2015-04-18, 17:01
+1 I uploaded some high resolutin posters on themoviedb.org and in Kodi they look pretty bad
(2015-03-31, 10:41)zag Wrote: There is surely going to be a speed penalty for this.
(2015-04-19, 04:14)nickr Wrote: I think though that underpowered box users (rpi1, lower end android, ATV) will want to revert to the less CPU intensive old behaviour. There are such settings for video scaling.
(2015-04-20, 12:10)uNiversal Wrote: Re: re-caching - I wonder if with json and with the help of texturecache.py C or c one could force re-caching with the new algorithm set. Only Milhouse would know if it would be possible assuming this was exposed to json in some way.
(2015-07-14, 02:54)uNiversal Wrote: OK So this has now been merged,
On the PR mentions 11 scaling algorithms to choose from, so what are those? Anyone have a list they dont mind putting up.
Edit never mind, found it https://github.com/xbmc/xbmc/blob/1a8753...pp#L32-L43
fast_bilinear
bilinear
bicubic
experimental
nearest_neighbor
averaging_area
bicublin
gaussian
sinc
lanczos
bicubic_spline
(2015-07-14, 03:14)Milhouse Wrote:(2015-04-20, 12:10)uNiversal Wrote: Re: re-caching - I wonder if with json and with the help of texturecache.py C or c one could force re-caching with the new algorithm set. Only Milhouse would know if it would be possible assuming this was exposed to json in some way.
If you choose an alternate algorithm by adding <imagescalingalgorithm> to as.xml then you could easily re-cache your entire library using texturecache.py, and any new items added to the cache by the GUI will also use the same algorithm.
It's also possible to request artwork using a specific algorithm by adding the "scaling_algorithm" parameter but this will create new cache entries that will be ignored by the GUI (which won't be adding this parameter, so using a different url to look up the cache), in which case this approach is only of value to specific applications, eg. smartphone apps etc. that may want higher or lower quality artwork, or artwork that is faster to display etc.
If there's a need to pre-load the cache with artwork using a specific algorithm (or other url parameters) then I guess that kind of support could be added to texturecache.py, and would then result in faster display whenever such artwork is requested by the smartphone app (or whatever) that needs it.
(2015-07-14, 02:54)uNiversal Wrote: OK So this has now been merged,
On the PR mentions 11 scaling algorithms to choose from, so what are those? Anyone have a list they dont mind putting up.
Edit never mind, found it https://github.com/xbmc/xbmc/blob/1a8753...pp#L32-L43
The text strings for <imagescalingalgorithm> and "scaling_algorithm" would seem to be:
Code:fast_bilinear
bilinear
bicubic
experimental
nearest_neighbor
averaging_area
bicublin
gaussian
sinc
lanczos
bicubic_spline
"fast_bilinear" is the current default, and is pretty crap (but fast). "bicubic" is a little slower, but seems to produce much better image quality - there are examples of fast_bilinear, bilinear and bicubic in the PR.
It's likely that fast_bilinear will not stay as the default for much longer.