Since I'm still without news from Source Forge, I'll go for Plan B and distribute it otherwise.

You can download the Natural Grounding Player here

Ok I didn't know about the WebM format. I edited the code to use that if available. Thanks!

That also means all videos will need to be redownloaded...

Are WebM videos really better quality than MP4 ones?

Yes. The WebM is 356MB while the MP4 one is 245MB, although reading the thread you linked, people were saying WebM had lower bitrate. That doesn't seem to be true here.

It look like I'll have to program a tool to auto-redownload the entire playlist. Also detect broken download links along the way. Well... it would also serve to auto-download it to begin with for new users.

Perhaps I saw it quickly on time. InterFrameGUI does allow to convert to 60fps easily, but it doesn't have all of the other quick image enhancement features to convert from 240p to 720p. It also doesn't have all the dependencies that my application has.

Still no news from Source Forge about the missing project.

The software itself is for doing stuff like this
https://www.youtube.com/watch?v=8ARlXguvJTk

I've seen people literally anti-age by 5 to 10 years in front of my eyes with what we're doing with it

Nintendo Maniac 64 wrote:

Perhaps it'd be wiser to instead fallback to the SVP folder' if MPC is not found via the registry entry rather than if the registry entry just exists?

Fixed

331

(45 replies, posted in Using SVP)

I've got SVP configured so that the CPU goes to 70-90%. It generally plays fine, but every now and then, it just starts lagging randomly. Sometimes closing MPC-HC and re-opening it solves the problem, or sometimes it just resolves itself after a while.

But why does it sometimes randomly start taking higher CPU than usual?

To find MPC-HC, first I look at this registry key. What do you have there?
HKEY_CURRENT_USER\Software\MPC-HC\MPC-HC\ExePath

If I don't find that, and you configured SVP's path in settings, then I will look for
C:\Program Files (x86)\SVP\MPC-HC\mpc-hc.exe (or wherever you configured SVP to be located)

Even after running MPC-HC, it still doesn't detect it? It is supposed to be creating a registry key indicating its location... what version are you using?

They have made a lot of changes to their video formats lately. Do they offer VP9 only for 2k and 4k videos? Do they offer both H264 and VP9 for these? If both formats are available, then perhaps I'm only taking the highest resolution available and ignoring the format if there are 2 available.

As for what the software is truly about, that would be a more complex topic. I'm currently writing two books to explain that that will be published on Amazon.

The whole project page disappeared from Source Forge !? I got no clue what happened there. I'll have to contact Source Forge.

This program uses MPC-HC because I need to be able to have control over the application. It is programmed specifically for it. It detects it in 2 ways: first, it looks for a registry key that MPC-HC should fill when it runs. If that registry key is not found, I look under the SVP folder. If you want to update MPC-HC, the best way is to simply replace the files in SVP's MPC-HC folder.

For downloading videos, I'm using this code. If you're having issues with it, can you give me a specific URL you're trying to download?
https://github.com/flagbug/YoutubeExtractor

I know there are issues with some downloads. I tried downloading only 480p videos and it was giving me corrupt files somehow, but didn't have time to investigate that.

I finally released the software I was working on, the Natural Grounding Player,

available on Source Forge
.

EDIT: it is now instead re-deployed on GitHub. Screw Source Forge who deleted the project and never replied back.

It includes a Media Encoder that allows you to convert your videos to 60fps in just a few clicks.

This is MUCH simpler than following SubJunk's guide! Yet, I wouldn't have achieved this without first having those instructions.

Not only does this Media Encoder increase your videos to 60fps, but you can also greatly increase the resolution and image quality.

Here's a sample video before and after.

Also, it contains a SVP Setup Wizard that makes it easy to anyone to configure SVP and madVR to their optimal settings.

Enjoy!

337

(21 replies, posted in Using SVP)

When using InterFrame, I can set the Complicated algorithm, but how can I tweak it to use Weak noise reduction?

Is it using the right "high" settings for all other options?

338

(21 replies, posted in Using SVP)

I've definitely noticed that in some videos, some small noise gets amplified with Complicated. Setting Artifacts Masking anything above Weak, however, considerably decreases smoothness. I've seen some terrible unsmooth effect when combining Complicated with Average artifact removal, whereas it plays fine Weak.

Overall, Complicated + Weak artifact removal is still what works best.

339

(21 replies, posted in Using SVP)

Numbers don't lie. Here are CPU utilization screenshots with with GPU enabled and disabled.

Intel quad-core i7 with Radeon HD 7670M

340

(21 replies, posted in Using SVP)

Nintendo Maniac 64 wrote:

Oh, that issue.  Another trick to solve it is to just disable GPU acceleration in SVP, but this will obviously give worse performance unless you have quite the fast CPU.

I have a fast CPU. It may be 2-year-old but this quad-core i7 is twice faster than brand new laptops. But even then, disabling GPU acceleration will DRASTICALLY decrease performance. SVP needs to lower all its settings to run on CPU-only, because the CPU just doesn't compare to a GPU when it comes to computing millions of pixels at once.

341

(21 replies, posted in Using SVP)

After trying it for a while, Complicated "might" add a few subtle artifacts, BUT
1. the worst artifacts are better
2. the overall image is sharper and better looking

For these 2 reasons, it's worth using Complicated even though it might add a few subtle artifacts.

Try it yourself, comparing Standard and Complicated, on these 2 videos that have serious artifacts. With standard, I preferred to disable SVP altogether, but with Complicated, I can stand it and keep SVP running.
https://www.youtube.com/watch?v=EyS9HeCgJL8
https://www.youtube.com/watch?v=xF3MC8PWgJE

I'm actually getting pretty good results even in these worst cases with Complicated and noise reduction at Weak. I might try that out for a while.

342

(21 replies, posted in Using SVP)

Nintendo Maniac 64 wrote:

I always found that Complicated introduced more and worse artifacts than standard...

After watching it for a while, there are places where I'm seeing more artifacts, yet in the places with the worst artifacts, it's better.

So, it seems artifacts are simply being generated differently. Maybe "more" of "lesser" artifacts.

LumaSharpen, is that the same thing that was introduced into madVR recently?

NNEDI3 frame quadrupling and SuperRes will eat up your GTX 970.

You have to change the scaling algorithms, and create various profiles so that you select the right algorithms supported based on the resolution of the video you're playing. For example, 480p videos won't play with the same settings as 1080p videos.

344

(3 replies, posted in Using SVP)

well... there's no other way to access the files than knowing exactly where they are.

Adding my application the blacklist is important otherwise it causes various problems.

If I don't delete the log file before starting SVP, it keeps popping error messages because the last session always had some kind of crash. But perhaps the next version won't pop the errors in such a way when starting SVP, or make it configurable?

Or... could you add a registry key containing the path to access those files?

345

(21 replies, posted in Using SVP)

THe "Complicated" shader does make artifacts more bearable, and the overall video considerably sharper.

However, with "Complicated", I'm also getting lags when CPU usage is only ~70%. Why is that? That's the reason why I had been holding off from using it.

Give the rest of your GPU to madVR: he'll soak it all

A lot of the work still needs to be done by the CPU. Only parts of the work can be delegated to the GPU.

348

(3 replies, posted in Using SVP)

In the software I'm writing, I might as well make it compatible with the upcoming SVP version before it comes out. What needs to change?

I use these paths
Common App Data\SVP 3.1\Settings\SVPMgr.ini
(and add an entry to BlackListApps)

And I delete this log file
Common App Data\SVP 3.1\Logs\Log.txt

Is the only thing that changes the version number? Would it go from 3.1 to 3.2?

349

(21 replies, posted in Using SVP)

21th and 23th shaders?

350

(21 replies, posted in Using SVP)

Yeah. Thing is, that method removes fluidity in places where it shouldn't, to the point where I keep that option disabled.

Perhaps there would be another method that at least improves the result without sacrificing fluidity?

Or perhaps it's an issue with the current method that it removes fluidity in places that have very little visible artifacts.