Deband for videoplayers

  • Dreamject
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5 years 1 month ago - 5 years 1 month ago #1 by Dreamject 4.1.1 was created by Dreamject
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.

[img


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: 5 years 1 month ago by Dreamject.

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  • Dreamject
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5 years 1 month ago #2 by Dreamject Replied by Dreamject on topic 4.1.1
Source/MadVR deband medium/High
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  • Dreamject
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5 years 1 month ago #3 by Dreamject Replied by Dreamject on topic 4.1.1
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
[img
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5 years 1 month ago #4 by Dreamject Replied by Dreamject on topic 4.1.1
MadVR/Reshade/MPV GPU load
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  • mbah.primbon
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5 years 1 month ago #5 by mbah.primbon Replied by mbah.primbon on topic 4.1.1
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
The following user(s) said Thank You: Dreamject

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  • Dreamject
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5 years 1 month ago #6 by Dreamject Replied by Dreamject on topic 4.1.1
Great, thanks a lot, I should test it) I though moderators just deleted my messages)

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5 years 1 month ago #7 by Dreamject Replied by Dreamject on topic 4.1.1
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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