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.

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.

Olombo wrote:

You do not miss that dropped framea with 60p then? No judder visible like this?

Nope. But YMMV.

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.

oriento wrote:

i'm seing artifacts in 4.15 lite that i don't see in 4.15

That's why I said:
Quality: Rife v4.15 > v4.15 lite > v4.16 lite.

abraxas wrote:

4.16 lite is really good, my first tests show the same quality with action movies as 4.15v2 - but 50% better performance. I could go up from x2 (48fps) to x2,5 (60fps) on a 4070 (about 90% GPU) for (nearly) 4K movies.

Rife v4.15 lite has been released and I think it will become the new SVP standard. v4.15 lite handles fast motion artefacts much better than 4.16 lite and is very close to v4.15 but with much better performance smile

Quality: Rife v4.15 > v4.15 lite > v4.16 lite
GPU usage: Rife v4.15 > Rife 4.15 lite = Rife 4.16 lite

abraxas wrote:

4.16 lite is really good, my first tests show the same quality with action movies as 4.15v2

For artefacts it may be a little better than 4.9 but it's definitely not the same as 4.15, not even close. But I have access to a large number of movies and over time I've worked out which ones stress the models. Also I'm watching on a big assed cinema sized screen big_smile So if you don't see any of the issues I and others can see with the "your" movies then it does not matter smile

aloola wrote:

my point is 4.9 and 4.16 lite have the same performance but 4.16 lite has better quality. then there is no reason for people to use 4.9 even if live-action films are the same quality (no proof or testing yet)

I think your final point makes the most sense, so I did some testing using the same scenes I always test with. Quality wise they are very similar although 4.16 lite might have a slight edge. Rife 4.16 lite also uses about 2% less GPU resources than 4.9. So yeah it looks like 4.16 lite might be worth the upgrade smile

[deleted]

Rife 4.16 lite is available to download. But if you are already using 4.9 then don't bother because it's more or less the same.

Update: OK did a little bit of testing and it might be worth upgrading to Rife 4.16 lite. The quality is seems to be at least as good as Rife 4.9 while using a little less GPU.

oriento wrote:

it's strange because the wiki tells that the 4090 is capable of 4K 60fps
https://www.svp-team.com/wiki/RIFE_AI_interpolation

edit: he said that even 4.9 he can't reach more than x2, or I misunderstood

scb wrote:
oriento wrote:

it's strange because the wiki tells that the 4090 is capable of 4K 60fps
https://www.svp-team.com/wiki/RIFE_AI_interpolation

I think that will be with earlier versions of RIFE (<=4.9); later versions just need more horsepower.

Yeah it's one of a number of things on the Rife pages that needs to be updated.

SHTH34D wrote:
dawkinscm wrote:
SHTH34D wrote:

Windows 11/Chrome/NordVPN. I go to download the 4.15.7 7zip file and it does not allow me to. Interestingly, I just tried again and it allowed me to download it this time. No idea.

The default AV is Windows Defender which is not terrible, but also not great. But I think in your case you are using Edge browser which probably means it was being blocked by Microsoft SmartScreen which is cloud based.

Nah, not using Edge. I updated my chipset drivers and it worked. No idea. Doesn't matter. Any difference between Rife v2, normal, and ensemble?

v2 is easier on GPU. Don't bother with Ensemble.

SHTH34D wrote:
dawkinscm wrote:
SHTH34D wrote:

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

I've been downloading these file for months with not alerts and no one else is reporting this. Which AV are you using?

Windows 11/Chrome/NordVPN. I go to download the 4.15.7 7zip file and it does not allow me to. Interestingly, I just tried again and it allowed me to download it this time. No idea.

The default AV is Windows Defender which is not terrible, but also not great. But I think in your case you are using Edge browser which probably means it was being blocked by Microsoft SmartScreen which is cloud based.

SHTH34D wrote:

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

I've been downloading these file for months with not alerts and no one else is reporting this. Which AV are you using?

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.

anders.nilsson wrote:

I changed the graphics card from gtx 1070 to rtx 4060 and experience much more artifacts especially when it is fence shaped materials, elements, railings, is there any setting in svp I could change to counteract this? or in Nvida control panels 3d settings for the software players?

Maybe with the 4060 you are now trying and watching new things because it is a more powerful card? Are you sure that you are using the exact same settings with the two cards?

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

aloola wrote:
dawkinscm wrote:
aloola wrote:

because of this bug https://github.com/AmusementClub/vs-mlrt/issues/72

if you use model v4.7+ you need to turn performance boost on else you will get the error.

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

flowreen91 wrote:

What i imagine when people enable interpolation from mpv config on top of the movie already being fully interpolated by RIFE:
https://gyazo.com/8ce62ce348609112c567448cb406a223

lol But as I said yesterday, I don't need interpolation to be enabled and it probably doesn't have room to do much. I now use it because it needs to be active in order to set up motion-blur.

flowreen91 wrote:

Please share your mpv.conf solution, other VR users might be interested.

Not unless they have OLED lenses because OLED has an issue with smooth movement. I'm not particularly susceptible to it myself but even I can see that the extra config reduces the OLED micro-stutters. LED doesn't have the same issues. The rest is mostly standard stuff from my Plex mpv config.

#start
input-ipc-server=mpvpipe
hwdec=no
vo=gpu-next
profile=high-quality

#This is standard stuff most of which is not needed because it's the default but I like to play around with them smile
gpu-api=auto
gpu-context=auto
linear-downscaling=yes
correct-downscaling=yes
dither=ordered
dither-depth=8
temporal-dither=yes
deband=yes
pause="no"
no-hidpi-window-scale

#This is config specific to my situation and as some have already seen, it can cause problems even for other VR users because they all use LED lenses.
video-sync=display-resample
interpolation=yes
tscale=sphinx
tscale-blur=0.65
swapchain-depth=1

#standard shader stuff
glsl-shaders="~~/shaders/CfL_Prediction.glsl"
glsl-shaders-append="~~/shaders/adaptive-sharpen.glsl"

After that there's shader stuff that won't work because they aren't designed to work the way I use them because I modified the code. So I haven't included them here because they are only used for special circumstances. I also haven't included any color settings because every display is different.

So after more testing I pretty much have a fixed mpv/SVP configuration for VR. Although knowing me, it won't stop me from tinkering. None of this is strictly necessary because SVP works pretty well out of the box.

For SVP I use Rife 4.13v2 with 12% SCT at 60fps fixed. I'm also using a later version of vsmlrt which has some extra code for playback buffering but this is not compatible with the default SVP helper scripts so I modified it to work.

For mpv the difference betwen using hwdec and not using it is about 1-2% in favor of not using it. YMMV. I also use interpolation with some motion blur. Overall motion was smooth enough before, but fast motion is now almost perfectly fluid so I am very happy with the results. Looking at the SVP manual, is it still the case that SVP runs after decoding but before rendering meaning that mpv is interpolating the output of SVP?

aloola wrote:

because of this bug https://github.com/AmusementClub/vs-mlrt/issues/72

if you use model v4.7+ you need to turn performance boost on else you will get the error.

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.

scb wrote:
flowreen91 wrote:

We should either use "video-sync=audio" like Blackfyre's configs or nothing at all.

Referring to https://mpv.io/manual/master/

I believe video-sync=audio is the mpv default behaviour.

Yes it is.


flowreen91 wrote:
dawkinscm wrote:

but it still has issues with horizontal slow pans.

If i'm using the mpv setting "video-sync=display-resample" this scene has massive stutters:
https://youtu.be/jZvFEtR8RH0?si=59TEOOJ … m&t=18
We should either use "video-sync=audio" like Blackfyre's configs or nothing at all.

Most configs for mpv on the Internet are out of date at best. But people will copy them verbatim without understanding. Blackfyre's config is his own and in previous comments I noted some unnecessary settings. This is another one, but I only started using "video-sync" myself in the last few days so I'm still learning.

As for the "display-resample" option, I don't need it to be on, but for me it seems to work well in smoothing out some of the remaining micro-stutters even without interpolation=on. But I watch stuff on a large VR screen so I will see micro-stutters that many wont. Because of that, my SVP setup including scripts will be different to most. Everyone's situation is different.

The remaining issue I have with RIFE is the double images for fast motion. What I found is that the higher the frame-rate the less the issue occurs. At x3 frame-rate from the issue is reduced but then I get stutters. But turning on interpolation in mpv removes those stutters and I get the smooth motion back and better fast motion handling, but it still has issues with horizontal slow pans. I like it, but the issue with slow pans annoys me. Maybe if you have a 4090 this might be useful.

249

(9 replies, posted in Using SVP)

MAG79 wrote:

I've checked with my RTX 3060 Ti.
It has 152 Tensor cores instead of 136 in RTX 4060 Ti.
and it has 38 streaming multi-processors instead of 34 in RTX 4060 Ti.
and it has 4864 cuda cores intead of 4352 in RTX 4060 Ti.

So, my RTX 3060 Ti must be faster than RTX 4060 Ti

Not exactly. If you have a 3060ti you probably shouldn't upgrade to the 4060ti for SVP because they have similar performance. The 3060ti has a wider memory bus, but the 4060ti is using the latest generation Tensor cores, SMPs and Cuda cores which makes a difference. For example, an RTX 4080 is equivalent to the previous gen 3090ti so is much faster than a 3080. But the 4080 has less actual Tensor cores than a 3080.

Blackfyre wrote:

Ended up asking it in the Questions Section, so hopefully it wont get removed @Chainik

https://github.com/mpv-player/mpv/issues/13467

If you don't follow the format then they will usually tell you but sometimes the question will just get ignored. It's structured in a way to stop random questions filling up the list.