Rife 4.10 is out but I strongly recommend leaving it alone because of excessively high GPU usage. But if you wish to try it then YMMV.
Update: I tried v2. After reboot it only made a 1-2% difference for me.
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SmoothVideo Project → Posts by dawkinscm
Rife 4.10 is out but I strongly recommend leaving it alone because of excessively high GPU usage. But if you wish to try it then YMMV.
Update: I tried v2. After reboot it only made a 1-2% difference for me.
It's been a while since I properly looked at the Python wrapper code. Looking at your post reminded me of how I handled the v2 code previously and not the "hack" I did this time.
I also added the lines below to the Python script (replacing the temp dir conditional) but it didn't work.
You can update `vsmlrt.py` by getting a copy from the `AmusementClub/vs-mlrt` repo, then modifying:
alter_engine_path = os.path.join( os.path.expandvars("%APPDATA%\\SVP4\\cache\\"), os.path.splitdrive(engine_path)[1][1:] )
I had this issue before but I can't remember how I fixed it. But since it makes no obvious difference to how Rife works I'll probably just leave it as it is for now.
it didn't change anything - i can only do rife 49 with avisynth... vapoursynth doesn't work and keeps spitting out errors.
i dont know python, but this is the error message i'm getting when using Vapoursyth:
[11/05/2023-17:16:04] [E] Error[4]: [network.cpp::nvinfer1::Network::validate::3100] Error Code 4: Internal Error (input: for dimension number 1 in profile 0 does not match network definition (got min=11, opt=11, max=11), expected min=opt=max=7).)
[11/05/2023-17:16:04] [E] Error[2]: [builder.cpp::nvinfer1::builder::Builder::buildSerializedNetwork::751] Error Code 2: Internal Error (Assertion engine != nullptr failed. )
[11/05/2023-17:16:04] [E] Engine could not be created from network
[11/05/2023-17:16:04] [E] Building engine failed
[11/05/2023-17:16:04] [E] Failed to create engine from model or file.
[11/05/2023-17:16:04] [E] Engine set up failed
Check that you don't have your own local copies of vapoursynth or avisynth installed. That will cause problems.
alter_engine_path = os.path.join( os.path.expandvars("%APPDATA%\\SVP4\\cache\\"), os.path.splitdrive(engine_path)[1][1:] )
I always forget about this. It doesn't really matter because Rife still works without it. But it is neater and I might add it back for any future update.
dawkinscm wrote:The simplest way to install a new Rife model is to copy the Rife onnx file to the SVP rife directory then modify the rife_trt_model property under the video profiles options settings in SVP.
I decided to compare Rife 4.9 v1 with Rife 4.9 v2. The good news is that as expected seek speed is almost instantaneous seeking and for me it uses about 4 percent less GPU than v1. However, even though it technically uses a little less GPU power, my GPU temps went up about 4 degrees. BTW I don't watch 4K with Rife, but so far I haven't seen any resolution issues with v2.
Could you be kind and specify where could I get 4.9 v2, please ?
https://github.com/AmusementClub/vs-mlr … e_v2_v2.7z
This is the specific URL but the page itself has lots of other models too
Today I decided to compare Rife 4.6 v2 with 4.9 v2. After a full reboot, Rife 4.9 v2 GPU usage dips below 70% into the high 60s and averages around 74%. This is better than I reported yesterday. But Rife 4.6 v2 is below 50% Both models use about 8.6GB of RAM. Please note that my GPU stats are always a little higher than most because the GPU is doing multiple things.
I get the following message on the dos window when I used 4.9 for the first time. I'm driving a RTX 3080 "Your ONNX model has been generated with INT64 weights, while TensorRT does not natively support INT64. Attempting to cast down to INT32."
We all get that. It's a warning, not an error. It's mostly fine.
The simplest way to install a new Rife model is to copy the Rife onnx file to the SVP rife directory then modify the rife_trt_model property under the video profiles options settings in SVP.
I decided to compare Rife 4.9 v1 with Rife 4.9 v2. The good news is that as expected seek speed is almost instantaneous seeking and for me it uses about 4 percent less GPU than v1. However, even though it technically uses a little less GPU power, my GPU temps went up about 4 degrees. BTW I don't watch 4K with Rife, but so far I haven't seen any resolution issues with v2.
Rife 4.9 is out. First I've got "some" GPU peformance back. Before I was peaking at 83% now I'm peaking at 79%. One of my test files no longer shows any artefacts. Another test file shows improvement and the artefact can be mitigated by reducing SC. One related artefact is still present but seems to have slightly improved as well.
s Rife 4.9 better or improved for movies in general or only focused on anime, thanks in advance.
They said Rife 4.7 was focused on Anime but it also reduced or removed artefacts from my test movies. Rife 4.9 improves upon 4.7 by removing or reducing more artefacts.
I use Rife almost 100% of the time but I don't think SVP itself has changed much in the last few years. If you are using Rife 4.4 or 4.6 then there should be no issues since both are working fine for most of us. If you are trying to use 4.7/4.8 then many will have problems because they are a lot harder on GPUs.
dawkinscm wrote:Xenocyde wrote:Can you please post the link?
L.E.: Found in another thread, never mind.
L.E.2: Ah but this is not an onnx file. How do I install this in SVP?
You can't because you probably found the source files like I did at first. This https://github.com/AmusementClub/vs-mlr … l-20220923 is the link to the onnx files
Thanks for the onnx link! Tested it a bit, some artifacts are still there, but at least it fixes the microstuttering issues from 4.7. Optimization took 1 minute and 5 seconds for me on an RTX 4080.
I have a standard set of test files I use that highlight various issues with interpolation. Rife 4.6 is smooth with fewer artefacts that SVP. But the few artefacts it had were much worse than any seen in non Rife modes. Those nasty artefacts are either gone or very much lessened with 4.7. Rife 4.8 optimization is much faster but nothing else has changed. Except I do get a few more microstutters which is the opposite to what you see. But then my setup is hypersensitive to stutters so I probably see a few more than you or other people.
dawkinscm wrote:Thanks to @Minimunch57 for posting the latest Rife 4.8 update. At one point I saw a massive GPU usage improvement, but that was temporary. With Rife 4.7 there is a clear visual improvement over 4.6. The only difference I see in 4.8 is that the optimization completes in less than a minute as opposed to the 3-5 minutes on previous versions.
Can you please post the link?
L.E.: Found in another thread, never mind.
L.E.2: Ah but this is not an onnx file. How do I install this in SVP?
You can't because you probably found the source files like I did at first. This https://github.com/AmusementClub/vs-mlr … l-20220923 is the link to the onnx files
Thanks to @Minimunch57 for posting the latest Rife 4.8 update. At one point I saw a massive GPU usage improvement, but that was temporary. With Rife 4.7 there is a clear visual improvement over 4.6. The only difference I see in 4.8 is that the optimization completes in less than a minute as opposed to the 3-5 minutes on previous versions.
As far as I know, DLSS 3.5 only helped the denoising technique used in Ray Tracing workloads like Path Tracing in cyberpunk. Frame Generation doesn't look any better or run any better
Correct. Both AMD and Nvidia Frame Gen is partly built into the game which is why only certain games have that feature. AMD has a driver only based version as well but in short, SVP is better.
dawkinscm wrote:Chainik wrote:dunno, there're no errors in that log... does it work for 1080p?
maybe it's similar to https://www.svp-team.com/forum/viewtopic.php?id=7033
all we can do is update vsmlrt, may be there's some known and fixed issue with 4090 / latest drivers /etc...I think the vsmirt-cuda folder needs updating. The Python script is not important but you might as well update it anyway.
Hello,
Thanks for responding.
Drivers are the latest (of course).
how do I update the vsmirt-cude folder though ?Thanks for your reply in advance.
First I recommend rolling back SVP if you can. If you can't then I would recommend removing SVP completely, rebooting your machine. then re-downloading and installing it again.
But if you really want to do this then try downloading VSTRT-Windows-x64.v14.test.7z from https://github.com/AmusementClub/vs-mlr … g/v14.test then replace the files under the Rife folder. If that doesn't work then then you might need to download the full vsmlrt-windows-x64-cuda.v14.test.7z file. This is the file I downloaded and used it to replace the executables and libraries in the Rife folder. If it is still not clear what you need to do from my instructions then as before I recommend you rollback SVP , re-install or wait for an update.
dunno, there're no errors in that log... does it work for 1080p?
maybe it's similar to https://www.svp-team.com/forum/viewtopic.php?id=7033
all we can do is update vsmlrt, may be there's some known and fixed issue with 4090 / latest drivers /etc...
I think the vsmirt-cuda folder needs updating. The Python script is not important but you might as well update it anyway.
Whats the real benefit of using this? are there comparison screenshots somewhere?
It depends on what you want. If you want the smoothest motion available with fewest artefacts then Rife is the best. The main downsides to Rife are that the few remaining artefacts can quite often be worse than Automatic. Also you will need at least a medium to high end 30 series Nvidia GPU.
dawkinscm wrote:It's strange that some of you are having issues because there have not been any reported stability issues with 0.36. I updated my version of SVP and had no issues. So my recommendation would be to completely uninstall SVP, reboot then try again.
Just to clarify, I don't have any issues with 0.36
Just wanted to test the latest versions that were linked above by Chainik
At the time of writing, I built a recent update based on a change in vsync timing. But even that is specific to me and would have little effect for you. Unless you are monitoring the updates and have a specific reason to update then I don't think you will notice any difference. In the end, the latest builds are just 0.36 with some bug fixes and minor updates.
Does it have to replace the MPV in the SVP folder?
Unless you change the settings to point somewhere else then you have to replace mpv.com and mpv.exe in the mp64 folder. The v3 version works just fine. But it's going to be a similar version to what was downloaded with SVP. It's strange that some of you are having issues because there have not been any reported stability issues with 0.36. I updated my version of SVP and had no issues. So my recommendation would be to completely uninstall SVP, reboot then try again.
b_c654 wrote:https://github.com/AmusementClub/vs-mlrt/releases
Rife 4.7 https://github.com/AmusementClub/vs-mlr … l-20220923RTX 3090 is no longer capable of pushing 4K at 2X with 4.7 (at least with my configuration, I will try to lower them and see if it's possible, but doubt it).
Not surprising. I think running 4.7 at 1920x2160/60Hz with my config would kill my old 3080, never mind 4k/60hz which uses about 95% on a high end 40 series GPU.
dawkinscm wrote:I get occasional but predictable micro stutters. The kind I probably wouldn't notice on a smaller screen like a TV. Yesterday, the mpv source was updated with a few nano-second timing updates (including vsync) that I thought might make a difference. With the new build the micro stutters are now nano stutters. The difference is subtle and may be placebo but it seems to be repeatable.
Ya, forgot to mention that I notice microstutters with the 4.7 model. This plus the fact that it does not improve artifacts in any meaningful way led me to stick to 4.6.
I've always had micro stutters because I'm watching in VR over wifi which increases latency. As for artefacts, maybe we are watching different content because at least 1 major artefact is gone and I see improvement with the minor ones too. The best example is in Gravity at around 16 minutes when the astronaut is floating in space. With 4.6 the whole background is shimmering. With 4.7 the shimmering is gone.
Another thing is, the current RIFE Scene change detection is really bad.
If I want it to be smooth all the time, I need it at 15%.
But then the scene changes are really bad.
> Another thing is, the current RIFE Scene change detection
You can adjust it manually the same way. Find and change value of setting rife_sc of profile RIFE AI engine.
I've done that but it doesn't help because whatever number you set causes issues with Rife. Set it one way and it fixes certain issues like double imaging but then freezes on scene changes. Set it another way to stop the scene detection freezing but then certain scenes have double images. Even if I manually set it differently for each show I still end up with the same issues. Rife is the best for smooth playback and usually with less artefacts. But it's artefacts and issues when they do occur are much worse than non Rife solutions.
I get occasional but predictable micro stutters. The kind I probably wouldn't notice on a smaller screen like a TV. Yesterday, the mpv source was updated with a few nano-second timing updates (including vsync) that I thought might make a difference. With the new build the micro stutters are now nano stutters. The difference is subtle and may be placebo but it seems to be repeatable.
dawkinscm wrote:I run SVP with 1920x2160 files. With 4.7 GPU utilisation averages about 75%. With 4.6 the average was around 53%. That's a pretty big jump which as I said I'm fine with. But I do wonder if there is any optimisation that is still to be done or is the new model simply more dense with information so it is what it is?
I just tried the latest update(was about 20 hours ago at the time of me writing this), and it seems version 4.7 is slightly easier to run now. It's still harder than 4.6, but from the small bit of testing I was able to do for now, it seems slightly better. Hopefully it gets some more optimizations to make it about the same as 4.6
It might be to do with the upgrade of mpv to the latest version. But I've been using the latest version for a few of months now so it made zero difference for me.
dawkinscm wrote:Xenocyde wrote:I deleted the 4.4 model and now the 4.4 option in the UI does not work. What do I need to change to add 4.7 in the UI?
L.E.: Never mind, I renamed 4.7 to 4.4 and seems to be working now.
Cool! Did it create cache entries or are you still using the original cache entries that were generated by 4.4?
It created new cache entries indeed. However, I don't really see any improvements in regards to artifacts. Fast-moving objects against more complex backgrounds still show mostly the same contour artifacts. Not sure if replacing the 4.4 model and renaming 4.7 works properly.
I see improvements with fast moving objects and also chequered objects. So less artefacts than 4.6. However the few remaining artefacts are worse than Automatic which is the same as 4.6.
SmoothVideo Project → Posts by dawkinscm
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