RickyAstle98 wrote:

hwdec=d3d11va *prevents VRR
drm-vrr-enabled=yes *prevents VRR or zero effect
d3d11-sync-interval=1 *prevents VRR or zero effect
Only these parameters prevents VRR tech, tested 4 times!

removed all 3, VRR works, but same problem as vulkan now so black levels are crushed & banding.

removed drm-vrr-enabled=yes and d3d11-sync-interval=1 as they're useless it seems.

Testing only with:

hwdec=d3d11va *Prevents VRR but black levels are good, and no banding.

Changed to d3d11va-copy *VRR works but same problem as above crushed blacks & banding

nvdec, cuda, etc all same thing, do not work properly.

hwdec=d3d11va provides the best black levels and no banding, but breaks VRR.

Any MPV Configuration specialist that's better than me feel free to chime in here please.

I've been scratching my head trying to get VRR to work RIFE + MPV + SVP on my C2, this is the best I have achieved so far:

With Vulkan, VRR Working BUT black levels are slightly crushed + colour banding in certain bright highlights:

ontop
fullscreen=yes

volume=100
volume-max=100

vo=gpu-next
hwdec=vulkan

video-sync=audio
fbo-format=rgba16hf
spirv-compiler=auto
drm-vrr-enabled=yes
vulkan-swap-mode=fifo

target-trc=pq
target-peak=800
target-prim=bt.2020

dolbyvision=no
vf=format:dolbyvision=no

tone-mapping=spline
tone-mapping-mode=luma
tone-mapping-param=bt.2390
tone-mapping-max-boost=2.0
gamut-mapping-mode=perceptual

target-contrast=inf
hdr-compute-peak=yes
target-colorspace-hint=yes

D3D11 - No banding, perfect black levels, BUT VRR does not work:

ontop
fullscreen=yes
d3d11-exclusive-fs=yes

volume=100
volume-max=100

vo=gpu-next
gpu-api=d3d11
hwdec=d3d11va
gpu-context=d3d11

video-sync=audio
fbo-format=rgba16hf
spirv-compiler=auto
drm-vrr-enabled=yes
d3d11-sync-interval=1
hr-seek-framedrop=no

target-peak=800
target-trc=pq
target-prim=bt.2020

vf=format:dolbyvision=no
dolbyvision=no

tone-mapping=spline
tone-mapping-mode=luma
gamut-mapping-mode=perceptual
tone-mapping-param=bt.2390
tone-mapping-max-boost=2.0

target-contrast=inf
hdr-compute-peak=yes
target-colorspace-hint=yes

Is there anything that can be done to the bottom code that would allow me to use VRR with D3D11?

Or to the Vulkan code at the top to fix crushed black levels?

I have tried everything but cannot find a solution.

78

(0 replies, posted in Using SVP)

EDIT:

Fixed VRR not working by using Vulkan with GPU-Next instead of d3d11, for now VRR is working, removed original post and updating with my current config with VRR working below:

Note that the two lines disabling Dolby Vision is only because I use RIFE, otherwise this configuration should allow Dolby Vision to work properly if you don't use SVP + RIFE + MPV together. For now anyway, until the Dolby Vision flickering and colour management issues are fixed to work with RIFE, then those two lines can be enabled or changed to "yes" again.

ontop
fullscreen=yes

dolbyvision=no
vf=format:dolbyvision=no

volume=100
volume-max=100

vo=gpu-next
hwdec=vulkan
video-sync=audio
fbo-format=rgba16hf
spirv-compiler=auto
drm-vrr-enabled=yes
vulkan-swap-mode=fifo

target-trc=pq
target-peak=800
target-prim=bt.2020

tone-mapping=spline
tone-mapping-mode=luma
tone-mapping-param=bt.2390
tone-mapping-max-boost=2.0
gamut-mapping-mode=perceptual

dither-depth=10
dither=error-diffusion
error-diffusion=burkes

target-contrast=inf
hdr-compute-peak=yes
target-colorspace-hint=yes

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

osd-level=1
osd-bar-w=25
osd-color=0.5
osd-bar-align-x=0
osd-bar-align-y=-1

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

glsl-shader="C:\Users\YourUsername\AppData\Roaming\mpv\Shaders\KrigBilateral.glsl"

glsl-shader="C:\Users\YourUsername\AppData\Roaming\mpv\Shaders\SSimDownscaler.glsl"

Thanks for the input, so looks like I'll just stick with the 3090 until 5090 is released.

Question, regarding RIFE I assume the 4070, 4070 Super, 4070 Ti Super, etc are all better than the RTX 3090 with regards to RIFE yes?

I'm asking because I can sell my RTX 3090 used for around $1100 in Australia, and just buy an RTX 4070 Super or 4070 Ti Super for example on special for around the same price.

3090 can no longer handle 4K at 2x with the latest RIFE models sometimes, if the 4070 and higher can handle it, I am willing to do the switch, despite having half the vRAM.

RickyAstle98 wrote:
zxcvbnm821 wrote:
TechnoStone wrote:

V2 models for some reason have jiggling, the more to the right and down, the worse the effect. Almost unnoticeable for 1080p, but very annoying for 1440p and 4K (both native and downscaled to 1440p, here's the example - https://cdn.discordapp.com/attachments/ … WGll8w.mp4). For this one, I'm running Game of Thrones S1 E1 at 4K on 3440x1440 (so SVP downscales to 2560x1440) at x2 framerate on 2080 Ti with 4.4v2, 4.6v2, 4.9v2 and 4.13_litev2. There's no such effect on V1 models (tried all same versions)

I have the same problem here too
tried using v14.4, but the problem was not fixed sad

I dont have this problem, maybe you use target frame rate instead of interpolation factors? Because I do slomo video and see what happens on 25FPS video converted to 2.5x (no issues) (62.5FPS)
Then I do frame rate target at 60FPS and see your issue all the time, even without slomo effect! Dont use target framerate, factors work better!

Also this, make sure it's either 2x, 3x, 4x etc

Then open the drop down menu to the right of the slider, and enable at the bottom (Force Exact Value).

https://i.imgur.com/QLjY2Cw.png

zxcvbnm821 wrote:
TechnoStone wrote:

V2 models for some reason have jiggling, the more to the right and down, the worse the effect. Almost unnoticeable for 1080p, but very annoying for 1440p and 4K (both native and downscaled to 1440p, here's the example - https://cdn.discordapp.com/attachments/ … WGll8w.mp4). For this one, I'm running Game of Thrones S1 E1 at 4K on 3440x1440 (so SVP downscales to 2560x1440) at x2 framerate on 2080 Ti with 4.4v2, 4.6v2, 4.9v2 and 4.13_litev2. There's no such effect on V1 models (tried all same versions)

I have the same problem here too
tried using v14.4, but the problem was not fixed sad

Are you both updating your vsmlrt.py or not?

Go here: https://github.com/AmusementClub/vs-mlrt/releases

Currently, the latest version is v14.test3, scroll down and open Assets under the latest version. Download scripts.v14.test3.7z, which is 11.7 KB (that's very small and should take 1 second to download, don't download the big files).

Open it and keep it on the side, go to C:\Program Files (x86)\SVP 4\rife

Now drag and drop the vsmlrt.py from inside scripts.v14.test3.7z, into the folder above and replace the original file.

It should now be updated. Perhaps you're both using an outdated version of vsmlrt.py or an old nVidia driver. Your nVidia driver should also be up-to-date.

Generally you want to update vsmlrt.py every time they update it when you are always testing the latest versions.

83

(9 replies, posted in Using SVP)

Both SSimDownscaler and KrigBilateral I get from here and are frequently updated.

https://gist.github.com/igv

84

(9 replies, posted in Using SVP)

If you want Dolby Vision, HDR10, 10Plus, and SDR to all work properly (with HDR enabled under Display setting in Windows Settings), I have these configurations saved. Remember, Dolby Vision + RIFE do not work together still.

The order of the shaders if you want to use them is also important, last year with the original post at the top, the order was completely wrong.

But as @dawkinscm said you don't need to use shaders, also can remove the configs they suggested removing. I will do more testing in the coming weeks probably and try to remember to update in the future as well.

Not sure which TV you are using, or which monitor, but for target-peak=800 in the code below, I have 800 because that's the maximum NITS of brightness for the LG C2 42", C3 would be the same, G3 would be different because it uses MLA technology and can go higher. QD-OLED can go higher as well, depending on the product.

ontop
fullscreen=yes
d3d11-exclusive-fs=yes

volume=100
volume-max=100
video-sync=audio
hr-seek-framedrop=no

fbo-format=rgba16hf

vo=gpu-next
gpu-api=d3d11
hwdec=d3d11va
gpu-context=d3d11
drm-vrr-enabled=no
d3d11-sync-interval=1

target-peak=800
target-trc=pq
target-prim=bt.2020

tone-mapping=spline
tone-mapping-mode=luma
gamut-mapping-mode=perceptual
tone-mapping-param=bt.2390
tone-mapping-max-boost=2.0

dither=error-diffusion
error-diffusion=burkes
dither-depth=10
spirv-compiler=auto

target-contrast=inf
target-colorspace-hint=yes
hdr-compute-peak=yes

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

osd-level=1
osd-bar-w=25
osd-color=0.5
osd-bar-align-x=0
osd-bar-align-y=-1

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"

85

(9 replies, posted in Using SVP)

Old post, my config has updated since then.

Agree with lots of what @dawkinscm said above too

@bombadilio DV has worked for a while I believe, but not with RIFE.

If you use RIFE, dolby vision will not work properly and you'll get issues. I'll try to remember to post my new configuration later, remind me tomorrow in case I forget @bombadilio

dawkinscm wrote:

Rife 4.14 is out. There's fast movement artefact I saw in one movie which is now gone. There are some sc settings I make in the code that work a lot better to reduce a different more problematical fast movement artefact. It's still there, but less so than before.  Rife 4.14 seems to be better overall for fast movement.

Biggest improvement in artifact masking I have seen in a long time, a must upgrade. I am testing 4.14 (v2)

No Time to Die (007 movie), 3 minutes onwards, when the masked man walked behind the curved glass door and opens it, then the curtain in the background behind the woman on the sofa.

From 14 to 17 minutes the fast action sequence now has no more artifacts in it.

The building time does take longer, around twice as long as before, so be patient at the start.

Sadly I can't test my usual full aspect ratio IMAX movies or TV shows that take the whole screen in 4K, the RTX 3090 is not strong enough.

So I am hoping 4.14 Lite will have the same level of artifact masking, because it is brilliant.

@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.

No dropped frames at all changing between percentages, but smoothness changes. Is there a way RIFE can improve smoothness while that percentage is lower? For example if we can achieve the smoothness of 15% at 3% it would be amazing, even better if we can achieve that smootheness at 1% to eliminate all artifacts, WOW that would be the dream.

Testing artifacts - One of the best scenes:

007 No Time To Die, around 3 minutes & 10 seconds, the sliding glass door with the masked man behind it walking towards it and opening it, huge difference can be noticed between 15%, 6%, and 1%.

Then when the masked man enters the room, the curtains in the background flickering in older versions of RIFE, such as 4.6, but solved in 4.9 for example and newer versions.

Then after 14 minutes, after the explosion, the action scene has a lot of panning shots that make it good for determining smoothness as well.

Yep, thanks. As suspected. It won't be connected to SVP or RIFE performance lift.

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/

I have this setup for 4K Profiles:

https://i.imgur.com/gXhmWXd.png

And this setup for 1080p Profiles:

https://i.imgur.com/XmEg1Z5.png

It never switches to Automatic for me with these settings.

Mardon85 wrote:

There does seem to be a bug where it doesn't like to get going after pausing which I've not seen before. It stutters down to 1FPS. I have to pause, take it back a couple of seconds then press play.

This happened a few times while I was watching Oppenheimer yesterday when I was pausing as well. Also a weird bug where after 2 hours into the movie, it slowed down then back to around minute 50. But who knows, could have been an issue on my end maybe. Haven't tested enough to determine if it's a RIFE/svp issue yet, or something on my end.

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

Thank you!

This should make things a lot easier smile

zerosoul9901 wrote:

I tried RIFE 4.10 and thought it greatly improved hard coded subs, with previous versions of RIFE the letters mostly get warped to a point when encountering fast motion scenes, now with RIFE 4.10 it's a lot more stable.

Tested and can confirm my RTX 3090 is not strong enough to be able to push 4K @ 2x

Back to 4.9 for me, so far the best results, but still very demanding 99% GPU usage, so RTX 3090 overclocked is just barely enough for 4K @ 2x

dawkinscm wrote:

I decided to compare Rife 4.9 v1 with Rife 4.9 v2.

Interesting on Github under 4.9 v2 notes it says this:

This improvement does not work after onnx file renaming

The full quote:

RIFE v4.7-v4.9 models with v2 representation for TRT backend now has improved accuracy, contributed by @charlessuh (#66 (comment)). This has been backported to master. This improvement does not work after onnx file renaming.


EDIT:

Tried to test 4.9 v2 from 2 days ago, changed the name to 4.4 as usual, but it doesn't build. In the beginning of the building process, it breaks and stops.

EDIT 2 - adding end of crash info

[11/04/2023-08:48:47] [W] Could not read timing cache from: C:\Users\Username\AppData\Roaming\SVP4\cache\Program Files (x86)/SVP 4/rife\models\rife\rife_v4.4.onnx.3840x2144_fp16_trt-8502_cudnn_I-fp16_O-fp16_NVIDIA-GeForce-RTX-3090_cf15df92.engine.cache. A new timing cache will be generated and written.
[11/04/2023-08:48:47] [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).)
[11/04/2023-08:48:47] [E] Error[2]: [builder.cpp::nvinfer1::builder::Builder::buildSerializedNetwork::751] Error Code 2: Internal Error (Assertion engine != nullptr failed. )
[11/04/2023-08:48:47] [E] Engine could not be created from network
[11/04/2023-08:48:47] [E] Building engine failed
[11/04/2023-08:48:47] [E] Failed to create engine from model or file.
[11/04/2023-08:48:47] [E] Engine set up failed
&&&& FAILED TensorRT.trtexec [TensorRT v8501] # C:/Program Files (x86)/SVP 4/rife\vsmlrt-cuda\trtexec --onnx=C:/Program Files (x86)/SVP 4/rife\models\rife\rife_v4.4.onnx --timingCacheFile=C:\Users\Username\AppData\Roaming\SVP4\cache\Program Files (x86)/SVP 4/rife\models\rife\rife_v4.4.onnx.3840x2144_fp16_trt-8502_cudnn_I-fp16_O-fp16_NVIDIA-GeForce-RTX-3090_cf15df92.engine.cache --device=0 --saveEngine=C:\Users\Username\AppData\Roaming\SVP4\cache\Program Files (x86)/SVP 4/rife\models\rife\rife_v4.4.onnx.3840x2144_fp16_trt-8502_cudnn_I-fp16_O-fp16_NVIDIA-GeForce-RTX-3090_cf15df92.engine --shapes=input:1x11x2144x3840 --fp16 --tacticSources=-CUBLAS,-CUBLAS_LT --useCudaGraph --noDataTransfers --inputIOFormats=fp16:chw --outputIOFormats=fp16:chw
Chainik wrote:

maybe worth waiting for 4.10 and 4.11? big_smile

Oh don't tease me like that, if they're coming in the next couple of months, I can wait.

It does seem like updates are coming fast past few months.

https://media.giphy.com/media/DPznISmq0hLRQqG71g/giphy.gif

RIFE 4.9 needs to be added to SVP, maybe even as a third option @Chainik

I already added it as a replacement to 4.4 so I can do some testing over the last few hours. There are some great improvements in artifact masking, and unlike version 4.8 (which was a lot more demanding), version 4.9 for example works with my RTX 3090 at 4K without dropping any frames in most scenarios (GPU utilisation though is at 100%, but I do not drop any frames with it, except in some content), so it is still more demanding than version 4.6

Tested a few scenes I have saved, all have improved:

Farm field at the start of Equalizer 3 with the panning shot in the air over the car. The fences flickered before, now they do not flicker.

Season 8 Episode 1 of Game of Thrones, the first few minutes after the intro there are a lot of spikes, arrow helmets, trees, and other factors that introduce artifacts all combined with many panning camera shots, all have improved. Little to no artifacts in those scenes.

Some scenes in the movie Air have improved as well.

Beginning of Tenet there are improvements to fast movements, strings from guitars being broken, etc

However, extremely challenging scenes still show visible artifacts. It's not perfect, but I think 4.9 is a big enough improvement over 4.6 that it warrants being added into SVP as an update. But it shouldn't replace 4.6, because it is more demanding, so preferably as its own option as a 3rd selectable.

@donnieyeen

Before RIFE, I used to match the refresh rate with the screen refresh rate. Not anymore.

As I use 2x with RIFE, it is not necessary to match the refresh rate. As RIFE running at 48FPS appears smoother than previous methods at 120FPS.

For reference, I have an LG C2 set to 4K @ 120Hz @ 4:4:4 @ 10Bit, always. VRR Disabled (because with the C2 it causes flickering, it shouldn't with your monitor). If you have VRR, enable it (as it should match the FPS to the variable refresh rate).

You can just set it to 144Hz + GSync, and enable GSync for Windowed and Full Screen from the nVidia Control Panel. That should be fine.

If you watch 1080p content, you can probably push RIFE to 3x or 4x easily with an RTX 4090. I wouldn't push it more than 4x, as you're just creating extra noise from the fans for no reason tbh.

For 4K, I watch 95% of my content at 4K, I have it set to 2x with my RTX 3090.

New nVidia driver, 545.84 WHQL

Additionally, this Game Ready Driver introduces TensorRT acceleration for Stable Diffusion to increase performance by up to 2x.

I assume this doesn't impact us, right? Would be nice if we can get a 2x performance lift.

chrisssj2 wrote:

Whats the real benefit of using this?

It is the best motion interpolation method I have ever used. The difference to older methods is astronomical. Even at 2x, so (48fps), it is smoother than older methods at 120FPS.

But you need a very strong GPU if you watch 4K content to even do 2x framerate.

And the first time you run any new resolution it needs to build a file in the background that takes some time. Just leave it and let it finish.

Xenocyde wrote:
Blackfyre wrote:

Not upgrading to the 4090 now, going to wait for the 5090 release in 2025.

New leaks point to a 2H 2024 release.

https://twitter.com/Kepler_L2/status/17 … 4838308343

Why are they saying “I don't know where this 2025 rumor comes from but it's still scheduled for H2 2024”?

A few months ago, in an nVidia presentation, they (nVidia) said it was scheduled for 2025, these aren't rumours. Pictured below as “Ada Lovelace-Next”.

It could possibly be pushed early towards end of 2024 (they have done it before), but it won't happen unless AMD release something big next year. And nVidia will probably release the RTX 4090 Ti next year to try to milk the most out of the 40 Series before the 50 series release.

https://i.extremetech.com/imagery/content-types/00wJD0tu79j9LAiMK7IBeWY/images-1.fill.size_670x377.v1687970981.jpg