51

(10 replies, posted in Using SVP)

BTW, how do I actually use ReClock with SVP?

For me, the icon is always yellow and it reports that it cannot sync my video with my framerate but is instead setting the video to 24 FPS.  It does this whether or not SVP is enabled. 

If I use "Set ReClock as preferred renderer (not recommended)" then ReClock detects that the video is being played at a fluctuating 59.9XX FPS via SVP (even though it says "No Video Stream Found") but reports that it is doing nothing to the video, is altering the audio and its icon is red. ??

52

(10 replies, posted in Using SVP)

I've got the opposite problem in that ReClock now never nags me on opening files (it used to, on first install of SVP 3.1.7) and doesn't appear to work at all, which sucks as I believe it could fix my issue with audio lag in D3D Fullscreen mode.

53

(4 replies, posted in Using SVP)

No, I'm in the same boat, only my audio is often behind the video sad

Something definitely changed as SVP 3.1.7 was fine for me for months and now it's wonky, as is SVP 4 TP.  SVP 4 Free seems to work properly for me but I'm leery.

54

(8 replies, posted in Using SVP)

But if you use 60 FPS on a 144 Hz monitor without Free/G-Sync, won't you end up with the hated judder because 60 doesn't divide evenly into 144?

This audio delay issue, whatever causes it or however it is stated in relation to the video, is really annoying.  With lip movement in live action I can sort of ignore it but animated lip action really highlights the problem as the audio stops when the lip flap stops...or, at least, it is supposed to.

56

(8 replies, posted in Using SVP)

Nintendo Maniac 64 wrote:
brucethemoose wrote:

4670k

Well for one thing, that's "only" a quad core without SMT.  Again, SVP loves having lots of CPU threads.

Even the fake threads from hyperthreading/SMT?

MAG79 wrote:

SamE
You can use HW deinterlace before SVP by enabling it in LAV Filters. wink

How?  The only option I see for that in the LAV settings requires either Nvidia GPU or Intel QS.  LAV/FFDshow software deinterlacing is still problematic.

Nintendo Maniac 64 wrote:
MAG79 wrote:

Nintendo Maniac 64
Did you check your GPU load while using SVP?
via GPU-Z for example.

Since this thread got bumped, I might as well respond to this post...

I wasn't saying I was having an issue, I was just mentioning that, whenever MPC-HC cannot render a video in real-time for whatever reason, the video will start to fall behind the audio.  This most commonly occurs when rendering the video in question maxes out your CPU.

Reading that, I'm wondering if "fall behind the audio" isn't like "turn the AC up" in that it is a phrase that can mean either of 2 opposites lol.

After switching to D3D Exclusive FS mode to counter visual issues, I'm noticing that my audio can sometimes start to lag ~250 mS behind the video with SVP 3.1.7 enabled, especially when playing in windowed mode.

Any ideas on what I can do to fix this?

redlid wrote:

Okay been testing this. They actually works 99% of situations finally. smile

I just tried it yesterday with both a physical DVD and an ISO of the same DVD and SVP 3.1.7 & SVP 4 still cause MPC-HC to crash on DVD menus, or it won't display them but will play any menu audio.

If I'm lucky the menu will work and display properly if I let MPC play all the ads (instead of pressing ALT + R to skip to root menu) but too often that leads to me just sitting through the ads and warnings for a still nonfunctional menu.

61

(8 replies, posted in Using SVP)

Nintendo Maniac 64 wrote:
gabe wrote:

It is just with softsubs, hardsubs doesn't have this kind of problem.

Uhhh, I think you have it backwards.  Your issue in question should only happen with hardsubs, not softsubs.

Doesn't SVP take the video for processing after everything else, like overlaying softsubs, has been done to it?

62

(6 replies, posted in Using SVP)

FWIW, when I copy-pasted my info into the box, it gave me that error too and in my case it was because the copy-paste added spaces in front of the info.

63

(13 replies, posted in Using SVP)

Nintendo Maniac 64 wrote:
VB_SVP wrote:

seems to have much the same "jerkiness" as I was having by default but since it is only 48 FPS on a 60 Hz screen I can't really be sure.

Then what about 3x framerate?  If your issue is what I think it is, then 3x should be considerably smoother than 2.5x even though your display is only 60hz.

Also, just to clarify, your video is in fact 24fps (or 23.976fps), right? (rather than 25fps or 30fps)  You can find out in MPC-HC via File -> Properties, then the "MediaInfo" tab.

Yes, media is ~24 FPS.

Setting to 3x doesn't really help, line still skips, graph still spikes and periodic "jerk" in the video (especially in pans) is still there.  3x source has those issues for me in both D3D FS and normal FS mode.

60 FPS w/D3D FS seems to be ultra-smooth.  I dunno what's causing it, I even rolled back my video drivers as the latest AMD beta drivers (side note: does the AMD-only bluesky interpolator work on W7?  I've yet to get any of that stuff to work) were causing me other issues (couldn't run WPA or Aero) but that had no effect on my stutter-unless-in-d3d_FS_mode issue.

64

(13 replies, posted in Using SVP)

Nintendo Maniac 64 wrote:
VB_SVP wrote:

2m

Not 2m, I mean setting "target frame rate" to "Double source frame rate (2x)" while still having the rest of your SVP and MPC-HC settings set to what you'd normally have them at.

That setting, with D3D FS off, eliminates most spikes on the MPC timing chart but it still doesn't seem fluid.

Compared to the 60 FPS D3D FS on though, the movement of the line isn't fluid.  Motion in the video, especially panning shots, seems to have much the same "jerkiness" as I was having by default but since it is only 48 FPS on a 60 Hz screen I can't really be sure.

Looking at the MPC stats, for all modes the wait is in the nanoseconds, though after a resize/seek/pause it can get as high as 9-12 mS and then it takes a few seconds to gradually drop back down to the nanosecond range.  When the chart spikes, the wait surges back up into the millisecond range sad

65

(13 replies, posted in Using SVP)

MAG79 wrote:

VB_SVP
You need to change renderer to:
- madVR exclusive mode; or
- EVR Custom with D3D Fullscreen mode; or
- Overlay Mixer.

So far, this seems to have fixed the issue.

In MPC-HC, I had the real-time graph up (the CTRL+J one) and every time there was a stutter, which was often, there'd be a corresponding spike on that graph (even though MPC and FRAPS both said FPS was always 60).  Now the video is smooth and the spikes are rare.  D3D Fullscreen mode is inconvenient but it's better than the stutter.

So what causes this?

Before I go digging through my old posts to find what exactly I did to fix the issue, can you first confirm/deny if manually setting 2x interpolation in the active SVP profile causes the issue to go away?  (this would confirm whether your issue is in fact what I am thinking)

With interpolation mode said to 2m and D3D FS mode set to off, the tearing test line is better but it is still not always smoothly going back and forth across the screen (Though 2m mode makes it hard to tell).

66

(13 replies, posted in Using SVP)

Nintendo Maniac 64 wrote:

This sounds similar to the flickering issue I have with SVP 3.1.7; I only know of three "for sure" workarounds:

1. Use SVP4
2. Use SVP 3.1.6
3. Disable GPU acceleration in SVP 3.1.7

I just tried option #1 and #3 (With different CPU thread counts).  Sadly the problem is still there, MPC-HC's red lines and SVP 4's orange line still stutter in their trek across the screen on occasion.  Even without the test lines on the screen the stuttering is obvious to me as I watch.

I've tried disabling all my GPU-driver based video enhancements too but nothing changes (besides the look of the video).

I saw in another thread that the way files are encoded can cause this.  Of course, that's one thing that I can't really test.

67

(13 replies, posted in Using SVP)

When I use the Tearing Test, the red lines never tear but occassionally they will "stutter", or stop momentarily and then jump ahead non-fluidly.  What's going on, could it be the video files that I am using?

Lastly, it doesn't matter who or what owns VP9 and what the ideological arguments against it is since the only PC iGPU with HEVC decode and not VP9 is AMD's Carrizo, and that is currently a mobile-only part.

I'm not sure that's really accurate as Carrizo could decode VP9 via the GPU, which seems to be the same way that the Intel chips are doing it but, as you say, Carrizo is (tragically) irrelevant as it is a "paper launched" product ATM anyhow.

But does any modern system out there struggle with h264 and YouTube currently?  Even on my old Trinity APU, which is lacking in the bona fide HW dec "department", YT and h264 videos at 1080 run decently.  Would Haswell really not meet the OP's requirements?

I uninstalled SVP 3.1.7 to test out 4 (to see if it'd solve my issues with 317) and I keep getting the error message:

LoadPlugin: unable to load "C:\Program Files (x86)\SVP\plugins\svpflow1.dll"(C:\ProgramData\SVP 3.1\AVS\ffdshow.avs, line 9)(ffdshow_filter_avisynth_script, line 4)

Whenever I open a video file?

70

(3 replies, posted in Using SVP)

Is there a way to get the preview to stop nagging me to buy the full version?  I already have lol.

I really don't like how there are no video options on this version, just a slider with a 60 percentage-point range between performance and quality.  It's"SVP for Dummies" sad

So far, it hasn't been arbitrarily stopping like 3.1.7 was for me but it does have more artifacts.  sad

But regardless, YouTube has been serving VP9 videos for the last 18 months, and heck SVPtube even supports it!  Besides, there's no PC GPU that supports VP9 and not HEVC, so you might as well go with one that can do both.

Google owns VP9, that's why YT uses it and that's what makes it so problematic.  I am concerned about what is essentially software decoding, albeit on the GPU, of VP9 as hardware makers-particularly AMD-have been emphasizing how poor of a solution that is for HEVC. 

I wonder if the OP is planning on using a dGPU on that mini-ITX build.

Nintendo Maniac 64 wrote:

Broadwell and Skylake have the only PC GPUs that are currently capable of decoding both VP9 and HEVC with hardware acceleration, so you'd probably want to start with one of those...

Broadwell has better general iGPU performance while Skylake has better CPU cores and better VP9 and HEVC decoding.

As I recall, Broadwell's hardware accelerated decoding of VP9 is only partial.  HEVC seems to be the prevailing codec so I'm not sure it matters much.

73

(13 replies, posted in Using SVP)

Occasionally SVP 3.1.7 will produce stuttering video on my machine, but if I rewind the video a bit and play it again, it is smooth.  This happens in all video but is really obvious when panning over animated scenes. 

What's going on with that and, more importantly, how do I remedy it ?

Settings:
FIM: Adaptive (default)
SVP Shader: 13. Standard (default)
Target frame rate: To screen refresh rate (default; 60 Hz)
Motion vectors grid: 12 px. Average 2 (default)
Decrease grid step: Disabled (default)
Search radius: Large
Motion Vectors precision: Half pixel (default)
Wide search: Strongest
Artifacts masking: Disabled (default)
Processing of scene changes: Repeat frame (default)
Decrease frame size: Disabled (default)

I've noticed that my SVP "ranking" fluctuates from >1.00 to 0.97 (never lower, if it is <1, it's 0.97) as I watch video but this happens irrespective of stuttering.

So DVD menus not really working in SVP, often causing the player to crash, is actually normal?

That Reddit source doesn't disprove the assertion that Nvidia can't perform true async compute.  Given its current "closing statement", I believe it is misunderstanding what "async compute" means in the current context.  I'd trust AMD staking its rep with such a claim over some newbie dev cobbling together a most dubious test (even that thread admits that the test is dubious).  Besides, Nvidia's whole MO is to highly optimize its drivers on a per-game basis for DX11, and wasn't betting on DX12 being widely adopted, so why would they have baked real support for it into their GPUs?

CUDA's supposed advantages are rapidly becoming irrelevant because Apple has thrown it out and replaced it with modern(ish) OpenCL  capable hardware instead in its newest macbooks, something that really needed to happen (and should have happened years ago TBH).

Or maybe most people still aren't even aware of the potential gains of simultaneous computation with a dGPU and an iGPU?

I believe it is the latter, combined with the lack of convenient tools put out by the hardware makers (basically just AMD) to facilitate HSA.  Consoles have had HSA capabilities for years now and devs are just now getting around to using the GPU as a "coprocessor" and it's unclear if they've finally started to embrace multithreaded rendering on those machines (which they need and were designed for).