Polymer Contrast Adaptive Sharpening
#1 Posted 05 October 2019 - 02:05 AM
CaS is a post process technique developed by AMD.
Github:
https://github.com/j...CaS/tree/master
Release:
https://github.com/j...merCaS/releases
This post has been edited by icecoldduke: 05 October 2019 - 02:21 AM
#3 Posted 05 October 2019 - 04:18 AM
Apparently, in game now the image is less blurry and the image has better focus but it has too aliasing.
By the way the HUD stuff like weapons haven't CAS implemented.
This post has been edited by TON: 05 October 2019 - 06:28 AM
#4 Posted 05 October 2019 - 04:37 AM
TON, on 05 October 2019 - 04:18 AM, said:
Apparently, in game now the image is less blurry and the image have better focus but it have too aliasing.
By the way the HUD stuff like weapons haven't CAS implemented.
CaS really works well on the world, and not the UI elements, so CaS is only applied to world, that is by design.
This post has been edited by icecoldduke: 05 October 2019 - 04:38 AM
#5 Posted 05 October 2019 - 04:43 AM
#6 Posted 05 October 2019 - 04:45 AM
Phredreeke, on 05 October 2019 - 04:43 AM, said:
The best way to answer that question is the binary from the OP and try it out . Let me know.
#7 Posted 05 October 2019 - 04:49 AM
https://www.doomworl...comment-2033180
This post has been edited by icecoldduke: 05 October 2019 - 04:49 AM
#8 Posted 05 October 2019 - 05:59 AM
https://imgur.com/a/zW1FXZv
#9 Posted 05 October 2019 - 06:38 AM
icecoldduke, on 05 October 2019 - 02:05 AM, said:
#10 Posted 05 October 2019 - 07:35 AM
#11 Posted 05 October 2019 - 07:42 AM
7-zip 19.00 x64, windows 10
#12 Posted 05 October 2019 - 08:13 AM
LeoD, on 05 October 2019 - 06:38 AM, said:
Should be less then a millisecond hit on the GPU.
Mark, on 05 October 2019 - 07:35 AM, said:
Did you get this resolved? I just tried with 7-zip and it worked fine for me.
#13 Posted 05 October 2019 - 08:14 AM
Looks like those TV presets (or video scalers) that apply unsharp masking + contrast set to +50%.
This is the kind of post processing I hate since it's equal to just putting ketchup in to a good dish, everything ends up looking the same.
But I am biased, I hate sharpening/contrast tricks as they're abused too much to make things artificially pop, same as boosting saturation in my book.
#14 Posted 05 October 2019 - 08:17 AM
oasiz, on 05 October 2019 - 08:14 AM, said:
Looks like those TV presets (or video scalers) that apply unsharp masking + contrast set to +50%.
This is the kind of post processing I hate since it's equal to just putting ketchup in to a good dish, everything ends up looking the same.
But I am biased, I hate sharpening/contrast tricks as they're abused too much to make things artificially pop, same as boosting saturation in my book.
I'm not sure exactly what to say to this. The whole point with any sharpening effect is to make things pop, while looking the same? This also has no gain or loss to saturation. CaS was designed as AMD's answer to NVIDIA DLSS. So it was designed to help dev's render into a lower resolution framebuffer then upscale to native res.
This post has been edited by icecoldduke: 05 October 2019 - 08:21 AM
#15 Posted 05 October 2019 - 08:35 AM
In case it wasn't clear, I don't claim saturation tweaks here Merely saying that it's about as easy to spot when someone has messed around with this as curves will usually be rather compressed.
I haven't read to CAS but in this case it (to me) sounds and looks like very similar to what cheap chinese video processors have been doing for years when upscaling content, basically everything ends up going through an unsharpen mask, which gives quite distinct ringing artifacts. Something that is quite undesirable especially when dealing pixel art (I've done a lot of work with video streaming/capture/scaling on older machines so that's where my bias also comes from).
But also I see this as quite undesirable even with higher resolution art due to the ringing artifacts. My pet peeves is that it's taken for granted as a silver bullet solution to make things look nicer, which maybe works for certain bits but you end up losing visual distinction as you start lacking proper softer/matte surfaces on textures/areas that are intended to look like such since everything gets boosted forcefully.
Sorry for going off for a rant but this look is just exactly what I dislike in certain processing chains
#16 Posted 05 October 2019 - 10:31 AM
But kudos for the work of course.
This post has been edited by MusicallyInspired: 05 October 2019 - 10:31 AM
#17 Posted 05 October 2019 - 10:36 AM
MusicallyInspired, on 05 October 2019 - 10:31 AM, said:
But kudos for the work of course.
Have you tried it? Also this has nothing to do with bilinear filtering.
This post has been edited by icecoldduke: 05 October 2019 - 10:42 AM
#18 Posted 05 October 2019 - 10:43 AM
#19 Posted 05 October 2019 - 10:44 AM
Phredreeke, on 05 October 2019 - 10:43 AM, said:
That I agree with, in fact I actually have the opposite feeling, because the stock textures are so low res, it doesn't add that much compared to other games I've added CaS too.
This post has been edited by icecoldduke: 05 October 2019 - 10:44 AM
#20 Posted 05 October 2019 - 11:59 AM
Vagan, on 05 October 2019 - 07:42 AM, said:
7-zip 19.00 x64, windows 10
I guess I shouldn't be surprised I had trouble with 7zip. I took a look and I'm still running my original version 9.2 from 9-10 years ago when I bought this computer. I don't see many .rar files these days so I didn't know I was running such an ancient version. All 7zipped and regular zipped files still unpack. Its just the rars that don't. I'll update.
This post has been edited by Mark: 05 October 2019 - 12:01 PM
#21 Posted 05 October 2019 - 12:22 PM
This post has been edited by Mark: 05 October 2019 - 12:24 PM
#22 Posted 05 October 2019 - 12:24 PM
#23 Posted 05 October 2019 - 12:24 PM
edit: I removed it and I still crash. I had to remove ALL cfg files to get it to run. I'll test it out and then remove it. I need those files.
Phredreeke, exactly what did you type into the console to enable the feature. I tried a few different ways and got errors.
This post has been edited by Mark: 05 October 2019 - 12:39 PM
#24 Posted 05 October 2019 - 12:39 PM
Mark, on 05 October 2019 - 12:24 PM, said:
edit: I removed it and I still crash. I had to remove ALL cfg files to get it to run. I'll test it out and then remove it. I need those files.
Phreadreeke, exactly what did you type into the console to enable the feature. I tried a few different ways and got errors.
Make sure you have Polymer turned on, CaS should be on by default in Polymer, I think the way I coded it Polymost might crash, I'll fix that, so ensure Polymer is turned on.
This post has been edited by icecoldduke: 05 October 2019 - 12:52 PM
#25 Posted 05 October 2019 - 12:53 PM
Mark, on 05 October 2019 - 12:24 PM, said:
edit: I removed it and I still crash. I had to remove ALL cfg files to get it to run. I'll test it out and then remove it. I need those files.
Phredreeke, exactly what did you type into the console to enable the feature. I tried a few different ways and got errors.
R_CASSHARPEN 1
This post has been edited by TON: 05 October 2019 - 12:54 PM
#26 Posted 05 October 2019 - 12:53 PM
R_CASSHARPEN 1 was the first way I typed it and it gave me some error message about not being a var or something. I didn't try typing in the 2nd project because I quit as soon as I saw the screwy skybox. But I guess it doesn't matter because it was supposed to be on by default.
Its possible my problems stem from trying this mod in projects with custom def, cfg and con files
This post has been edited by Mark: 05 October 2019 - 01:01 PM
#27 Posted 05 October 2019 - 01:08 PM
Mark, on 05 October 2019 - 12:53 PM, said:
You can try removing texture cache files
#28 Posted 05 October 2019 - 02:18 PM
icecoldduke, on 05 October 2019 - 10:36 AM, said:
Not yet.
I know it has nothing to do with bilinear filtering, but, again, in terms of the resulting effect, it makes pixels in the textures sharper and more contrasting while bilinear filtering blurs them; the opposite.
This post has been edited by MusicallyInspired: 05 October 2019 - 02:20 PM
#29 Posted 05 October 2019 - 02:52 PM
Vanilla Duke 3D doesn't provide very good cases for this? Maybe in a map with a large viewing range that had some of the higher-res textures on distant objects.
#30 Posted 05 October 2019 - 03:30 PM
https://www.dropbox....repack.zip?dl=0
I'll probably delete this in a few days or whenever I need space