dawkinscm wrote:
RickyAstle98 wrote:

But what TRT doing in my case? No drops no stutters but not smooth (any after 4.10), even with new optimization level, ah yes wait >
Builder optimization level 5 (default 3), adds another 3 minutes to build engine cache lock and only 3% performance!

Yeah I just tried it and if it is making a difference, it's at the margins and maybe pushing 4.15 lite closer to 4.15. But I will need to test with 4.15 to be sure. Also I'm not used to waiting this long for engine build anymore lol.

Hehe!

dawkinscm wrote:
RickyAstle98 wrote:

But what TRT doing in my case? No drops no stutters but not smooth (any after 4.10), even with new optimization level, ah yes wait >
Builder optimization level 5 (default 3), adds another 3 minutes to build engine cache lock and only 3% performance!

Yeah I just tried it and if it is making a difference, it's at the margins and maybe pushing 4.15 lite closer to 4.15. But I will need to test with 4.15 to be sure. Also I'm not used to waiting this long for engine build anymore lol.

Simple test with fastest model >
4.4 opt level 1 > engine build time ~32 seconds (-2% performance)
4.4 opt level 2 > engine build time ~70 seconds (-1% performance)
4.4 opt level 3 > engine build time ~120 seconds *
4.4 opt level 5 > engine build time ~300 seconds (+3% performance)

dawkinscm wrote:
RickyAstle98 wrote:

With TRT 10.0 my RTX 4070 struggles to 24>96 hd source (4.16 lite realtime), but easy 24>120 with TRT 9.2 hehe!
Maybe you know solution, why any models after 4.10 not smooth enough? But difference between 4.12 and 4.4 a whole pit, but SMOOTHNESS drop?
Maybe its frame pacing problem, just listen, 4.4v2 24>72 looks very smooth, but has a lot artefacts (no dropped frames), starting 4.10 everything looks like every 3th frame are mismatched (still no dropped frames)!

As I said, trt 10.0 is "one to avoid" because it cuts performance by around 30% while possibly doubling GPU usage.


aloola wrote:

has anyone tried the option builder_optimization_level=5?
The resulting engine may have better performance compared to an engine built with a lower optimization level.

They key phrase there is "may" have better performance. Yes I've tried this a couple of times. It's supposed to try to find more potential heuristics from what I understand but I didn't notice any real difference. But I can't remember if I have tried with my increased workspace so I might try again.

But what TRT doing in my case? No drops no stutters but not smooth (any after 4.10), even with new optimization level, ah yes wait >
Builder optimization level 5 (default 3), adds another 3 minutes to build engine cache lock and only 3% performance!

dawkinscm wrote:

Two bits of news. A while ago I said that increasing the frame rate can help with certain fast movement artefacts. Well initial testing suggests that since v4.15 lite is actually "lite",  I'm now able to run SVP at 72fps and it is helping with certain specific types of fast movement artefacts. It's dropping exactly 12 frames a second which makes sense but the helpful effect is not being lost. I still need to do more testing but this looks promising.

Also, Tensorrt v10.0.0 is available. I couldn't believe how bad the benchmarks look but the notes confirm that this is definitely one to avoid.

With TRT 10.0 my RTX 4070 struggles to 24>96 hd source (4.16 lite realtime), but easy 24>120 with TRT 9.2 hehe!
Maybe you know solution, why any models after 4.10 not smooth enough? But difference between 4.12 and 4.4 a whole pit, but SMOOTHNESS drop?
Maybe its frame pacing problem, just listen, 4.4v2 24>72 looks very smooth, but has a lot artefacts (no dropped frames), starting 4.10 everything looks like every 3th frame are mismatched (still no dropped frames)!

SHTH34D wrote:
RickyAstle98 wrote:
oriento wrote:

where is it available ?

https://github.com/AmusementClub/vs-mlr … nal-models

Uhhh my virus software is saying this straight up has a trojan in it...

Who cares? I download TensorRT models from there, and my software saying no virus!

oriento wrote:
dawkinscm wrote:

Rife v4.15 is out. It is a clear improvement over previous models for reducing double images in fast movement. I need to do some testing but I think it uses a little more GPU than previous models because even with v2 my GPU never drops below 100%. Packet drops sometimes happen when starting or when FF/REW but settles down quickly with no further drops during playback. No obvious regressions from previous tests.

where is it available ?

https://github.com/AmusementClub/vs-mlr … nal-models

framo wrote:
flowreen91 wrote:

If done correctly, restart SVP and then you should be able to see selectable AI models with (v2) in their name like this:
https://gyazo.com/9d6d1360852e8e92f834425e69803cb0

im using ncnn/vulkan and theres no drop down menu for me, am i doing sthg wrong?
i downloaded the v4.14 model and named it "rife_v.4.14f" , put the name in the rife_trt_model section in application settings. how can i make sure it is using the correct model?

Huh?

dawkinscm wrote:
RickyAstle98 wrote:

Lets say about RTX per equivalent model performance >
RTX 2070 > v4.4
RTX 3070 > v4.9
RTX 4070 > v4.11

     RTX 4080 > 4.14 (lite) smile

I have almost same perf with lite and standard so yeah youre goddamn right!
RTX 5090 > v4.20

dawkinscm wrote:
aloola wrote:
dawkinscm wrote:

Isn't this a separate issue to the TensorRT bug you refer to?  I don't think the use of dynamic shapes reduces the memory footprint enough to help @oriento who is literally running out of memory. Using performance mode reduces the amount of memory being used. Lower number Rife models also use less memory. Maybe for a 20 series card a user should do both by using the SVP default Rife 4.9 which works almost as well as later Rife models but is less taxing on the GPU.

it's the same
performance boost off = dynamic shape
performance boost on = static shape

you can test it yourself with performance boost off + model v2 4.7+

Oh right, good to know. After all this time still learning new things. Thanks smile

Lets say about RTX per equivalent model performance >
RTX 2070 > v4.4
RTX 3070 > v4.9
RTX 4070 > v4.11

Kadet89 wrote:
anders.nilsson wrote:

Is there some comparing of RIFE and Standard svp engine? Cant find. Thanks

https://www.youtube.com/watch?v=ZhDc8p_GsZ8&t=208s

Bad comparison, but okay! Just for sure, generally RIFE are 6-8 times slower than SVP algo, much accurate, expensive!
At movies RIFE (starts 4.4) provides more smoothness and 70% playback time less artefacts (about 88% for 4.14 models)!
Example 2 : SVP algorithm cant do 6x interpolation accurately enough from low frame rate sources (24>144) because every 4/5th frame will blended together or duplicated (content dependant)!

In my case my chinese 165Hz GSync monitor doesnt breaks VRR d3d11va hardware decoder, and cant be out of range because 24fps content synced to 48Hz auto, less/x3Hz hehe

smile

flowreen91 wrote:
Blackfyre wrote:

It's banding and crushed blacks that are the issue.

Maybe Chainik is right.
Blackfyre can u please try to see if u can reproduce that exact scenario with:
RIFE disabled (normal interpolation) + SVP + MPV ? example: https://gyazo.com/8cedda0a3fe610f50810178b9e54da7b
How about
SVP (interpolation disabled) + MPV ? example: https://gyazo.com/21658ebad006e2bcf284a73e168be62e
How about
SVP fully closed + direct MPV launch ? example: https://gyazo.com/049c2643d14b0087b9c6354f7da73815
Would be nice to know that it's MPV fault cause of random decoders configurations and leave it at that xD

RickyAstle98 wrote:

Also I dont see need for RIFE+SVP content, because Lossless Scaling program updated to DXGI frame generation that only doubles framerate, VRR breaks, but its working, I do SVP to 82FPS and then enable LSFG and now I have 164FPS

RickyAstle98 I just tried the Lossless Scaling LSFG frame generation combined with MPV capped at 120 fps and i'm seeing major pixels wiggling issues.
It's like it tries to ununiformly speed up patches of screen, giving you an uneven movement like waves.
It looks like an abomination on this test scene: https://drive.google.com/drive/folders/ … drive_link
My suggestion would be to use the SVP resize parameter to resize video to a lower resolution until you hit the spot where your system can handle RIFE at "164 fps without dropping frames, issues, flickering, bla bla bla bla bla..."
That way SVP will fully control the scene movement at all times.

If you use Lossless Scaling app for the upscaling, i compared performance between using Lossless Scaling app with Nvidia Image Scaling ON and MPV with Nvidia Image Scaling shader and using the app was much slower.
You can add yourself the Nvidia Image Scaling shader by following the instructions here and compare the performance differences: https://drive.google.com/drive/folders/ … sp=sharing

I dont have pixel issues, 165Hz GSync monitor, my system with RTX4070 cant handle HD@165 starting 4.9 stable, so then I decide use LSFG with DXGI swap, better FPS before LSFG, better pixels/movement interpolation,
I said I tick RIFE to odd number 82 then LSFG to 164, all models do 164FPS without drops, even at FHD! Anime test videos doesnt count, besause I use LSFG only for movies and games! Generally as RIFE booster!
RTX 4070 can handle 82FPS at any RIFE models up to FHD but then LSFG that and I see any content at my refresh rate, which RIFE cannot, so what? Anime test videos not for LSFG procedures, who cares?!

dawkinscm wrote:

Interesting. I guess we were all wrong lol But I did ask for a clarification and all I got was answers from everyone except @Chainik hence my assumption. But at least now we know what's actually happening. It is still all good smile

I dont think its worth relying on Chainik, as the owner of the SVP4 license over 4 years, I couldnt even get through to them through official communication lines, they are probably afraid to answer specific questions or do not care,
despite the fact that there is also a Chainik in charge...
SVP does nothing with colors? Wrong! MPV does something with colors? Yes! Both of them do something, depends on codec, colormatrix, too many variables that connected inbetween both!
Generally no issues with SDR content, only HDR issues over 4 years!
Also I dont see need for RIFE+SVP content, because Lossless Scaling program updated to DXGI frame generation that only doubles framerate, VRR breaks, but its working, I do SVP to 82FPS and then enable LSFG and now I have 164FPS,
I can also see this new frames while playback and stop frames, even NVIDIA overlay says its 164FPS instead of 82 through resized window >
So generally I can watch 720/900p content at any models at 164FPS without dropping frames, issues, flickering, bla bla bla bla bla...

dawkinscm wrote:

Two things.
First is @Chainik saying that I no longer need to use copy? The manual still says use "copy-back".
Second, I thought @Blackfyre said that there was no difference between d3d11va and copy and I didn't see those differences in pictures. To me that made sense because it the mechanism should have nothing to do with color. But I see there is a massive difference in the two pictures which I must have somehow missed. But a possible explanation for the difference would be that it is being affected by SVP which brings me back to my first point.
So still confused.

Maybe its SVP issue? Because SVP do some things with HDR contents, converting, recoloring, etc etc etc...
Maybe SVP break HDR content? I really dont see a difference, I dont watch HDR content because my panel is fakeHDR sad

Blackfyre wrote:
dawkinscm wrote:

If you are using d3d11va then SVP doesn't work properly because it doesn't have full access to all frames.

Never had such an issue with RIFE + SVP + MPV

dawkinscm wrote:

Also hwdec has very little to do with colours which is why you see no differences. But it might have some impact on banding depending on what card you are using.

Pictures look exaggerated, captured with ExpertRAW on my phone. But you can understand what I mean by banding, and the blacks are not perfect blacks, they become very very dark grey, but not perfect black levels.

hwdec=d3d11va

https://i.imgur.com/5PmmjAB.jpeg

hwdec=d3d11va-copy

https://i.imgur.com/TwPlkb7.jpeg

As to this:

RickyAstle98 wrote:

Anyway if you have GSync monitor with physical module, this issue isnt happen, because renderer now doesnt request backup memory through VRR option!

It's an LG C2 42" which I use as a desktop monitor. It has both GSync and Freesync Premium.

Either way, I am still looking for a solution. Maybe someone else can chime in if they know of a workaround or different rendering method perhaps.

Do you force video-output-levels to full? Because SVP uses limited color levels by default, and can ignore full levels from NVCP params, my case I dont see any difference in colors/banding...

Blackfyre wrote:
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.

Anyway if you have GSync monitor with physical module, this issue isnt happen, because renderer now doesnt request backup memory through VRR option!

Blackfyre wrote:

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 - Perfect colours, 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.

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!

Drakko01 wrote:

Hey! I encourage everyone to try the new driver hotfix of nvidia 551.46. They address various sttutering and micro-stuttering and it seems to me that this benefited svp. Let me know what you think.

This driver havent do anything for me, also this driver non-WHQL based, so therefore, as NVIDIA themselves stated, this driver is advised only to those who had real problems, no benefit at all, tested 1 full day, very tough tests, hard tasks!

dawkinscm wrote:
RickyAstle98 wrote:

Im already use mpv player since SVP4 Pro buy, I custom mpv for my preferences, so I cant get extra performance at all? I test d3d11va and RTX 4070 dies at 720@24>144 realtime playback, but d3d11va-copy didnt smile

The reason you get better performance with d3d11va over d3d11va-copy is because with d3d11va SVP can't properly process the frames. d3d11va-copy copies frams to system ram where SVP has full access to them. So unless SVP has changed and somehow has direct access to GPU memory, you need to use copy. But you probably already know this and you were just joking.

I think there is some performance bonus for me, but unfortunately no, but yes d3d11va-copy better smile

dawkinscm wrote:
RickyAstle98 wrote:
MAG79 wrote:

Gippy thanks for information.

In the past D3D11 Native value in LAV decoder was incompatible to SVP.
Need to check if it works correctly and SVP does its work fine (24 to 60 fps conversion).
---
I've checked. D3D11 works good with SVP.
In LAV decoder filter properties it indicates as Active Decoder: d3d11 cb direct

Does d3d11va-copy same thing D3D11 in mpv player? How to force D3D11 thru svp and mpv player, a bit confused, I want more performance! smile

For SVP, whichever decoder you use in mpv it needs to be a copy-back decoder where the frames are copied back to RAM, wtherwise SVP can't process them.  d3d11va-copy is one of the better Windows copy-back decoders. If you want to start using mpv then use the SVP installer to install it then use the default mpv.conf that comes with SVP. It's not perfect but it will 100% work.

Im already use mpv player since SVP4 Pro buy, I custom mpv for my preferences, so I cant get extra performance at all? I test d3d11va and RTX 4070 dies at 720@24>144 realtime playback, but d3d11va-copy didnt smile

MAG79 wrote:

Gippy thanks for information.

In the past D3D11 Native value in LAV decoder was incompatible to SVP.
Need to check if it works correctly and SVP does its work fine (24 to 60 fps conversion).
---
I've checked. D3D11 works good with SVP.
In LAV decoder filter properties it indicates as Active Decoder: d3d11 cb direct

Does d3d11va-copy same thing D3D11 in mpv player? How to force D3D11 thru svp and mpv player, a bit confused, I want more performance! smile

scb wrote:

This is good to know, but what are the differences between the models? When should one pick a particular one? What are the different models best at? What are the quality differences?

Any new model is better intermediate quality, 4.9 models good enough for any type of content, movies, videos, anything, main difference between 4.14 and 4.4 ~1.6x performance drop
4.4 for any movies, but be careful, same patterns or objects can be doubled or tripled by error interpolation, 4.9 doesnt have this effect...

scb wrote:

Guys,

I still haven't seen a full explanation about the different between the 'normal' and 'lite' models of the same versions? What situations should I pick the 'lite' version over the 'normal' version of a model?

V2 models are ~20% faster
Lite models are ~15% faster
4.14 lite is an exception but with RTX4070 outputs only 3% faster

aloola wrote:
RickyAstle98 wrote:

Really why SVP developers cant develop RIFE-SVP swapchain? It will suit for everyone, any type of content, any resolution, almost everything! My general idea about this quiet simple, SVP algorithm almost 10 times less resource-sensitive, but intermediate frames quality rises at high frame rate video source, 2K 24>144fps ~40-60 watts with 8-12 px grid and 21 shader, whats the problem RIFE@4K 2x and then SVP with higher pixel grid? Its going to be really smooth!
With this swapchain, 24>96@4K easy! Double peformance for 4K sources...

it's simple to do but not a good idea. it would produce a lot of artefacts.

Founded solution, LSFG can do interpolation!
https://store.steampowered.com/app/9930 … s_Scaling/