76

(58 replies, posted in Using SVP)

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

The sync intervals prevents NVIDIA default driver compositor deliver frames non-directly, monitor VRR in charge, but breaks at seek again!
As I said, this is just VRR framepacing issue through the driver level, older drivers or LSFG ontop prevents monitor spontaneous refreshes, as you can see, earlier, I noticed how much VRR jumps got through standard MPV playback on new stable drivers, which not happens with LSFG ontop or after SpecialK injection, SpecialK makes 72FPS content not only smooth, but fast, not sure how that effect occurs, tested Gemini movie at real 60FPS compared to 24>60 and was surprised how SpecialK deliver frames, but I dont know how to inject SpecialK through MPV swapchain directly!

UPD: Found best solution to change present methods through NVPI program (inspector)! WORKS!!!

Did some more testing. My Nvidia MPO on Windows 11 works well, especially for fast motion, but I was having issues with slow panning. Turning off MPO is better for slow pans, smoother overall, almost stutter free at 6% and pretty much stutter free at 8%. Since MPO is off I've also turned off the other Windows optimisations since Nvidia MPO is designed to work with them. More testing to do but, Optical Flow is helping smoothness again but without the stutters or at least that is the case so far. I'm basically back to where I was at the start lol.

Looks like only LSFG works well, no matter of drivers, making low framerate content look better!
RIFE + LSFG = better (for me)

As better, because RIFE 24>72 looks good but framepacing issue still occurs (driver issue), LSFG 72 target, voila, buttery smooth! Magic!

Where do you get it from? Steam purchase?

77

(58 replies, posted in Using SVP)

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

The MPO doesnt work correctly with Windows 10 system, thats why LSFG only allows DXGI renderer, DWM>Composed Flip instead of FSE>Hardware Composed Flip (your behavior)

The SpecialK somehow solved all judder/jerks/stutter problems, continuously holds refresh rate much agressively, but unstable on seek, I dont want to lose performance/smoothness in games for video players, SpecialK helps, trying to inject SpecialK window management through mpv library!

UPD: MPV Interpolation argument yes and D3D11 sync intervals solved the problems, but unstable enough!

Never heard of Special K but it looks interesting. Some of what it does is kind of what I'm doing but with Windows 11.

BTW what do you do with the Sync intervals, disable it?

Update:I've been testing my new settings with fast action. But I just tested my new settings with slow panning shots and it forced me to make some changes to my original recommendations.

As of today my settings are SVP: Rife v4.25, IC 8%, Blend Adjacent Frames. MPV: Interpolation on, resample audio. GPU: 577 or 566.36. Windows 11 Optimization for Windowed Apps: MPV

Optical flow seems to also help possibly removing the need for the overclock but at the cost of the occasional major stutter so nope.

The sync intervals prevents NVIDIA default driver compositor deliver frames non-directly, monitor VRR in charge, but breaks at seek again!
As I said, this is just VRR framepacing issue through the driver level, older drivers or LSFG ontop prevents monitor spontaneous refreshes, as you can see, earlier, I noticed how much VRR jumps got through standard MPV playback on new stable drivers, which not happens with LSFG ontop or after SpecialK injection, SpecialK makes 72FPS content not only smooth, but fast, not sure how that effect occurs, tested Gemini movie at real 60FPS compared to 24>60 and was surprised how SpecialK deliver frames, but I dont know how to inject SpecialK through MPV swapchain directly!

UPD: Found best solution to change present methods through NVPI program (inspector)! WORKS!!!

Did some more testing. Nvidia MPO on Windows 11 works well, especially for fast motion, but I was having issues with slow panning. Turning off MPO is better for slow pans, smoother overall, almost stutter free at 6% and pretty much stutter free at 8%. Since MPO is off I've also turned off the other Windows optimisations since Nvidia MPO is designed to work with them. More testing to do but, Optical Flow is helping smoothness again but without the stutters or at least that is the case so far. I'm basically back to where I was at the start lol.

78

(0 replies, posted in Using SVP)

SVP doesn't work well with HAGS which means that Nvidia Smart Motion doesn't work properly. When it doesn't crash, it might work for a little then starts making everything stutter. Is there any chance of a fix for that so that Nvidia GPU owners can try Smart Motion paired with SVP?

79

(58 replies, posted in Using SVP)

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

Nope, doesnt happen to me, Exclusive Fullscreen behavior the same as before, destroyed framepacing with/without, thats your Win11 feature, my Win10 cant bypass that maybe?

Dunno. I read about it somewhere that flip gets similar performance to exclusive that's why I re-enabled Nvidia MPO, but if you turn on exclusive then it is smart enough to bypass itself or something like that.

The MPO doesnt work correctly with Windows 10 system, thats why LSFG only allows DXGI renderer, DWM>Composed Flip instead of FSE>Hardware Composed Flip (your behavior)

The SpecialK somehow solved all judder/jerks/stutter problems, continuously holds refresh rate much agressively, but unstable on seek, I dont want to lose performance/smoothness in games for video players, SpecialK helps, trying to inject SpecialK window management through mpv library!

UPD: MPV Interpolation argument yes and D3D11 sync intervals solved the problems, but unstable enough!

Never heard of Special K but it looks interesting. Some of what it does is kind of what I'm doing but with Windows 11.

BTW what do you do with the Sync intervals, disable it?

Update:I've been testing my new settings with fast action. But I just tested my new settings with slow panning shots and it forced me to make some changes to my original recommendations.

As of today my settings are SVP: Rife v4.25, IC 8%, Blend Adjacent Frames. MPV: Interpolation on, resample audio. Windows 11 Optimization for Windowed Apps: MPV

Optical flow seems to also help possibly removing the need for the overclock but at the cost of the occasional major stutter so nope.
Any Nvidia driver should be fine, but if you are having issues then fallback to either 566.36 and 577.

80

(58 replies, posted in Using SVP)

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

I think ignores because of this magic things, running LSFG at same target FPS as RIFE - making mpv looks smooth, very smooth, despite not generating frames at all!
Also I think LSFG ignores newest compositors because how quickly my monitor switches and holds refresh rate, currently at stable 581 (yes reverted back for games), during standard mpv playback without any interpolation, VRR fluctuating!

UPD: Running external video capture to get VRR jumps via SpecialK measurement, mpv during 1 minute scene at FIXED 24FPS fluctuates 210 times (no interpolation), and only 30 with LSFG ontop, DWM works flawlessly!

Cool. We can only use what works.  Since I'm using Exclusive Fullscreen it's probably bypassing Flip and using DWM anyway lol.

Nope, doesnt happen to me, Exclusive Fullscreen behavior the same as before, destroyed framepacing with/without, thats your Win11 feature, my Win10 cant bypass that maybe?

Dunno. I read about it somewhere that flip gets similar performance to exclusive that's why I re-enabled Nvidia MPO, but if you turn on exclusive then flip is smart enough to bypass itself or something like that.

81

(58 replies, posted in Using SVP)

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

I will try to play with mpv swapchain parameters, LSFG ignores newest drivers flip models, producing smoothest image through DWM compositor, why not to force mpv to choose DWM composition too? Because before 566.14 driver, DWM was default!

Wait, 590.26 FIXED some issues?!

I would be surprised if LFSG ignores filp models since modern Nvidia drivers all have Multiplane Overlay built in specifically to work with it. This was one of the Nvidia features I turned off not knowing that I was probably hurting more than helping.
I wouldn't play with the MPV swapchain. From my testing I found that the default is ideal so that's what my SVP Nvidia settings also use. I forgot to add this to my settings list because I set this up some time ago.
As for transcoding speed, I only look at the end results. Are packets dropped? Is the GPU stuck on 100%? Is SVP stable around 0.99 to 1.01 or is it fluctuating? My current answers are no, no and stable.

I think ignores because of this magic things, running LSFG at same target FPS as RIFE - making mpv looks smooth, very smooth, despite not generating frames at all!
Also I think LSFG ignores newest compositors because how quickly my monitor switches and holds refresh rate, currently at stable 581 (yes reverted back for games), during standard mpv playback without any interpolation, VRR fluctuating!

UPD: Running external video capture to get VRR jumps via SpecialK measurement, mpv during 1 minute scene at FIXED 24FPS fluctuates 210 times (no interpolation), and only 30 with LSFG ontop, DWM works flawlessly!

Cool. We can only use what works.  Since I'm using Exclusive Fullscreen it's probably bypassing Flip and using DWM anyway lol.

82

(58 replies, posted in Using SVP)

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

It doesnt, disabled!

UPD: Some people said that dev driver 590.10 also better with competitive games, the quickest driver by latency, need to test with same parameters!

Thanks for the the heads up smile

Update: I watched a full 7 minute sequence with zero stutters and is surprisingly smooth, considering IC 6% but 8% is more reliably stutter free.

As of today my settings are SVP: Rife v4.25, IC 8%, Blend Adjacent Frames. MPV: Interpolation on, resample audio. GPU: 590.26, Smooth Motion (Globally) On. Windows 11: Optimizations for Windowed Games.

These SVP settings fixes Rife's double image issues with fast vertical motion in movies like Dr Strange 2. Also GPU usage is greatly reduced. Maybe this is because it doesn't try to interpolate as many frames?.
These MPV settings stops it from dropping frames and helps with any remaining smoothness issues after SVP interpolation. I also use exclusive full screen but for most users I don't think this is "needed".
These Nvidia settings are not the only option but these work as well as any. A mild overclock still works best which is strange considering the GPU usage but maybe the peaks are higher?
The Windows settings are for MPV and other relevant software to work optimally with Windows 11.

I'm sure there's other ways of doing this, but this is the first time I have an explainable reason for each setting instead of just hope. This works for my VR setup so YMMV.

I will try to play with mpv swapchain parameters, LSFG ignores newest drivers flip models, producing smoothest image through DWM compositor, why not to force mpv to choose DWM composition too? Because before 566.14 driver, DWM was default!

Wait, 590.26 FIXED some issues?!

I would be surprised if LFSG ignores filp models since modern Nvidia drivers all have Multiplane Overlay built in specifically to work with it. This was one of the Nvidia features I turned off not knowing that I was probably hurting more than helping.
I wouldn't play with the MPV swapchain. From my testing I found that the default is ideal so that's what my SVP Nvidia settings also use. I forgot to add this to my settings list because I set this up some time ago.
As for transcoding speed, I only look at the end results. Are packets dropped? Is the GPU stuck on 100%? Is SVP stable around 0.99 to 1.01 or is it fluctuating? My current answers are no, no and stable.

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

Under high GPU load, 565.90 causing stutters, but was buttery smooth all the time with average loads, 590.26 have no stutters under high load at all!
Noticed how quick my monitor VRR switches and holds, not happens with 566+ drivers!

That maybe because it's using "smooth motion generation". I got a hacked version of that technology kind of working with my 40 series card, but it will be great to see it in action properly working. Thanks!

It doesnt, disabled!

UPD: Some people said that dev driver 590.10 also better with competitive games, the quickest driver by latency, need to test with same parameters!

Thanks for the the heads up smile

Update: I watched a full 7 minute sequence with zero stutters and is surprisingly smooth, considering IC 6% but 8% is more reliably stutter free.

As of today my settings are SVP: Rife v4.25, IC 8%, Blend Adjacent Frames. MPV: Interpolation on, resample audio. Windows 11 Optimization for Windowed Apps: MPV

SVP Optical flow seems to also help possibly removing the need for the overclock but at the cost of the occasional major stutter so not at the moment.
Any Nvidia driver should be fine, but if you are having issues then fallback to either 566.36 and 577.

These SVP settings fixes Rife's double image issues with fast vertical motion in movies like Dr Strange 2. Also GPU usage is greatly reduced. Maybe this is because it doesn't try to interpolate as many frames?.
These MPV settings stops it from dropping frames and helps with any remaining smoothness issues after SVP interpolation.
These Windows settings work best for me on Windows 11. Especially if I am running another app using the GPU.

I'm sure there's other ways of doing this, but this is the first time I have an explainable reason for each setting instead of just hope. This works for my VR setup so YMMV.

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

Under high GPU load, 565.90 causing stutters, but was buttery smooth all the time with average loads, 590.26 have no stutters under high load at all!
Noticed how quick my monitor VRR switches and holds, not happens with 566+ drivers!

That maybe because it's using "smooth motion generation". I got a hacked version of that technology kind of working with my 40 series card, but it will be great to see it in action properly working. Thanks!

It doesnt, disabled!

UPD: Some people said that dev driver 590.10 also better with competitive games, the quickest driver by latency, need to test with same parameters!

It's possible to enable it globally. Do you have a link because I'm struggling to find one.

Upd: I think I found it thanks.

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

The dev driver 590.26 breaks framepacing in games now, MPV looks insane, even better than 565.90 legacy now! Unstable, one game already crashed twice!

"MPV looks insane" Explain?

Under high GPU load, 565.90 causing stutters, but was buttery smooth all the time with average loads, 590.26 have no stutters under high load at all!
Noticed how quick my monitor VRR switches and holds, not happens with 566+ drivers!

That maybe because it's using "smooth motion generation". I got a hacked version of that technology kind of working with my 40 series card, but it will be great to see it in action properly working. Thanks!

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

No, 581.42 is the same as 29, different framepacing in different applications, which was the same for all applications for legacy 565.90 driver, 2 drivers before NVIDIA App transformation!

UPD: I will try dev drivers, 590.26 for test!

Strange because 566.36 always worked well for me. 577.00 was maybe even better and the latest official Nvidia release is as good as the others. So as I said it will be a local setup issue. Doesn't mean that "you" are doing anything wrong. It just means that there's something in your setup that is the real cause. Could be a card limitation or needing a "clean install" not an express install. Could be Windows 10/11 settings. For me it was kind of all of the above plus more because I'm using VR.

The dev driver 590.26 breaks framepacing in games now, MPV looks insane, even better than 565.90 legacy now! Unstable, one game already crashed twice!

"MPV looks insane" Explain?

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

But how different drivers breaks framepacing in different applications? I mean, for me 581.29 driver is most stable, in games, but breaks youtube, any video player, MPV, etc!
Thats why I asked for different GPU people test my issue!

That's why I said "most driver issues are game specific". But I am using 581.42 with no issues so not sure what is happening there unless .29 has specific issues. I'm watching full 4k (3840x2160) 3D movies and running a remote desktop at the same time with my GPU regularly dipping well below 100% and no stutters so far.

No, 581.42 is the same as 29, different framepacing in different applications, which was the same for all applications for legacy 565.90 driver, 2 drivers before NVIDIA App transformation!

UPD: I will try dev drivers, 590.26 for test!

Strange because 566.36 always worked well for me. 577.00 was maybe even better and the latest official Nvidia release is as good as the others. So as I said it will be a local setup issue. Doesn't mean that "you" are doing anything wrong. It just means that there's something in your setup that is the real cause. Could be a card limitation or needing a "clean install" not an express install. Could be Windows 10/11 settings. For me it was kind of all of the above plus more because I'm using VR. After my recent update I was still seeing the occasional stutter until I rebooted my router which also needs to be done semi regularly. But maybe using MPV interpolation is hiding much of the frame variance for me.

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

I need someone to test this with different or same GPU - my friends with almost identical PCs have same issues with different drivers, thats not local issue!

UPD: Thats VRR problem, simple FIX is running LSFG ontop of RIFE interpolation with same FPS gives very smooth behavior, which means the driver interferes VRR framepacing!

Told you lol. Most of the driver issues are either game specific or as you have found out, they are local setup issues.  BTW I'm now using the latest 58x driver with no issues. So it looks like in my case it was mostly local setup issues.

But how different drivers breaks framepacing in different applications? I mean, for me 581.29 driver is most stable, in games, but breaks youtube, any video player, MPV, etc!
Thats why I asked for different GPU people test my issue!

That's why I said "most driver issues are game specific". But with the latest 581.42 drivers, I'm watching full 4k (3840x2160) 3D movies and running a remote desktop at the same time with my GPU regularly dipping well below 100% and no stutters so far. So not sure what is happening there unless .29 has specific issues.

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

Mega Question about NVIDIA drivers / media player VSync behaviors

Stutters/jerks through any players after 581.X driver updates

Who can CONFIRM that any driver after 565.90 provides same/better smoothness levels?

As 4070 user, tested a lot different drivers, only 565.90 works flawlessly with any models, except 4.10ths and 4.25+

MPV behavior: 565.90 driver works flawless and perfectly smooth at any multiplier, w/wo interpolation, 566.36+ any drivers provides jerks!

UPD: Always running 565.90 driver before September driver release, changing TRT libraries do nothing! Any NVIDIA tricks like Fast Sync and others doesnt work, looks like new driver just breaks framepacing windowed modes at all, exclusive fullscreen works bad!

If you are having issues with 566 and but are OK with 565 then that might be a local issue. 566.36 is probably the most well known stutter free driver across the Internet. I'm using a 570 driver and it's as least as good as 566.36 and I'm probably going to try later drivers now that I've sorted the stutter causing issues. I had local wifi and bluetooth issues. But I also recently found out that Windows 11 works differently to Windows 10 and "optimizing" it can make things worse.  I caused  much of the stuttering by turning off certain Windows CPU security features and hidden Nvidia features the GPU needs to work properly with Windows 11. Turning them back on helped to get rid of the stutters.

I need someone to test this with different or same GPU - my friends with almost identical PCs have same issues with different drivers, thats not local issue!

UPD: Thats VRR problem, simple FIX is running LSFG ontop of RIFE interpolation with same FPS gives very smooth behavior, which means the driver interferes VRR framepacing!

Told you lol. I reckon most driver issues are either game specific or as you have found out, they are local setup issues.  BTW I'm now using the latest 58x driver with no issues. So it looks like in my case it was mostly local setup issues.

RickyAstle98 wrote:

Mega Question about NVIDIA drivers / media player VSync behaviors

Stutters/jerks through any players after 581.X driver updates

Who can CONFIRM that any driver after 565.90 provides same/better smoothness levels?

As 4070 user, tested a lot different drivers, only 565.90 works flawlessly with any models, except 4.10ths and 4.25+

MPV behavior: 565.90 driver works flawless and perfectly smooth at any multiplier, w/wo interpolation, 566.36+ any drivers provides jerks!

UPD: Always running 565.90 driver before September driver release, changing TRT libraries do nothing! Any NVIDIA tricks like Fast Sync and others doesnt work, looks like new driver just breaks framepacing windowed modes at all, exclusive fullscreen works bad!

If you are having issues with 566 and but are OK with 565 then that might be a local issue. 566.36 is probably the most well known stutter free driver across the Internet. I'm using a 570 driver and it's as least as good as 566.36 and I'm probably going to try later drivers now that I've sorted the stutter causing issues. I had local wifi and bluetooth issues. But I also recently found out that Windows 11 works differently to Windows 10 and "optimizing" it can make things worse.  I caused  much of the stuttering by turning off certain Windows CPU security features and hidden Nvidia features the GPU needs to work properly with Windows 11. Turning them back on helped to get rid of the stutters.

91

(4 replies, posted in Using SVP)

Timbertoon wrote:

I really appreciate this. 

So I ran into issues and kind of gave up the other night out of frustration.  I got jriver setup to passthrough the capture card to the screen.  I tried jriver default processor, and tried connecting it to SVP using the post processing filter avisynth.  BUT... every single time I tried to click properties, jriver would crash.  I assume I should be able to click on the properties button inside jriver and have something pop up with avisynth?  And any video I tried to play via capture card to svp, svp always showed no video playing.  I did get svp to register a video was playing out of MPC HC, but it never got ANY changes in the displayed video / processor load beyond SVP recognizing a video was playing, showing a 1.0 ... something in the performance graph. 

I feel like I have a wonderfully working madvr setup, albeit, extremely high GPU usage and the typical low framerate.  I'm really frustrated I've been unable to make SVP function.  I've tried reinstalling, etc.

Did you check the JRiver SVP manual page? https://www.svp-team.com/wiki/SVP:JRiver_Media_Center

Also depending on resolution and GPU, if you already have extremely high GPU usage then SVP will work best with standard the Automatic video profile and not anything more advance.

92

(4 replies, posted in Using SVP)

Timbertoon wrote:

Fair warning, I know just enough to be dangerous.  If any of my thoughts / ideas are wrong, let me know.  I have no belief I understand this topic particularly well. 

I have a projector in our media room, so I've been using a capture card, videoprocessor (a software application from videoprocessor.org), and madvr for hdr to sdr tonemapping.  I've been really happy with the results and was curious if SVP could help smooth out the frame rate.  I've seen references to... I think it was MPV video renderer maybe?  I believe there is some criticism that madvr may use a ton of extra processor that either doesn't yield significantly better results or better methods now exist to achieve that tone mapping. 

Essentially I'd like to know if I can use videoprocessor (which has a dropdown to select any directshow video renderer) and select... SVP maybe?  And then is there a way to tie in something like MPV in place of madvr to get smooth frames combined with great tone mapping?  I'd like to avoid having to change HDR (which I'm doing by mapping everything to sdr) and frame rate "bonks" on the projector as it takes 4 - 8 seconds to resync the HDMI signal.  I also use the black bar detection to zoom video to my cinemascope screen. 

Is there a way to do what I'm wanting to do?  Because I use videoprocessor, I've installed the SVP application, but I don't know where to go from there.  I don't see "SVP" in the video renderers, but I did notice... was it MPC Video Renderer show up?  Which I believe was installed alongside SVP. 

I apologize for these questions.  I have madvr setup and working well.  Just curious if there are some other options to maximize the viewing experience and potentially have buttery smooth frames for movies. 

Thank you for your help!

I can't talk about your specific setup. But in general, MPV can do more picture pre and post processing than MadVR, better than MadVR, much more efficiently than MadVR. But if you are only interested in the HDR tone-mapping then MadVR should be fine and you can ignore my comments below.

Although there are MPV GUI front end options available, MPV is best configured using text based configuration files. Even with the GUI, more advanced MPV configuration requires some patience to gain the knowledge. My advice is to stick with the default MPV configuration that comes with SVP. It's not perfect but it works and is not filled with useless bloat.The other big issue related to my recommendation is that there are lots of MPV "meme configurations" on the Internet which include mostly useless or outdated commands and recommendations.

Insindro wrote:
dawkinscm wrote:

Rife v4.25 is the smoothest and has the least artifacts of any Rife model, but it still has major vertical and stripey line artifacts. Running SVP with IC at 6% reduces or removes these artifacts. 8% removes less but also causes less issues elsewhere. Setting IC below 10% uses the least GPU and maybe there's less false detections? @chainik I'm sure can correct me on this. However, when there is a false detection there's more stuttering, but this is reduced by blending frames. The final piece of the puzzle is to use your media player to interpolate the output from SVP if it has this feature. I watch 4K 3D SBS movies which is the most GPU intensive processing for SVP because of the resolution and also processing has to be performed twice, once for each half. The strange thing is that even though IC below 10% clearly uses less GPU, it still works better with a mild overclock of my 4080 so YMMV.

But for this to work you must have smooth motion using as your baseline. Make sure your Anti-Virus is not causing issues. Full Screen Exclusive mode is an old technology but it works best to make sure that nothing else interferes with the SVP->PC player process chain. For Nvidia make sure you are using one of the drivers well known to not cause stuttering like 566.36. If at the end of all this, you can run even run NVOF scene change detection smoothly then you are already most of the way there smile

Thanks for the information! By any chance, have you updated your mpv config since the last time you posted it on this thread?

Yes. I don't remember what I sent because 7/8ths of my config is relevant only to my VR setup, calibration, configuration and personal preferences. But the relevant additional config which applies to anyone is this:

d3d11-exclusive-fs
video-sync=display-resample
interpolation

Rife v4.25 is the smoothest and has the least artifacts of any Rife model, but it still has major vertical and stripey line artifacts. Running SVP with IC at 6% reduces or removes these artifacts. 8% removes less but also causes less issues elsewhere. Setting IC below 10% uses the least GPU and maybe there's less false detections? @chainik I'm sure can correct me on this. However, when there is a false detection there's more stuttering, but this is reduced by blending frames. The final piece of the puzzle is to use your media player to interpolate the output from SVP if it has this feature. I watch 4K 3D SBS movies which is the most GPU intensive processing for SVP because of the resolution and also processing has to be performed twice, once for each half. The strange thing is that even though IC below 10% clearly uses less GPU, it still works better with a mild overclock of my 4080 so YMMV.

But for this to work you must have smooth motion using as your baseline. Make sure your Anti-Virus is not causing issues. Full Screen Exclusive mode is an old technology but it works best to make sure that nothing else interferes with the SVP->PC player process chain. For Nvidia make sure you are using one of the drivers well known to not cause stuttering like 566.36. If at the end of all this, you can run even run NVOF scene change detection smoothly then you are already most of the way there smile

The solution I wrote about work but occasionally causes stutters elsewhere. Removed until a more stable solution found.

Very strange. Rife is suddenly dropping dozens of packets so I loaded a backup of my system that worked perfectly for the past week or more and it's still doing the same thing. Same files, same movies, same config, everything is the same but now Rife is dropping packets.

OK Looks like it's fixed after reinstalling GPU drivers.

danialla wrote:
dawkinscm wrote:
Blackfyre wrote:

Hi all, I've been gone for a while. There is a couple of SVP updates, and new MPV update with new changes, a couple of Windows Updates that added Dolby Vision too in the HDR section, etc

RTX 3090, 4K, 24 to 48FPS @ custom 48Hz

Still using RIFE 4.16 Lite (v2) for Frame Height > 1700
And using RIFE 4.25 (v2) for Frame Height < 1699

I am just wondering if anything stands out or outdated in my MPV config that I should look to upgrade/change? Fix?

Scrollable below:

ontop 
fullscreen=yes 
d3d11-exclusive-fs=yes 

volume=100 
volume-max=100 

vo=gpu-next 
gpu-api=d3d11
hwdec=auto-copy 
hwdec-codecs=all 
gpu-context=d3d11 
fbo-format=rgba16hf

hdr-compute-peak=no 
target-colorspace-hint=yes
tone-mapping=st2094-40

scale=ewa_lanczos 
cscale=ewa_lanczos 
dscale=ewa_lanczos 
tscale=ewa_lanczos 

osd-level=1
osd-bar-w=25
osd-color=0.6/0.6 
osd-font-size=30
osd-font='Inter Tight Medium'

#sub-gray
sub-auto=fuzzy
#sub-gauss=0.9
slang=eng,en,und
sub-fix-timing=yes
sub-filter-sdh=yes
subs-with-matching-audio=no
demuxer-mkv-subtitle-preroll=yes

sub-font-size=42
sub-border-size=1
sub-font="Verdana Bold"
sub-color=0.6/0.6/0.6/0.6

sub-pos=100
sub-margin-y=3
sub-margin-x=100

glsl-shader="C:\Users\USERNAME\AppData\Roaming\mpv\Shaders\FSRCNNX_x2_8-0-4-1.glsl" 
glsl-shader="C:\Users\USERNAME\AppData\Roaming\mpv\Shaders\KrigBilateral.glsl" 
glsl-shader="C:\Users\USERNAME\AppData\Roaming\mpv\Shaders\SSimDownscaler.glsl" 

There's a few commands that do nothing at all which means they don't currently do any harm and I'm not going to repeat myself smile The rest is just personal choice. The shaders are fine, but these days I only use them for edge cases, because when watching in VR on a very large screen at short distance exposes issues with external shaders that you won't see on a TV or even on a projector. Aliasing is the most obvious but depending on the source, other issues can and usually do arise.

is this works for anyoone? i don't want to take any risks!

There's nothing there that will do any damage. But most of this is probably not relevant for you and the shaders won't work unless you have downloaded them already. If you don't know what I'm talking about then for SVP on Windows just use the default config C:\Program Files (x86)\SVP 4\mpv64\mpv.conf. That is all you need to get going.

GodlessWanderer wrote:

I have a setup that some of you may find interesting...

I USE VAPOURSYNTH AND AVISYNTH AT THE SAME TIME

Using an NVIDIA GTX 1650 Mobile (no tensors)

GTX 1650 Mobile doing the processing
AMD integrated graphics HDMI output for display
10x interpolation (23.976 → 239.26 FPS)
1728×720 through AMD HDMI
Only 45% GTX 1650 usage

This is a hybrid GPU setup - NVIDIA doing the heavy interpolation work while AMD handles the display output through HDMI
Smooth AV1 decode with hardware acceleration

Yes the Nvidia is "trying" to do all the work but mostly failing but I see you are doing 10x Interpolation. But using the AMD for output means that once the Nvidia has finished it has to pass the result over to the Integrated GPU via the CPU which is the slowest transport possible.

BTW I might be missing something here, but what makes you think you are using AVI and VAPOURSYNTH at the same time?

Blackfyre wrote:

Hi all, I've been gone for a while. There is a couple of SVP updates, and new MPV update with new changes, a couple of Windows Updates that added Dolby Vision too in the HDR section, etc

RTX 3090, 4K, 24 to 48FPS @ custom 48Hz

Still using RIFE 4.16 Lite (v2) for Frame Height > 1700
And using RIFE 4.25 (v2) for Frame Height < 1699

I am just wondering if anything stands out or outdated in my MPV config that I should look to upgrade/change? Fix?

Scrollable below:

ontop 
fullscreen=yes 
d3d11-exclusive-fs=yes 

volume=100 
volume-max=100 

vo=gpu-next 
gpu-api=d3d11
hwdec=auto-copy 
hwdec-codecs=all 
gpu-context=d3d11 
fbo-format=rgba16hf

hdr-compute-peak=no 
target-colorspace-hint=yes
tone-mapping=st2094-40

scale=ewa_lanczos 
cscale=ewa_lanczos 
dscale=ewa_lanczos 
tscale=ewa_lanczos 

osd-level=1
osd-bar-w=25
osd-color=0.6/0.6 
osd-font-size=30
osd-font='Inter Tight Medium'

#sub-gray
sub-auto=fuzzy
#sub-gauss=0.9
slang=eng,en,und
sub-fix-timing=yes
sub-filter-sdh=yes
subs-with-matching-audio=no
demuxer-mkv-subtitle-preroll=yes

sub-font-size=42
sub-border-size=1
sub-font="Verdana Bold"
sub-color=0.6/0.6/0.6/0.6

sub-pos=100
sub-margin-y=3
sub-margin-x=100

glsl-shader="C:\Users\USERNAME\AppData\Roaming\mpv\Shaders\FSRCNNX_x2_8-0-4-1.glsl" 
glsl-shader="C:\Users\USERNAME\AppData\Roaming\mpv\Shaders\KrigBilateral.glsl" 
glsl-shader="C:\Users\USERNAME\AppData\Roaming\mpv\Shaders\SSimDownscaler.glsl" 

There's a few commands that do nothing at all which means they don't currently do any harm and I'm not going to repeat myself smile The rest is just personal choice. The shaders are fine, but these days I only use them for edge cases, because when watching in VR on a very large screen at short distance exposes issues with external shaders that you won't see on a TV or even on a projector. Aliasing is the most obvious but depending on the source, other issues can and usually do arise.

The heavy models should have been the best, but they turned out to be worse than the "lite" models. v26 was supposed to be better than v25 but it isn't. He did try but guess he got as far as he could.

scb wrote:

Is RIFE v4.26v2 pretty much peak RIFE capability?

I know the author moved on to other things but do we have the best thing now anyway?

Perhaps we just need GPU power to catch up

4.25.
Not the best. But it's the best we have.
GPU power won't solve artifacts. Better models will.