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New GLSL waveforms are less detailed than legacy waveforms #12641

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fwcd opened this issue Jan 24, 2024 · 17 comments
Open

New GLSL waveforms are less detailed than legacy waveforms #12641

fwcd opened this issue Jan 24, 2024 · 17 comments

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@fwcd
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fwcd commented Jan 24, 2024

Bug Description

Moving #12448 (comment) to a new issue here. Comparing the current GLSL waveforms:

Screenshot 2024-01-24 at 18 04 29

to the legacy GLSL waveforms:

Screenshot 2024-01-24 at 18 04 38

...there is a fair bit of detail missing in the new GLSL waveforms, especially the bass-heavy parts display more structure.

Version

2.5-alpha-207-g7ab184441d (HEAD)

OS

macOS 14.3

@mxmilkiib
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mxmilkiib commented Jan 25, 2024

Looks mono, not stereo

Edit: ah I see #11837

@fwcd
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fwcd commented Feb 1, 2024

Here's another example of GLSL

Screenshot 2024-02-01 at 16 29 36

vs. GLSL (legacy)

Screenshot 2024-02-01 at 16 29 44

I've found myself switching back to the legacy waveforms for live use, the bass peaks are just much more recognizable.

@ronso0
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ronso0 commented Feb 1, 2024

Related #11833 (comment)

How shall we proceed here?
Regardless the huge performance improvement, is this a regression? Is it severe enough to be fixed before the release?

@daschuer
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daschuer commented Feb 1, 2024

Since the legacy waformsvate still there, this should not block the release.

@mxmilkiib
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mxmilkiib commented Feb 1, 2024

Are these top examples still with the curve that makes it look clipped when it's not? That's the only reason I can imagine it looks that inflated. It's like it lost a battle in the normalisation wars. Or is that new example current 2.5-alpha?

Re colour, in the other issue, the fact that green never appears to be used is buggy to me.

A skin with only waveforms n library would be good for comparisons.

@fwcd
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fwcd commented Feb 1, 2024

Both screenshots were taken with the (then) most recent 2.5/main builds

@mxmilkiib
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mxmilkiib commented Feb 1, 2024

I don't get it then, it literally looks clipped. That boost curve was removed, iirc, yes? If so, why then does it look normalised in the first example and clipped in the second? Edit: there's also a lot of headroom also, so that's confusing me too, but that could just be the track(?).

@acolombier
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acolombier commented May 8, 2024

It looks like this is impacting all waveforms with various degree of difference. Here is a video which might help to illustrate better these difference.

Kooha-2024-05-08-18-15-40-10MB.mp4

(Only the beginning is relevant, the rest is demo for PR #13220)

@ywwg
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ywwg commented May 9, 2024

degree of difference

have you tested with the texture PR?

@acolombier
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I haven't no, will try and merge the branch in mine and share a video when I can

@acolombier
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Here is a comparison with RGB and Filtered and it looks even more different (except the color, which is fixed for filtered)

Kooha-2024-05-09-23-44-50.mp4

@ywwg
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ywwg commented May 10, 2024

we really need to fix the gain issues with our waveforms, it makes direct comparison impossible. Either 2x everywhere or nowhere, not in some of them

@Swiftb0y
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fyi I just noticed this as well (I wonder why I didn't earlier). I will try to find some time to look into this.

@Swiftb0y Swiftb0y added this to the 2.5.0 milestone Sep 20, 2024
@fwcd
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fwcd commented Sep 20, 2024

I thought this was fixed with the textured/high detail waveforms? I'd be curious where you noticed any issues here

Edit: Ah you probably mean the simple/filtered waveforms?

@Swiftb0y
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No I mean "RGB (GLSL)" (2.4 nomenclature). I will collect some comparison results. IIRC the textured waveforms were called "RGB (legacy; GLSL)", right? Because those perform poorly for me.
legacy; GLSL

@fwcd
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fwcd commented Sep 20, 2024

Was the refactoring of the waveforms on main? IIRC the legacy waveforms got ported/rewritten and the menu was reorganized

@Swiftb0y
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the settings refactoring yes. compiling right now to collect some up-to-date data.

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