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TOPIC: Deband for videoplayers

4.1.1 3 months 1 day ago #1

Hello, Crosire, I wrote in github in some of your project, cause reshade does not have issues :)

Can you port deband to hlsl for videoplayers? It works better and more stable than MadVR, at least on intel HD4000 - madvr+SVP are not friendly with this card and it glitches and overload on 1080p. It saves more details than SVP or can make gradients smother than it.



Now reshade is not native solution for players and it's still not stable at least in potplayer when it should play next file - picture freezes until I relaunch reshade (with pressing stop/play button). Also, I hope native solution gives better perfomance - without SVP one file in mpv (with same deband glsl) loads GPU ~40%, on potplayer+reshade it loads gpu ~50%. With 2x SVP+reshade i get ~85-90% loading, but in full-length cinema gpu overheats and starts drop frames

Thanks anyway

Below there is comparison, sorry for multimessages, forum says 'too many link', so I should separate it
Last Edit: 3 months 23 hours ago by Dreamject.
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4.1.1 3 months 23 hours ago #2

Source/MadVR deband medium/High
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4.1.1 3 months 23 hours ago #3

Reshade's deband default (thereshold 0.004, radius 0.016, iterations 1, random noise 0.006)/0.003,0.0020,1,0.000, 0.005,0.0020,1,0.000/ 0.010,0.0020,1,0.0000
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4.1.1 3 months 23 hours ago #4

MadVR/Reshade/MPV GPU load
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4.1.1 3 months 50 minutes ago #5

Hello there Dreamject.

I've ported the debanding filter shader to the MPC-HC from years ago.
www.mediafire.com/file/oi5iyka8xpbbci1/Debanding.hlsl/file
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The following user(s) said Thank You: Dreamject

4.1.1 2 months 3 weeks ago #6

Great, thanks a lot, I should test it) I though moderators just deleted my messages)
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4.1.1 2 months 2 weeks ago #7

By the way. is this correct? I don't get hlsl/glsl syntax and not coder, but... Why devide does not uses in hlsl (as I read really, hlsl prefers multiplikation, but it's compiler headache).

Like
glsl
float rand(float x) { return fract(x / 41.0); }

hlsl
float rand(float x) { return frac(x * 0.024390243); }

As I know, pseudorandom can be better (in script clock (p0[3]) ), but I do not know what it actually does.
Also, script works only in evr-cp, usually mpc-compatible shaders like SweetFX's ending like

return colorInput;
}

/* --- Main --- */

float4 main(float2 tex : TEXCOORD0) : COLOR {
float4 c0 = tex2D(s0, tex);

c0 = CurvesPass(c0);
return c0;
}
And they works in any render
Deband's hlsl's ending is just

}

return float4(col, 1.0);
}

Anyway, shader works :)
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