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redraiderj wrote:reconhell wrote:When you download new rife you get 2 folders. normal and V2, which to use?
Also which is better lite or normal rife?
I'm using 3070, v2 doesn't work at all for me, while normal one gives me a lot of stutter, I have to switch back to 4.9. I think you can just try both and see how they work.
For live video the Rife 4.12 handles some fast motion better but for the most part you won't notice a difference compared to Rife 4.9. So depending on what you are doing, most users shouldn't bother with Rife 4.12. I know with my workload even a 3090ti would struggle.
Xenocyde wrote:flowreen91 wrote:P.S. OMG setting "Scene change threshold" to 100% makes the video look amazing just like the old "Uniform (max fluidity)" setting from https://www.svp-team.com/wiki/Manual:FRC
Why did nobody mention this before? Will only use this from now on. Many thanks!
Woah, I switched SCT to 100% and ya, can't really see any artifacts and sudden camera moves seem almost perfectly smooth on default 4.9.
I checked with my test files and anything over 15 gives a similar or the same effect for me which is basically what I have seen before. The major fast motion artefacts are still there, but this time I did see an improvement to a minor artefact. So for now I've set mine to 20 and will see how it goes. It would be interesting to see what the Devs think about setting to a 100.
Blackfyre wrote:@Chainik regarding "Scene Change Threshold", it's interesting how it works like artifact masking in the past. 15% provides the smoothest panning shots and the most artifacts. 6% shows the least artifacts, but less smoothness. 1% (set manually from all settings) has ZERO artifacts, but LEAST smoothness.
I use the same 3-8 movies scenes to check for panning smoothness and artefacts. I've tried SCT set to anywhere between 1 and 20% and 12% is the best balance I've found between artefacts and smoothness, especially with Rife 4.9 and above. I think I will play around between 13 and 15% for future testing.
reconhell wrote:How do I update to the latest version of RIFE for live conversion?
...
Why does my SVP screen does not show "engine" or "performance boost"?
Also I tried this and i have the files on location like in screenshots. but the dropdown box in SVP doesnt show any new option...
- Uninstall SVP completely.
- Reboot your machine
- Follow the instructions on this page https://www.svp-team.com/wiki/RIFE_AI_interpolation.
- Choose Rife 4.9 or if your GPU has problems then choose Rife 4.6.
Harze2k wrote:Just one more question you might know, when using svp with plext htpc. i cant see the ffmpeg.exe in any folder on my device, is that somehow included somewhere else?
a lot of the logs in mpv that points to issues, fails or error has ffmpeg in them but i cant find that executable anywhere.
MPV uses ffmpeg libraries for codecs, shaders etc. So even the Plex "fixes" are fixes to ffmpeg not mpv. The rate of development for ffmpeg is ridiculous considering the size of the project: https://github.com/FFmpeg/FFmpeg/tree/master
Harze2k wrote:yeah i got a 14900KF so the cpu part is covered,
You can say that again lol.
Harze2k wrote:ill check the pre built libmpv from the link you sent, cheers!
What site did you say had the plex fixes?
https://github.com/mitzsch/mpv-winbuild-cmake is the site. It also provides info on creating a Linux mpv build environment. Or you can use https://github.com/m-ab-s/media-autobuild_suite to create a Windows build environment but it's not MPV centric and I found builds failed more often. It's also extremely slow, a full MPV build with Plex extras takes about 30+ minutes.
There is a version with some minor fixes for Plex you can build and I can show you the web page on how to start. You basically need to set up a full Windows or Linux gcc or Clang build environment. It helps if you have a PC with a modern CPU. But if you just want the latest mpv then download the latest version of libmpv from https://sourceforge.net/projects/mpv-pl … dows/files
Yeah I saw it earlier but I didn't bother to update because after testing it doesn't seem to be any different from 4.12lite or v9. I will wait for a full v4.13 or maybe 4.14 before commenting on here.
Blackfyre wrote:Will this driver scheduled for later today promising 5x the performance increase for TensorRT-LLM for 3000 and 4000 series GPU's have an impact on us using RIFE? I assume no.
Or will this improve performance for us? Or maybe something that needs a RIFE update to utilise version 0.6.0 benefits? Not sure. Just asking.
NVIDIA states a 5x performance boost with TensorRT-LLM v0.6.0 which will be available later this month
https://wccftech.com/nvidia-brings-up-t … x-30-gpus/
Chainik wrote:how exactly "a library that leverages NVIDIA RTX architecture for accelerating large language models (LLMs)" is connected with us?
odedg wrote:After trying 4.9 VS 4.12 Lite at least on performance aspect I can't see any difference at 4K on RTX4090 & i9 11900K. Same usage & power draw on both.
Yep. There may or may not be differences between the two for Anime. But for live action I couldn't find a clear difference although 4.12 might be slightly better for fast motion.
odedg wrote:What is the difference between 4.9 and 4.12 lite versions ?
If I would guess lower picture quality better performance ?
And if so is it easier on CPU or GPU or Both ?
Very little difference. So try both and let us know what you think.
RAGEdemon wrote:I think your post will be reverenced many times going into the future...
Everything needed is already on this SVP manuals page https://www.svp-team.com/wiki/RIFE_AI_interpolation The extra stuff you've seen some of us doing here is interesting but not necessary for Rife. Especially since the SVP devs recently created a script that does most of the extra stuff for you.
The instructions you need are as follows:
1. Download and install SVP.
2. Follow the Rife AI manuals page.
3. Restart SVP.
4. Don't worry about the experimental stuff myself and others are doing because for most it's more likely to break your install than help it.
Chainik wrote:don't you know that SVP works via vapoursynth filter?
I'm pretty good at getting things working without know too much about them then I eventually learn more as I go along. I am still learning about all of this stuff. I know nothing about vapoursynth except that it is similar to avisynth and that has it's own library of ffmpeg based filters?. So since mpv uses filters based on ffmpeg I assume that vapoursynth is using the same filters?
I checked out base.avs but saw nothing there.
Sorry to bother you but as I asked for above, where would I look in future within SVP code for something like this? Where were/are the mpv filters used?
Thanks. I would never have guess that SVP would be the cause of this. For future reference, where in SVP does it use/remove mpv filters?
The changelog says:
= adjusted for recent mpv (pre-0.37) changes
Does that include making sure that deprecated options have been accounted for?
aloola wrote:dawkinscm wrote:aloola wrote:can anyone run model 4.7+ V2 with "performance boost" Disabled?
I can run model v2 4.7>4.11 with "performance boost" enabled but not when disabled
also, 4.12 lite is out.
my benchmark on blank clip 1080p, all model v1
Output 8000 frames in 34.47 seconds (232.12 fps) 4.0
Output 8000 frames in 34.14 seconds (234.35 fps) 4.4
Output 8000 frames in 33.90 seconds (235.99 fps) 4.6
Output 8000 frames in 45.65 seconds (175.26 fps) 4.7
Output 8000 frames in 46.70 seconds (171.29 fps) 4.9
Output 8000 frames in 63.21 seconds (126.56 fps) 4.11
Output 8000 frames in 63.36 seconds (126.26 fps) 4.12
Output 8000 frames in 50.69 seconds (157.83 fps) 4.12 lite
4.0: 98.36%
4.4: 99.30%
4.6: 100.00%
4.7: 74.31%
4.9: 72.58%
4.11: 53.64%
4.12: 53.48%
4.12 lite: 66.88%
The aim of the 4.12 Lite version is to make it less GPU intensive of 4.9. So it should arguably be called 4.9 Lite. But I'm just glad they are releasing updates and trying things.
have you tested with SVP? The SVP script needs to be updated to work with 4.12 lite.
you can easily check this by going to the cache folder to see if there is any model cache name 4.12_lite
Yes I tested it and as discussed it is almost identical to 4.9. I saw that SVP couldn't handle the name so I just renamed it and it works fine.
@Chainik Have you had a chance to look at my mpv question?
aloola wrote:can anyone run model 4.7+ V2 with "performance boost" Disabled?
I can run model v2 4.7>4.11 with "performance boost" enabled but not when disabled
also, 4.12 lite is out.
my benchmark on blank clip 1080p, all model v1
Output 8000 frames in 34.47 seconds (232.12 fps) 4.0
Output 8000 frames in 34.14 seconds (234.35 fps) 4.4
Output 8000 frames in 33.90 seconds (235.99 fps) 4.6
Output 8000 frames in 45.65 seconds (175.26 fps) 4.7
Output 8000 frames in 46.70 seconds (171.29 fps) 4.9
Output 8000 frames in 63.21 seconds (126.56 fps) 4.11
Output 8000 frames in 63.36 seconds (126.26 fps) 4.12
Output 8000 frames in 50.69 seconds (157.83 fps) 4.12 lite
4.0: 98.36%
4.4: 99.30%
4.6: 100.00%
4.7: 74.31%
4.9: 72.58%
4.11: 53.64%
4.12: 53.48%
4.12 lite: 66.88%
The aim of the 4.12 Lite version is to make it less GPU intensive of 4.9. So it should arguably be called 4.9 Lite. But I'm just glad they are releasing updates and trying things.
I'm getting an error message when SVP stops working properly with the latest versions of mpv and Plex. This doesn't happen on the first video played. It happens after the first video is stopped or finished. The once the pipe/socket is disconnected it doesn't seem to get reconnected to any other video until I exit Plex and start again. The error message says "Option vf-del : 0 Doesn't exist" because they the "-del" option has been deprecated in the latest version.
donnieyeen wrote:@Chainik @aloola did any of you try the new TensorRT 9.1.0?
v14.test2 pre-release uses trt 9.1.0 + cuda 12.2.2 + cudnn 8.9.5, which can only run on driver >= 525 and 10 series and later gpus, with improved support for self-attentions found in transformer models.
It does much faster compilation of cache. It used to work with previous version of SVP4, but now I can't get it to work anymore. I am going to buy the SVP4 licence today, really like this program and smooth playback.
When I get home I'll test the V2 models, also @aloola shoot me your discord, can add you and we can talk some video players
I got it working last week but it doesn't very well consumer GPUs.
Chainik wrote:> only the folder issue is still present
no idea, it's still
> os.path.expandvars("%APPDATA%\\SVP4\\cache\\")
in vsmlrt.py
Yeah that stop working for me some time ago as well. Another issue is that I can't even find the original cache temp folder the unmodified code requests from the OS. I was able to some time ago but not now.
defensive.display90 wrote:Which model is currently the best for non-anime content? Most discussions I see are based around anime.
Also, what exactly do the ensemble models do differently?
Don't bother with the ensemble models. Whatever they are supposed to do isn't worth it. Also don't worry about the "anime" tag because they all work fine with non anime stuff. If you have a 30 series Nvidia GPU or above and use TensorRT then try Rife 4.9 if your GPU can handle it or Rife 4.6 and below if it can't.
Chainik wrote:SVP updated, there're a few changes regarding RIFE/trt:
- added 'akarin' plugin, which should improve seeking performance with v1 models up to v2 level
- put any models (including future ones) into SVP 4\rife\models\rife (for V1 models) and SVP 4\rife\models\rife_v2 (for V2 models) and restart SVP - they all will be listed in the video profile; "ensemble' models are supported too.
- a quick fix for DolbyVision playback (color blinking issue)
- "opt shapes" were not set with latest vsmlrt.py which resulted in engine rebuilding for every video resolution regardless of "perf. boost" option
- included model 4.9
Excellent! The new helper script detect any model you add without having to make manual changes, although v12 currently doesn't work. Rife v2 seeking was almost immediate, with akarin the seeking is immediate.
Great update! Nice work and thank you
Edit: They've literally just released an update to v12 and it is working. Will update with results.
Results: Rife 4.12 almost identical to 4.11 but has some fixes. Rife 4.9 still the best overall for me.
Rife 4.11 is out. The file is much smaller than any other Rife model but is just as computationally intensive for GPUs and it has a couple of other small issues. Also I checked 4.9 with my hard coded subtitled files but I didn't have any warping issues so I'm staying with that.
aloola wrote:subtitles issue you mentioned
I never mentioned this.
Subtitles was someone else.
aloola wrote:I don't know why you try to use the newest model, just pick the one you like the most. newer doesn't mean better.
The reason new models are being released is because they are still evolving through training, so what you are suggesting makes no sense. If 4.6 works for you then fine. But the one I like the most is the one with the least artefacts and best motion and that is currently 4.9+.
aloola wrote:...
also this is just my personal benchmark, not related to your issue
all v2 1080@30 x2
4.10: 113
4.9: 145
4.8: 148
4.7: 149
4.6: 195
well, 4.10 is super heavy, good for ppl with HE graphics and want quality.
Your figures confirm my findings about GPU usage. Rife 4.10 is by far the worst. There is very little quality difference between 4.9 and 4.10 but there is a massive hit on GPU performance. I will probably check out the subtitles issue you mentioned because that would be a major problem.
The recent Rife networks are being specifically trained for Anime so I suppose any improvements in live video processing is a bonus. But there are so many Anime models I'm not sure why we need another one
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