CUDA Suggestions and Talk

These CUDA filters are packaged into DGDecodeNV, which is part of DGDecNV.
Sharc
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Re: CUDA Suggestions and Talk

Post by Sharc » Mon May 22, 2017 6:05 am

What went wrong here? Look at the strong color ghosting for PVBob. :shock: The other bobbers are clean.....
Source and sample here:
http://www.mediafire.com/file/w364x2sin ... adios_.zip

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Re: CUDA Suggestions and Talk

Post by admin » Mon May 22, 2017 8:58 am

Looks like something is not working right. ;)

OK, the VPP apparently wants its pitch to be mod 64. 1920 / 64 = 30, so it works fine. 1440 / 64 = 22.5, so it fails. I changed the VPP re-pitching to mod 64 and it fixes this issue. If you resize to width=1920 it also works without this fix.

I'll slipstream a fix for this and the delay later this morning after final testing.

Thanks for pointing this out. nVidia told me this VPP feature is experimental, so we are learning by experiment. 8-)

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Re: CUDA Suggestions and Talk

Post by gonca » Mon May 22, 2017 9:23 am

gonca wrote:PVBob looks good, but did I notice a little softness in the two bobbers?
Only really noticeable on a frame by frrame advance
After viewing the latest comparison by Sharc I retract my statement.
The comparisons look good, new issues apart

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Re: CUDA Suggestions and Talk

Post by admin » Mon May 22, 2017 9:56 am

Please test the new slipstream, guys. Thanks!

I prefer bug reports in the relevant threads rather than this talk thread, if possible, but no big deal. Thank you.

Sharc
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Re: CUDA Suggestions and Talk

Post by Sharc » Mon May 22, 2017 11:27 am

admin wrote:Looks like something is not working right. ;)

OK, the VPP apparently wants its pitch to be mod 64. 1920 / 64 = 30, so it works fine. 1440 / 64 = 22.5, so it fails. I changed the VPP re-pitching to mod 64 and it fixes this issue. If you resize to width=1920 it also works without this fix.

I'll slipstream a fix for this and the delay later this morning after final testing.

Thanks for pointing this out. nVidia told me this VPP feature is experimental, so we are learning by experiment. 8-)
Yep, it's ok now. Thanks.

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Re: CUDA Suggestions and Talk

Post by admin » Mon May 22, 2017 12:00 pm

Cool, thanks!

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Re: CUDA Suggestions and Talk

Post by Sharc » Tue May 23, 2017 4:55 pm

More comparison:
Not that it really matters in practice but you can see the bobbing artifacts around the drummer's (motion blurred) sticks around frame 850 or 1600, and the sharpness of the strings + shadows of the strings near Gilmour's right hand around frame 3000. QTGMC is shining, I think.

http://www.mediafire.com/file/yxwzx2ur1 ... kFloyd1.ts

The source is here. I encoded only a part of it for the comparison:
http://www.mediafire.com/file/r1628fpwz ... 080i25.mkv
Last edited by Sharc on Wed May 24, 2017 3:08 am, edited 4 times in total.

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Re: CUDA Suggestions and Talk

Post by admin » Tue May 23, 2017 6:11 pm

Thanks for that, Sharc. I'll have a look after I get this last fix slipstreamed.

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Re: CUDA Suggestions and Talk

Post by admin » Wed May 24, 2017 8:44 am

My two cents on Sharc's comparison: For sure, QTGMC is the best. I don't see it doing especially better with detail retention, but rather better at avoiding artifacts in motion blur. Whether you can see anything significantly better when played at normal speed is debatable, and whether the improvement is worth the large performance penalty is a matter for users to weigh. It's clear that TDeint is much worse both in artifacts and aliasing.

I can make a script with DGSource(deinterlace=2) and even add NLM denoising for UHD video and get 80 fps at 13% CPU, leaving gobs of CPU for encoding, or allowing for real-time playback of 24/25 fps source. Can one do that with QTGMC/KNLMeansCL?

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Re: CUDA Suggestions and Talk

Post by Sharc » Wed May 24, 2017 12:12 pm

Is DGSource(deinterlace=2) the same as PVBob()?

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