For 4k, 8 tiles is good as well, as other threading methods work better at higher resolutions. In my own testing HandBrake win's out but is more often than not within a margin of error or very slightly faster. The generally accepted answer is that even with an 8-bit source there are benefits to encoding to 10-bit because, the argument goes, of smoother color gradients due to higher precision math. Of course, it does reduce efficiency since not all the info can be shared between tiles, especially at very high tile numbers, but the tradeoff is very reasonable and not noticeable at all.įor 1080p, 2 and 8 tiles is a good compromise for good threading(tile-columns 1/2 and tile-rows 0/1 respectively for 2/8 tiles). Speeds in HandBrake vs xMedia, like of like on settings, should be very similar. This question has been asked, and in theory, answered numerous times, with the topic usually popping up as it related to x264 vs x264 10-bit. Remember, it benefits both encoding side and decoder side threading. They're the best, but since they are a lot more complex, they are slower as well.įor tile size, you basically want square tiles over rectangular tiles and as little as possible. If you choose Matroska (MKV) you will see every available audio conversion, but I don't think HE-AAC is offered. If you select MP4 or M4V you have two, AC3 or Fraunhofer AAC. The ones with VMAF(specifically vmaf_without_preproccessing) and butteraugli do the same thing, but with their own stuff instead. ago The output container you choose (Format tab, Profile) determines the audio options available to you. It absolutely butchers animation, so don't use it for any kind of animation. tune=ssim uses SSIM, and it works quite well with live-action, and it is a bit slower(it is not really noticeable though). Works well, the fastest, but it's not the best. Basically, the -tune=XXX in aom is a bit different than the kind of tune we get in encoders: it tunes how the rate distortion is done within the encoder.Įssentially, -tune=psnr uses PSNR as the algo for determining how to distort the image.
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