526 Anyway. If I could remove spline, that would solve the problem, but in my experience, whenever I remove something, somebody will cry. You see, I *thought* I would be safe removing such a dramatically bad algorithm like nearest neighbor, but even for that some users are crying. So you can bet with spline there would also be some. Enough people have asked for nearest neighbor to return, so I'd like to do that, although I can absolutely not understand it, but I currently don't have the space necessary in the settings dialog, so right now I see no easy solution. Quote:
Or modify the "activate quadrupling drop down", that should also work. Glad to hear that! |
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6th March 2017, 17:37 | #42944 | Link | |
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Perhaps i'll just stick my headphones on. |
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6th March 2017, 17:39 | #42945 | Link | |
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Posts: 137
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Does someone use Spline? Or could madshi remove it? Well... it worths the try
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Windows 8.1 and 10 x64 - Intel Core i5-4670K (4.2 GHz) - 8 GB DDR3 - MSI Geforce GTX 1080 8 GB - Sony KD-55A1 - Denon AVR-X3600H Last edited by Werewolfy; 6th March 2017 at 17:43. |
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6th March 2017, 18:54 | #42949 | Link |
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Join Date: Jun 2011
Posts: 288
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There is a bug still in 91.7 where you have a random profile, it displays a high or higher rendering time than "frame" but in reality it is lower.
It seems to happen with high frame rate material more often than not. For example, I am watching a 60 fps hls stream (twitch) and it has a 16.67 ms frametime. When I load the stream the rendering time is shown as around 17 ms but there are 0 frame drops, should be plenty of frame drops if that was correct. While streaming, I then go and change the chroma upscaling from "super-xbr" to some random algorithm, for excample "Cubic", hit apply, then select "super-xbr" again and hit apply. Now the rendering time is showing roughly 11.5 ms which is in line with the GPU usage and zero frame drops. This is with 720p/1080p -> 4k.
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6th March 2017, 19:34 | #42950 | Link |
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Because when you double, sharpen edges is applied, and when you double once more, sharpen edges is again applied. But when you quadruple in one step, sharpen edges is applied only once. I get this from the fact that doubling twice looks similar to quadrupling directly, in my sample. If anything, quadrupling directly looks better. But with sharpen edges and refine after every step turned on, doubling twice clearly looks sharper.
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6th March 2017, 20:23 | #42951 | Link |
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About Spline upscaling. I remember, Spline64 good vs Lanczos3, because Spline has less ringing/noise and it still sharp. But now we have AR-filter and Lanczos3 AR looks pretty fine for me (or Spline don't looks dramatically better). Anyway, Jinc AR win vs both.
So i think Lancsoz3 AR can replace Spline64/AR for users who like sharp image and Jinc can replace Spline36 for others (if gpu can handle Jinc). |
6th March 2017, 20:23 | #42952 | Link |
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Location: France
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As I already said in the past, thanks for the "let madVR decide", your default settings make sense (I use "medium" quality in "image upscaling").
Too bad I still have to choose "chroma upscaling" and "image downscaling" settings. |
6th March 2017, 20:32 | #42953 | Link | |
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6th March 2017, 20:59 | #42956 | Link |
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Join Date: Mar 2016
Posts: 160
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New UI is very nice, but one thing confuses me: seems NGU AA and NGU Sharp share all upscaling settings. Is it bug or feature?
Is mixed NGU upscaling (AA->Sharp) abandoned or still planned?
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6th March 2017, 22:14 | #42958 | Link |
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Join Date: Feb 2014
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Yep, the new AR relaxed for downscaling after NGU doubling is what's causing the increased render time. When I set downscale to bicubic 60, all the builds render at the same speed.
This is kind of unfortunate, as the only one not using AR is bicubic 60 (bilinear doesn't count). For me, linear light on downscale after doubling has negligible impact on performance, but relaxed vs strict AR is quite substantial. |
6th March 2017, 23:29 | #42959 | Link | |
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Join Date: Mar 2016
Location: Switzerland
Posts: 140
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Same with the Lanczos3/4 (AR) vs Spline32/64 (AR) debate, they should both be available in the upscaling algos after doubling, because they are good for this, as Jinc also is. It would be easier and clearer if settings for image doubling were in another page IMO (along with all the new quadrupling options and when they are activated). This way you could choose "let madVR decide" or "same as upscaling/downscaling algo" for upscaling/downscaling algos after doubling. You could also do almost the same for chroma doubling : "let madVR decide", "same as upscaling algo" or the all the new NGU variants. It is kind of a bastard UI we have now with all settings for image upscaling on the same page, with mixed settings for new users and advanced ones. I do not think the two can cohabit while making everyone happy, at least not like it is now. I totally understand how it works, but it just doesn't seem right. Just my opinion again, don't take it too seriously Last edited by Neo-XP; 6th March 2017 at 23:31. |
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6th March 2017, 23:33 | #42960 | Link | |
Visual Novel Dev.
Join Date: Nov 2015
Location: Bucharest
Posts: 200
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Gotta wonder at this moment though, leaving them inside madVR does affect the complexity of programming? Does it have any negative impact in your workflow when designing it?
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Tags |
direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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