flowreen91 wrote:
dawkinscm wrote:

It's a change to the code in base.py. I got this from a previous post by @blackmickey1007 for completely disabling SC.

SVP4\script\base.py

input_m = input_m.misc.SCDetect(threshold= 0.1 or 0.2).

The old line is:
input_m = input_m.misc.SCDetect(threshold=rife_sc)
and changing it manually to 0.1 and 0.2 values translates to:
- selecting "Scene change threshold" from SVP and selecting "10%" or "20%"
- or by going to application settings and search "rife_sc" and set it to 10 or 20 like in following image:
https://gyazo.com/714dd3a8a3159f1ac7f496126d92ee70

dawkinscm i suggest you revert that line change since SVP devs were nice enough to allow us to control it from both mentioned places.
For "completely disabling SC" just set "rife_sc" application setting at 100 to see max smoothness with zero animation stuttering.

Thanks for clarifying.  I just used that the 0.1/0.2 examples from the original post. I've tried 100 and other high values before and Rife is smooth with anything from 15% or 100% on my machine.

But the double image issue I'm talking about you may never see this issue depending on the the type of stuff you watch. I want to fix this while keeping the smooth motion which is pretty much impossible. With a low enough value, the stutters disappear but also causes slow pan stutters. My actual setting is a decimal fraction below 10% and rife_sc only accepts integers. Increasing fps actually fixes the issue but causes slow pan stutters and resource issues.  The only real solution is for the model to get better and I've noticed a couple of small improvements so hopefully that trend will continue.

BTW I didn't want to say it before without more testing but Rife 4.14 uses a little less GPU resources than 4.12/4.13. YMMV.

flowreen91 wrote:
dawkinscm wrote:

Rife 4.14 seems to be better overall for fast movement.

What video you use for fast movement tests?
For slow panning movement i found first seconds of this video very useful:
https://drive.usercontent.google.com/uc … t=download

I use a number of videos highlighting different artefacts. But Alita might be the best because it has different types of fast movement and exposes a couple of minor artefacts. One of which has been fixed by Rife 4.14.

cemaydnlar wrote:

Can you share that setting with me ?

It's a change to the code in base.py. I got this from a previous post by @blackmickey1007 for completely disabling SC.

SVP4\script\base.py

input_m = input_m.misc.SCDetect(threshold= 0.1 or 0.2)

The threshold values are just suggestions. You will need to experiment to see what works for you. You won't find a pefect setting because when you fix double images from fast movement it will break slow panning. When you reset for slow panning you get double images in fast movement. But you can get a compromise which improves fast movement a little without breaking slow panning. I couldn't get even this minor improvement in 4.12/4.13 but 4.14 does seem to be better overall for fast movement so here it was possible.

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.

304

(9 replies, posted in Using SVP)

Blackfyre wrote:
ontop
vo=gpu-next
fbo-format=rgba16hf

spirv-compiler=auto

dither-depth=auto

scale=ewa_lanczossharp
cscale=ewa_lanczossharp
dscale=ewa_lanczossharp
sigmoid-upscaling=yes

glsl-shader="C:\Users\YourUsernameHere\AppData\Roaming\mpv\Shaders\KrigBilateral.glsl"
glsl-shader="C:\Users\YourUsernameHere\AppData\Roaming\mpv\Shaders\FSRCNNX_x2_16-0-4-1.glsl"
glsl-shader="C:\Users\YourUsernameHere\AppData\Roaming\mpv\Shaders\SSimDownscaler.glsl"

I'm not going to comment on config for OLED. It's best you experiment for yourself. Here are some points to think about.
dither-depth=auto and spirv-compiler=auto is the default so not necessary
fbo-format is disabled in gpu-next so is not needed and won't work anyway.

KrigBilateral isn't really necessary and although I've never seen it myself it can apparently cause mistakes.
Is FSRCNNX_x2_16-0-4-1.glsl that much better than FSRCNNX_x2_8-0-4-1.glsl considering the extra processing power needed?
Do you need to use both FSRCNNX_x2_16-0-4-1.glsl and SSimDownscaler.glsl? That's a lot of processing and sharpening.
SSimDownscaler.glsl is configured by default for Mitchell but you are using ewa_lanczossharp. So that is not optimal.

You are sharpening in upscale, shader and downscale. Although FSRCNNX might not be doing anything because by default it only works when a x2 or greater upscale is needed. This might be why you can get away with running FSRCNNX_x2_16 and SSimDownscaler which are very GPU heavy.
Some shaders overwrite others so it's best to use append when you want multiple shaders to work at the same time.

Hope this helps a little.

cws wrote:

Right, TensorRT 9.x is in "beta" and not officially released. Still, v13 was released when TensorRT 8.5 was the latest version, when there is a new release of TensorRT 8.x (which is 8.6.)

There may be fixes and enhancements in the latest v14 releases which is not in v13. If you're willing to help test, I would try downloading https://github.com/AmusementClub/vs-mlr … 4.test2.7z and unzipping

vstrt.dll

and the folder

vsmlrt-cuda

into

C:\Program Files (x86)\SVP 4\rife

According to the info about the code, v14 is no improvement over v13. Having personally tested the v14 versions I would say that if anything they might use a little more GPU resource. Maybe that's because they are designed for AI GPUs.

flowreen91 wrote:
dawkinscm wrote:

Does changing the code in the way I mentioned do this?

https://gyazo.com/c71046909c565742a9c8b94a6929f11f
For values integers higher than 2 it will play the video track at 2x 4x 8x the speed while sound track would still be played at 1x.
For values lower than 2 it will crash with error 'fractional multi requires plugin akarin (https://github.com/AkarinVS/vapoursynth-plugin/releases) version v0.96g or later.'
Try to play the video with MPC-HC if you want to see big error logs on your screen when you test with different values.

dawkinscm wrote:

after a few seconds the screen goes blank

that's what happens when you run out of video track big_smile

follow aloola's suggestion and just select your FPS from the top right

Now that you have said it is obvious. I already knew what multi does in theory. But what I didn't realise was that in practice it directly relates to the fps which again is now obvious. Thanks smile

cws wrote:

Does it still happen when using the latest version from https://github.com/AmusementClub/vs-mlrt/releases? SVP might be using the last non-test release (v13) instead of the latest testing release (v14).

As stated in the docs, the v14 test releases are not designed for our GPUs even though they will work. SVP is not and should not be using them

aloola wrote:

why do you need to change it there when you can easily do it here?

Thanks but that's not what I'm trying to do. Or at least I don't think that's what I'm trying to do. Does changing the code in the way I mentioned do this?

From looking into the rest of the code I decided to set multi to an odd number in the Rife return function and it no longer crashes. But it no longer removes the double images either. Any help @Chainik or other dev would be appreciated smile

Hi
I want to change the value of "multi" which I think increases the number of frames? In helpers I can replace multi with an integer the Rife return function which works. But then after a few seconds the screen goes blank then it looks like Rife stops working. I have changed it in vsmlrt but it has no effect. I assume that is because the variable is being set somewhere else. 
I see rife_num and rife_den set in the script generated in APPDATA  which is used by multi elsewhere.

Xenocyde wrote:

Deleted, redownlaoded, still doesn't work. Do I need some new version of Python or TRT maybe?

Nope. As long as you have downloaded the latest version of SVP, it comes with everything you need. I have manually modified some things over time and still do occasionally. But after the recent updates, I only do it now for experimentation because it's really not necessary any more. If I was in your position I would uninstall everything and start again, especially the Rife model folders. Once SVP is set up it just works for everything up to Rife v4.13 v2.

Xenocyde wrote:

Decided to test 4.13 and 4.13 v2.

4.13 works well, Win resource monitor shows ~50% GPU utilization regardless of the video resolution. Also, the 4.9 model included with SPV by default now has almost the same performance, mostly sitting at ~50% regardless of resolution.

I'm using my GPU heavily and can easily hit 100% usage with 4.12.4.13 but max out at 80% with 4.9. So maybe you don't see it under lighter loads?


Xenocyde wrote:

Decided to test 4.13 and 4.13 v2.
4.13 v2 doesn't seem to be working, however. Every time I try to play a video, it compiles the cache file and after around 50 seconds it stops and the video plays without RIFE. Can't really see if it gives an error cuz the window closes fast.

Make sure you have a 4.13 onnx file in the "v2" folder. If you do then delete it and any files created by it, download the v2 onnx file again and put the new onnx file into the "v2" folder.

aloola wrote:

currently, the best quality that almost gets rid of the soap effect is models 4.12 and 4.13.
my recommended models are: 4.6, 4.9 and 4.13

The Soap Opera Effect is exactly what you are trying to get. If you "get rid of the soap effect" then it's not working.

flowreen91 wrote:

My suggestion would be to delete cache folder from here:
"C:\Users\username\AppData\Roaming\SVP4\cache"
every time you update rife models and let them generate fresh.

This is not necessary. In the SVP rife folder, just replace the onnx file for the model you want updated then delete the generated model and engine files. This will trigger regeneration. But if you are using model names that are different to the actual model being used then I don't know since I stopped doing this some time ago.

flowreen91 wrote:

A v2 jaggedness/zigzag bug was fixed on 3 November

It was never a v2 issue, it was a model issue. The only v2 issue that has been recently fixed was lower quality output from source material over 2k.


RickyAstle98 wrote:


They have pattern match and random zigzag artefacts, where too many same lines onscreen or objects, interpolated by error too, regardless of the overall frame!
Model 4.9 almost eliminates that effect, even with very low frame rate videos, but more GPU sensitive...

This is correct. But some users may not have seen the issue depending on the videos they are watching. A good example of this effect is the Blade Runner 2029 intro with the patterned landscape. The zigzag artefact can be seen clearly just before the ship flies overhead with v4.6. but is minimised and only occurs once the ship flies over in v4.9. In v4.12 the artefact is gone.

scb wrote:

So what about 4.13v2 lite, how does that rank?

Don't worry about the Lite versions, at least not yet.  If Rife 4.9 v1 or v2 works for you then stick with that. if it's too much then use Rife 4.6 v1 or v2. But if you have a 3090 (or maybe 3080) or above then you can also try 4.12/4.13.

RickyAstle98 wrote:

What happens when someone upload onnx packages for 4070 users? Will work for anyone who has the same GPU or not? I have v1/v2 prebuilt for HD/FHD sources with TRT boost enabled!
What about reverse engineering method for 4060Ti and 4060 owners too?
Average onnx build time v1 ~1/1.5 min HD/FHD
Average onnx build time v2 ~2/2.5 min HD/FHD

There are no specific onnx builds for 4070 or any other users. What you have are builds that the 4070 has enough power  to process. In general, higher build numbers tend to require more powerful GPUs. I think Rife 4.6 and Rife 4.9v2 are you best bets but other 4070 users might be more helpful here.

Chainik wrote:

sounds like a bad advice that others will follow blindly and get a worse results (as usual when you're following some advices w/o understanding them)

Maybe I should have said that hwdec off works better "for me".


aloola wrote:

In my case it's improvement.But in some cases, if the CPU is so weak, the performance would drop a lot.

Same here. My wild and totally uninformed guess might be that there's more GPU resources available to process RIFE when not using hw decoding. I did a quick check of CPU resources with hwdec on/off and there wasn't any obvious difference. For both hwdec on and off, a couple cores were close to max, a couple were about 50% and the rest were either idling or parked.


flowreen91 wrote:

Is there any simple way to test the difference between any two configurations?

My test is visual. With hwdec off I get smoother playback. YMMV.

aloola wrote:

Turn off GPU decoder, and only use software decoder in player

Interesting that you say that. I don't know if you mean with mpv player but for SVP this player does work better with hardware decoding off.

mengran123 wrote:

Hello, I have already spent money to activate the software, but I cannot use RIFE AI engine to patch frames in the VR software HereSphere VR Video Player. Once I use RIFE AI engine, I will report an error----         
 
please help me! I want to use RIFE AI engine to patch frames in the VR software HereSphere VR Video Player,    thank you!

I just tried Heresphere and I will probably never touch it again. But thanks for the heads up smile

Xenocyde wrote:
dawkinscm wrote:
Xenocyde wrote:

I did not see it try to cache again after, so don't think it crashed the first time.

It doesn't cache in 15 seconds. None of them do.

No even on an RTX 4080?

Nope. Not even on an RTX 4080.

Xenocyde wrote:
dawkinscm wrote:
Xenocyde wrote:

Woah, the default 4.9 model you added cached in like 15 seconds. The 4.9 I added some time ago took a minute and a few seconds to cache.

Then it's probably crashing before it completes.

I did not see it try to cache again after, so don't think it crashed the first time.

It doesn't cache in 15 seconds. None of them do.

Xenocyde wrote:

Woah, the default 4.9 model you added cached in like 15 seconds. The 4.9 I added some time ago took a minute and a few seconds to cache.

Then it's probably crashing before it completes.

Ironclad wrote:

Reading through the thread it looks like the current consensus for worthwhile models from increasing quality/decreasing performance are 4.4v2, 4.6v2, 4.9v2/4.12_litev2/4.13_litev2, and placebo tier would be something like 4.13_ensemblev2 I guess? 4.12/13 are apparently better for animation, but otherwise slower than 4.9.

Everything from 4.9 onwards was for anime, but they also work very well with live stuff. Rife 4.12/4.13 are better for fast motion which is why I now use them, but I'm watching on a very large screen. Rife 4.9 is the best quality/performance compromise for most people, followed by 4.6. I agree with your placebo tier.

cemaydnlar wrote:
redraiderj wrote:
cemaydnlar wrote:

I tried both disabled and enabled performance boost for v2 but still not working. I know that normally even a 3090 would struggle but i am watching animes on a 1080p monitor and use downscaling method from svp than i upscale it back to 1080p with anime4k. I use x3.

You have to put v2 models under rife_v2 folder, not the rife one, the full path would be like C:\Program Files (x86)\SVP 4\rife\models\rife_v2

Now its working thank you.

A few posts back I did tell you to delete the v2 folder and re-download them. You didn't put the v2 files in the v2 folder?