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9th October 2016, 01:28 | #39641 | Link | |
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A bit sad here that nvidia DSR doesn't work with madVR, since with most games it creates really nice results... Especially for using image upscaling of a larger factor instead of using only chroma and luma upscaling.
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9th October 2016, 04:46 | #39642 | Link | |
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9th October 2016, 07:38 | #39643 | Link | |
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PS: It's not. |
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9th October 2016, 07:43 | #39644 | Link | |
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9th October 2016, 08:21 | #39645 | Link |
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I have tried super-xbr for Chroma Upscaling in combination with NNEDI3 128 for Image Doubling too (Luma & Chroma Doubling), but overall rendertime was a lot higher. Image Doubling is taxing as you know. So I went down to 64 neurons. Strangely enough, then I could use NNEDI3 256 for Chroma Upscaling.
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9th October 2016, 09:17 | #39646 | Link | |
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a video has a fixed resolution most PC games doesn't have a fixed resolution. taking this into account it should be very very easy to understand why DSR has a potential positive effect on picture quality and not on video picture quality. |
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9th October 2016, 10:50 | #39647 | Link | |
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Luma/Chroma doubling is harder than chroma upscaling because, assuming 1080p 4:2:0 video, chroma upscaling has to scale 960x540 to 1920x1080 while luma/chroma doubling has to scale 1920x1080 to 3840x2160. Also chroma doubling is twice as hard as luma doubling; chroma is two planes, U and V, while luma is only one, Y. Your results are not strange at all. Use as high as you can for luma doubling but don't go above 32 neurons for chroma doubling and 64 neurons for chroma upscaling. With a Titan X (Pascal) I have plenty of performance available but using more neurons for chroma really is pointless.
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9th October 2016, 11:26 | #39648 | Link | |
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The key is the "fix too bright & saturated pixels by" combobox in the madVR settings. Try setting that to "0% luminance reduction", and you'll get something nearer to what you expect. This may produce better looking results for this specific scene, but in other scenes it looks worse because the pixels actually become near white which means they're losing their color information. You can create HDR conversion 3dluts with the latest dispcal. The 3dluts seem to be slightly better than what madVR does with pixel shaders, but the overall look is pretty similar. |
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9th October 2016, 11:37 | #39649 | Link | |
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NNEDI3 is a good scaler for chroma, but it makes colors look overprocessed and in some cases they can cross. Jinc is the cleanest scaler around and when you super-res it it only gets sharper. Other scalers like NNEDI3 and SuperXBR gets sharper too, but you start to see the artifacts easily. |
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9th October 2016, 12:48 | #39650 | Link | |
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So what would you suggest for upscaling to 4K? Chroma: NNEDI3 Image: Jinc +LL +AR +SR4 Atm I use: Chroma: SuperXBR 100, AR, SR1 Image Doubling: SuperXBR AB25 Image: Jinc AR
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9th October 2016, 13:11 | #39651 | Link | |
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9th October 2016, 13:11 | #39652 | Link | |
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So while NNEDI3 256 for chroma upscaling still costs more than NNEDI3 64 for luma, going down to NNEDI3 64 for luma must have freed up enough resources to use NNEDI3 256 for chroma upscaling.
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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 October 2016 at 13:16. |
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9th October 2016, 13:14 | #39653 | Link | |
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9th October 2016, 13:16 | #39654 | Link | |
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9th October 2016, 13:18 | #39655 | Link |
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I forgot that chroma has 2 channels, updated my post above. Either way, differences in quality from chroma upscaling are often so negligible that it's worth more to put those resources into luma doubling
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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) |
9th October 2016, 14:00 | #39656 | Link | |
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If instead you tried to pick the closest RGB colour, while preserving the luminance you'd get something like this, which already looks a bit more like an actual fire. Now if you were to pick the colour closest in Lab I think you'd get something like this, but I'm not still not entirely sure if the method I used is 100% correct. You're right that you'll lose some colour information this way, but you're going to lose some information no matter what you do, and I'm not convinced that hue and saturation are more important than luminance. |
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9th October 2016, 14:13 | #39657 | Link | ||
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http://forum.doom9.org/showpost.php?...ostcount=38653 If you put priority on reproducing luminance correctly, the orange headlight of the truck becomes white. That looks really bad in that specific image. Have you played with the "fix too bright & saturated pixels by" setting in madVR? It allows you to decide for yourself if you value luminance higher than hue/saturation. |
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9th October 2016, 15:05 | #39658 | Link | ||
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The real problem seems to be that simply picking the closest RGB colour will lead to some lost detail, regardless of how you define distances. Fixing that probably can't be done by looking at individual pixels. Well, seems I value luminance higher than saturation, and saturation higher than hue. Which is unfortunate since the one thing your method does perfectly is preserving the hue, at the cost of luminance and saturation. |
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9th October 2016, 15:48 | #39660 | Link | |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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