ChanServ changed the topic of #ffmpeg to: Welcome to the FFmpeg USER support channel | Development channel: #ffmpeg-devel | Bug reports: https://ffmpeg.org/bugreports.html | Wiki: https://trac.ffmpeg.org/ | This channel is publically logged | FFmpeg 7.1.1 is released
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<aaabbb>
what's the difference between libx265's me=sea and me=full? does the latter use SADT and the former uses SAD or something?
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<softworkz>
BtbN: You said "it is/was a huge patchset, and reviewing it is annoying with that Github-Forwarder" - can you please explain what the actual problem is with the patch e-mails? They are created with git format-patch like any other patch sent to the ML
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<softworkz>
To everybody who participated in the talks: Was it pushed too eagerly? There were 15 revisions and 3 reminders, asking whether anybody needs more time. When there's absolutely no response, what should I do? Tell me! Say I shall send 5 or 10 reminders, then I'll do it. Say I shall wait 4 weeks then I'll do it. Just say something.
<softworkz>
But being quite all the time and then suddenly everybody speaking up loudly - I don't think that's fair.
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<softworkz>
mkver: Regarding the "rm..." output at the end, this appears to be default behavior to delete intermediate files after build, but I can change it so that they are kept (and no rm)
<softworkz>
BtbN: In case you have only every looked at the cover letter messages [0/X] - what you see there is a "range-diff", i.e. a diff to the previous revision of the patchset. But that's not for reviewing. The individual patches are exactly the same like all other patches.
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<kai>
hi everyone
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<Hassan01>
I have this zoompan filter and it's pretty choppy, any suggestions on making it smoother? iw/((lte(0.0, it) * lt(it, 3.0) * (1920 + -146.0 * (it - 0.0))) + (lte(3.0, it) * lt(it, 6.0) * (1482 + -67.33333333333333 * (it - 3.0))) + (lte(6.0, it) * lt(it, 9.0) * (1280 + 213.33333333333334 * (it - 6.0))) + ifnot(between(it, 0.0, 9.0), 1920))
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<Hassan01>
it's reaching the same keyframes at 3, 6, 9 but left is choppier
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<dcomp>
How do I force the format of a hls segment?
<furq>
-hls_segment_type
<dcomp>
furq: that seems to be an output option. I would like to override the probed segment type on the input side
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<vlt>
Hassan01: You could smoothen the transition by sprinkling a few tanh() functions all over it.
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<vlt>
Hassan01: If you shift the normal tanh(x) to the right [tanh(x - 1/2)] and up [1/2 * tanh(x - 1/2) + 1/2] and smoothen it by a factor like, for example, 6: [1/2 * tanh(6 * (x - 1/2)) + 1/2], then you could use this to apply it to the zoom factor.
<vlt>
x has to be the time between 0 and 1. So in your first zoom from it=0.0 to it=3.0 you would use x = it/3.0 to get a value [0..1].
<vlt>
Multiply this with the difference between source_iw and target_iw, et voilá!
<vlt>
zoompan=zoom=iw/iw-<all_of_the_above>*146 (in your case).
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<GuestGuest>
Can someone help me check a hls stream, I can play it back with ffplay, but it stutters and has no sound with vlc?
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<Hassan01>
vlt, man I wish I understood what you're trying to tell me but it goes above my head
<zeromind>
>Decode on one device, download, upload to a second device, and encode
<ralfalfa>
Thanx zeromind, I'm taking a look right now
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<vlt>
Hassan01: Maybe there’s a way that is a lot easier and someone in here will laugh at us (or me) but until there’s a better solution let’s try this. To get an idea of what I mean, have a look at the function graph of 1/2*tanh(6*(x-1/2))+1/2: https://www.desmos.com/calculator/d8pqtpybb9
<vlt>
Hassan01: I haven’t looked at your modified Python code thoroughly but yes, multiplying a *delta* with the result of the tanh() expression should yield the smooth transition.
<johnjaye>
in simple terms does vaapi mean i can encode with my nvidia card?
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<vlt>
Hassan01: I used to solve this with evaluated handcrafted Bezier curves until I discovered tanh() :facepalm:
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<johnjaye>
strange. ffmpeg can just... convert image files
<johnjaye>
ffmpeg -i in.jpg -vf scale=1024:1024 out.jpg apparently works
<furq>
it would be weird if it didn't work
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<johnjaye>
well. i'm not on the mountaintop with your sage wisdom yet.
<johnjaye>
also surprising to me is that video can be in yuv40p colorspace but colorkey filter operates on RGB values. that seems strange
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<furq>
chromakey is for yuv
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<johnjaye>
well. i get a warning about No accelerated colorspace conversion found from yuv420p to argb.
<johnjaye>
so i guess ffmpeg is converting it for me
<furq>
right
<furq>
-v verbose will show auto format conversions
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<johnjaye>
oh good
<johnjaye>
silly question. is super2xsai better than just the scale filter?
<johnjaye>
it says it's for pixel art only.
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<furq>
definitely not
<furq>
granted i wouldn't use it for pixel art either because it looks awful to me
<johnjaye>
i vaguely recall an emulator i was using. maybe snes9x. not sure. but it had some fu nky options for scaling images. one of them looked a lot better on my big lcd tv
<furq>
yeah snes9x/zsnes supported it
<johnjaye>
there were dozens of them. it was integer pixel something
<johnjaye>
furq: so do a large integer scale first, then the target size?
<furq>
yeah
<furq>
that's what mame does and it looks good
<furq>
maybe it does better stuff nowadays but that's what i always used
<johnjaye>
interesting. i think though on my lcd tv it would ruin the aspect ratio.
<johnjaye>
esp if the game was like 4:3
<johnjaye>
also idk if they let you specify custom scaling params. but i could at least match the height
<johnjaye>
e.g. scale=-1:1080 say
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<vlt>
Hassan01: (An unshifted) tanh(x) returns always values {-1 <= y <= 1}. But one disadvantage is that you can’t force it directly through (0,0) and (1,1) to get a clean “connection” between two zoom transitions. One way to deal with that is to multiply the result again with x itself for {0 <= x <= 0.5} (or 2*x to get the symmetrie through (0.5,0.5) back) and then flip the graph for {0.5 < x
<vlt>
<=1}.
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