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Re: CUDA Suggestions and Talk

Posted: Sun May 21, 2017 10:08 am
by Guest
Thanks for considering it, no rush.
DG__NV CUDATools is well on its way to becoming a complete suite of AVISynth filters

Re: CUDA Suggestions and Talk

Posted: Sun May 21, 2017 1:27 pm
by Sharc
admin wrote:@Sharc, thanks for the comparison. I'll check it out after my breakfast. You can put a Trim(1,-0) on PVBob to get the frames matching up.
Here the same in a different format for comparing the 4 bobbers. The outputs of the 4 bobbers are interleaved, so when you step through the clip you will immediately see the differences between the bobbers. The PVBob frames should be synchronized now.
http://www.mediafire.com/file/d6yat77um ... erleave.ts

Re: CUDA Suggestions and Talk

Posted: Sun May 21, 2017 1:52 pm
by admin
Cool! Can you post your settings too please?

Re: CUDA Suggestions and Talk

Posted: Sun May 21, 2017 2:23 pm
by Sharc
Hmmm... thinking about it one has probably to be cautious with the interleaved version because of the way how the x264 encoder works. The picture sequence of the frames which are served to the encoder is different (4 x more or less the same picture in sequence). I was wondering why the first version with the 4 stacked pictures ended up in a much higher file size than the interleaved version with 4x number of frames, for the same x264 settings.

Here the x264 cmd line: x264.exe --preset medium --crf 24 --nr 150 --output "bobtest_city_interleave.264" "Deinterlacing_.avs"

Re: CUDA Suggestions and Talk

Posted: Sun May 21, 2017 2:25 pm
by admin
I meant the settings for the 4 bob filters.

Agreed on the encoding. Just give it a boatload of bitrate. Or just give your script and we can play it directly, no need to encode it. But then we would need to have the filter executables on hand.

Re: CUDA Suggestions and Talk

Posted: Sun May 21, 2017 3:21 pm
by Sharc
Here the script; bob filter settings = all default

Code: Select all

clip=DGSource("Cityscape.dgi").Trim(50,0)
clip=clip.ConvertToYV12(interlaced=true)
clip=clip.assumeTFF()

bob1=clip.DGbob(order=1,mode=1).subtitle("DGBob",align=5,size=64) 
bob2=clip.PVBob().subtitle("PVBob",align=5,size=64).trim(1,0)   #trim to sync PVBob
bob3=clip.tdeint(mode=1,map=0,order=1).subtitle("TDeint",align=5,size=64)
bob4=clip.QTGMC(preset="slower",InputType=0).subtitle("QTGMC",align=5,size=64)

#row1=stackhorizontal(bob1,bob2) #for stacked pictures
#row2=stackhorizontal(bob3,bob4) #for stacked pictures

#final=stackvertical(row1,row2) #for stacked pictures
final=interleave(bob1,bob2,bob3,bob4) #for interleave

return final

Re: CUDA Suggestions and Talk

Posted: Sun May 21, 2017 3:35 pm
by admin
Thanks!

Re: CUDA Suggestions and Talk

Posted: Sun May 21, 2017 7:22 pm
by admin
Off Topic: You guys might be interested to know that I changed over my source control to Team Foundation Server Express. It works really well (so far). It's very well integrated into Visual Studio and it makes automated backups of the database. I'll now be able to label all slipstream releases with a build number and be able to recreate them if needed.

Re: CUDA Suggestions and Talk

Posted: Sun May 21, 2017 7:30 pm
by Guest
The build number sounds good.
With all the changes to DGDecNV lately I sometimes have to scratch my head trying to figure out which slipstream I am on

Re: CUDA Suggestions and Talk

Posted: Mon May 22, 2017 1:35 am
by Sharc
I redid the interleaved version of the bobber comparison. It's encoded with a higher bitrate now to reduce the impact of encoding artefacts which could mask the bobbing artefacts.
Or just play the script directly to eliminate the influence of the re-encoding.
(The encoding of of the 3-minutes clip took about 6 hours here)

http://www.mediafire.com/file/2emmdg6qb ... leave_1.ts

Re: CUDA Suggestions and Talk

Posted: Mon May 22, 2017 6:05 am
by Sharc
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

Re: CUDA Suggestions and Talk

Posted: Mon May 22, 2017 8:58 am
by admin
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-)

Re: CUDA Suggestions and Talk

Posted: Mon May 22, 2017 9:23 am
by Guest
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

Re: CUDA Suggestions and Talk

Posted: Mon May 22, 2017 9:56 am
by admin
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.

Re: CUDA Suggestions and Talk

Posted: Mon May 22, 2017 11:27 am
by Sharc
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.

Re: CUDA Suggestions and Talk

Posted: Mon May 22, 2017 12:00 pm
by admin
Cool, thanks!

Re: CUDA Suggestions and Talk

Posted: Tue May 23, 2017 4:55 pm
by Sharc
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

Re: CUDA Suggestions and Talk

Posted: Tue May 23, 2017 6:11 pm
by admin
Thanks for that, Sharc. I'll have a look after I get this last fix slipstreamed.

Re: CUDA Suggestions and Talk

Posted: Wed May 24, 2017 8:44 am
by admin
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?

Re: CUDA Suggestions and Talk

Posted: Wed May 24, 2017 12:12 pm
by Sharc
Is DGSource(deinterlace=2) the same as PVBob()?

Re: CUDA Suggestions and Talk

Posted: Wed May 24, 2017 2:33 pm
by admin
Theoretically yes for functionality, but it will be slower.

Re: CUDA Suggestions and Talk

Posted: Wed May 24, 2017 7:10 pm
by hydra3333
admin wrote: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?
No, one can't, by a country mile. That is significantly better than 1-5 fps (end to end).

Per the strong default settings (for me) in DGDenoise viewtopic.php?f=14&t=506&p=6281#p6281 I reckon I'm in a position to fiddle up a new set of scripts without QTGMC to process much loved 576i/1080i footy games. eg something like a simple

Code: Select all

DGsource(deinterlace=2) 
use some old deblocker (yes, still sourcing an example for DG)
DGdenoise(strength=0.03) # stronger, 0.06 for other than footy clips
DGsharpen(strength=0.3) # to be played with for a generic setting suitable for those clips
reinterlace
Did you have some fancier script in mind ?

Thanks !

Re: CUDA Suggestions and Talk

Posted: Wed May 24, 2017 8:23 pm
by admin
It's hard to say without seeing a sample of your source. Generally speaking, I prefer a light hand in the processing department. Why don't you post up a sample for us?

Re: CUDA Suggestions and Talk

Posted: Thu May 25, 2017 1:27 am
by Sharc
hydra3333 wrote:
admin wrote: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?
No, one can't, by a country mile. That is significantly better than 1-5 fps (end to end).
Well yes, there exists no CUDA/GPU based QTGMC yet ..... and the "better" will always be the enemy of the "very good" ;)
Speed matters to me mainly for testing or for playing scripts in real-time. Encoding jobs can run overnight.

Re: CUDA Suggestions and Talk

Posted: Mon Jun 26, 2017 4:18 pm
by Guest
To bring back the requests made by Hydra333 and myself into the light
DGDeblock
DGResizer
DGencNV

Please understand that I am not trying to push these requests, these are when you have time and if you are in the mood.
Your paper is first
Just digging them out from the comparison posts
Your dedication and loyalty to the DGTools users is appreciated :bow: