Topic: Any player option for using SVP+madVR in x64 in 2019?

I've always been using MPC-HC so far, which works only in x86 because of ffdshow. Not it has been a while, SVP supports all kinds of players. madVR also supports several players, but last I checked, the players supported by SVP and by madVR where mostly all different and I hadn't found a better option than MPC-HC.

Now in 2019, is there a better media player option that allows using both in x64?

Re: Any player option for using SVP+madVR in x64 in 2019?

It works. MPC-HC x64 + madVR + SVP

12:51:22.335 [I): VideoPlayer: new ffdshow video [2b0b86] in mpc-hc64.exe (64-bit) [MPC-HC 1.8.6.0] on screen 0
12:51:22.438 [I): Media: video 1280x720 [PAR 1.000] at 30.000 fps [constant]
12:51:22.438 [I): Media: codec type is AVC, YUV/4:2:0/8 bits/BT.709 BT.709
12:51:22.447 [I): Playback: starting up...
12:51:22.459 [I): Playback [2b0b86]: Frame server (64-bit) 0.1.0.0, AviSynth+ 0.1 (r2728, MT, x86_64), C:\WINDOWS\SYSTEM32\avisynth.dll
12:51:22.468 [I): Playback [2b0b86]: resulting video frame 1280x720
12:51:22.468 [I): Playback [2b0b86]: 2 acceptible profiles, best is 'MAG79' [0]
12:51:22.473 [I): Playback [2b0b86]: enabled while video is playing
12:51:22.509 [I): Playback [2b0b86]: playing at 60 [30 *2/1]

3 (edited by Mystery 24-07-2019 09:53:53)

Re: Any player option for using SVP+madVR in x64 in 2019?

but didn't ffdshow x64 have a severe bug making it a bad option?

Re: Any player option for using SVP+madVR in x64 in 2019?

nope, I guess

Re: Any player option for using SVP+madVR in x64 in 2019?

Chainik wrote:

nope, I guess

No ffdshow x64 doesn't have a severe memory leak, or no there's still no better option than MPC-HC x86?

Re: Any player option for using SVP+madVR in x64 in 2019?

use mpv

Re: Any player option for using SVP+madVR in x64 in 2019?

> No ffdshow x64 doesn't have a severe memory leak

it doesn't

> there's still no better option than MPC-HC x86

MPC-HC x64 is a better option big_smile

Re: Any player option for using SVP+madVR in x64 in 2019?

dlr5668 wrote:

use mpv

This right here 100%

Switch to MPV. I made the switch probably over a year ago now and have never looked back. Once you get the settings right and everything runs smoothly. It performs significantly better than MPC (especially with 4K content).

The upscaling shaders available for MPV available also do a brilliant job, the equivalent of or better than Jinc in Madvr, and perform better (at least the one I use).

Re: Any player option for using SVP+madVR in x64 in 2019?

> It performs significantly better than MPC (especially with 4K content).

It's "better" in terms of "picture quality" (cause it has HDR tone mapping), still it's slower than MPC-HC x64 ( = "requires more CPU")

Speaking of this, our performance patches to mpv were finally approved on Jul 8, 2019 and it took only 8 months big_smile
Which means "official" builds are now suitable for 4K+Vapoursynth playback.

10 (edited by Blackfyre 25-07-2019 13:46:44)

Re: Any player option for using SVP+madVR in x64 in 2019?

Yes I love the picture quality of MPV with 4K HDR content.

Chainik wrote:

still it's slower than MPC-HC x64 ( = "requires more CPU").

Is it? MPC x64 was always stuttering with 4K HDR for me (it was the main reason I switched away), and was extremely demanding even for just 4K it was using a lot of CPU power, but it was working (for non-HDR content).

I have 4790K @ 4.6Ghz right now and 4K HDR requires ~40% CPU usage with MPV (but MPV improved a lot over the last year). This was impossible with MPC x64, because CPU usage was ~90% I think and never worked (stuttering).

Did something change with MPC x64 that I don't know about over the last year. Anyway I am very happy with MPV and its performance, so I doubt I will switch back (I will put my MPV Configuration below).

I watch HDR content at 2x the speed (so 48FPS).

MPV CONFIGURATION: (for anyone interested to test, shaders have to be downloaded separately).

vo=gpu
profile=gpu-hq
fbo-format=rgba16hf
gpu-api=vulkan
vulkan-async-compute
gpu-context=winvk
hwdec=nvdec-copy
spirv-compiler=shaderc
vulkan-queue-count=4

volume-max=100

hdr-compute-peak=yes

video-sync=display

scale=ewa_lanczossharp
cscale=ewa_lanczossharp
dscale=ewa_lanczossharp
dither-depth=auto
correct-downscaling=yes
sigmoid-upscaling=yes

deband=yes
deband-iterations=5
deband-threshold=50
deband-range=16
deband-grain=48

sub-ass-shaper=complex
sub-font-size=35
sub-scale-by-window=yes
sub-pos=100
sub-align-x=center
sub-align-y=bottom
sub-margin-y=3

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

profile-desc=cond:get('height', 0) < 1440
glsl-shader="C:\Users\musta\AppData\Roaming\mpv\Shaders\FSRCNNX_x2_8-0-4-1.glsl"

Re: Any player option for using SVP+madVR in x64 in 2019?

> MPC x64 was always stuttering with 4K HDR for me

seems like NV CUVID in LAV decoder is the key to success wink

Re: Any player option for using SVP+madVR in x64 in 2019?

Chainik wrote:

> No ffdshow x64 doesn't have a severe memory leak
it doesn't

Is this a Mandala effect, or why was MPC-HC x86 still recommended in the past then?

Blackfyre, MVP does allow upscaling shaders? However it doesn't look like it will allow for fine-tuned configuration like madVR to adapt to whatever your PC can handle.

As for HDR content, AFAIK madVR renders that properly.

Re: Any player option for using SVP+madVR in x64 in 2019?

> Is this a Mandala effect

there was a memory leak somewhere in-between ffdshow x64 and Avisynth+ x64 in early AVS+ builds
let's think pinterf fixed it (probably unintentionally)

> As for HDR content, AFAIK madVR renders that properly.

madVR's HDR doesn't work with ffdshow in front of it

Re: Any player option for using SVP+madVR in x64 in 2019?

Chainik wrote:

madVR's HDR doesn't work with ffdshow in front of it

Exactly this.


Blackfyre, MVP does allow upscaling shaders? However it doesn't look like it will allow for fine-tuned configuration like madVR to adapt to whatever your PC can handle.

This might be true with the basic shaders, but here's an example of a shader with many variables:

https://github.com/igv/FSRCNN-TensorFlow/releases

As you can see from the configuration in my previous post, I use FSRCNNX_x2_8-0-4-1.glsl because that's what my GTX 1070 is capable of using to upscale without it starting to impact on my performance. I would argue it's the best upscaling to performance shader out there, and that includes Madvr's options. Going higher than this shader, even if your GPU is more than capable isn't really necessary though.

Re: Any player option for using SVP+madVR in x64 in 2019?

Blackfyre, how do these MVP shaders compare to madVR's upscaling algorithms, and how do they compare to SuperRes that I implemented as a shader in Avisynth?

but this is a GLSL and not a HLSL file so AvisynthShader won't be able to work with it... not sure what it'd take to use it.

16 (edited by Blackfyre 26-07-2019 04:53:18)

Re: Any player option for using SVP+madVR in x64 in 2019?

Mystery wrote:

Blackfyre, how do these MVP shaders compare to madVR's upscaling algorithms, and how do they compare to SuperRes that I implemented as a shader in Avisynth?

but this is a GLSL and not a HLSL file so AvisynthShader won't be able to work with it... not sure what it'd take to use it.


I can't explain the technical differences, but there's a great article linked below (where I got the shaders from originally), which has comparison charts to other shaders.

just scroll past the updates at the top and for the charts you can scroll right and left on them to see more comparisons:
https://artoriuz.github.io/mpv_upscaling.html

Re: Any player option for using SVP+madVR in x64 in 2019?

Chainik wrote:

madVR's HDR doesn't work with ffdshow in front of it

It works with hdr=on in filename.

Re: Any player option for using SVP+madVR in x64 in 2019?

* added file tag "hdr=on|off" or "transfer=hdr|sdr|2084|709"

Indeed hmm Still all it has is 8-bit color data and no HDR meta info (neither dynamic nor static) at all.
And I can't check right now if it still switches TV to the HDR mode.

Re: Any player option for using SVP+madVR in x64 in 2019?

Blackfyre wrote:

Yes I love the picture quality of MPV with 4K HDR content.

Chainik wrote:

still it's slower than MPC-HC x64 ( = "requires more CPU").

Is it? MPC x64 was always stuttering with 4K HDR for me (it was the main reason I switched away), and was extremely demanding even for just 4K it was using a lot of CPU power, but it was working (for non-HDR content).

I have 4790K @ 4.6Ghz right now and 4K HDR requires ~40% CPU usage with MPV (but MPV improved a lot over the last year). This was impossible with MPC x64, because CPU usage was ~90% I think and never worked (stuttering).

Did something change with MPC x64 that I don't know about over the last year. Anyway I am very happy with MPV and its performance, so I doubt I will switch back (I will put my MPV Configuration below).

I watch HDR content at 2x the speed (so 48FPS).

MPV CONFIGURATION: (for anyone interested to test, shaders have to be downloaded separately).

vo=gpu
profile=gpu-hq
fbo-format=rgba16hf
gpu-api=vulkan
vulkan-async-compute
gpu-context=winvk
hwdec=nvdec-copy
spirv-compiler=shaderc
vulkan-queue-count=4

volume-max=100

hdr-compute-peak=yes

video-sync=display

scale=ewa_lanczossharp
cscale=ewa_lanczossharp
dscale=ewa_lanczossharp
dither-depth=auto
correct-downscaling=yes
sigmoid-upscaling=yes

deband=yes
deband-iterations=5
deband-threshold=50
deband-range=16
deband-grain=48

sub-ass-shaper=complex
sub-font-size=35
sub-scale-by-window=yes
sub-pos=100
sub-align-x=center
sub-align-y=bottom
sub-margin-y=3

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

profile-desc=cond:get('height', 0) < 1440
glsl-shader="C:\Users\musta\AppData\Roaming\mpv\Shaders\FSRCNNX_x2_8-0-4-1.glsl"

Where do I download KrigBilateral.glsl shader please? Thanks

Re: Any player option for using SVP+madVR in x64 in 2019?

@ng4ever

https://artoriuz.github.io/mpv_upscaling.html

Re: Any player option for using SVP+madVR in x64 in 2019?

When I go there and then to the link for it here https://gist.github.com/igv

It won't let me download anything i only get to this page. https://gist.github.com/igv/a015fc885d5 … ad89555637


Sorry. Confused.

Re: Any player option for using SVP+madVR in x64 in 2019?

Never mind I think I got it I clicked download zip on this page https://gist.github.com/igv/a015fc885d5 … ad89555637

I am so stupid. Sorry.

Re: Any player option for using SVP+madVR in x64 in 2019?

@Blackfyre are those setting really good for MPV?

I notice hardly no cpu usage or gpu usage!

Well a little but only 6% to maybe up to 18%

Re: Any player option for using SVP+madVR in x64 in 2019?

ng4ever wrote:

@Blackfyre are those setting really good for MPV?

I notice hardly no cpu usage or gpu usage!

Well a little but only 6% to maybe up to 18%

What CPU and GPU are you using?

And what monitor/TV are using to watch and at what resolution?

Re: Any player option for using SVP+madVR in x64 in 2019?

Blackfyre wrote:
ng4ever wrote:

@Blackfyre are those setting really good for MPV?

I notice hardly no cpu usage or gpu usage!

Well a little but only 6% to maybe up to 18%

What CPU and GPU are you using?

And what monitor/TV are using to watch and at what resolution?

i7 7770k

Nvidia 1650


BenQ HT3550 projector

2k computer monitor but i move over MPV to the projector screen. I use extended view.