Unless you have a very weak GPU then you are not loosing anything by using copy-back. Plus I'm not sure that  "all" of the processing is done in GPU. I use software decoding by default anyway. There was some confusion recently but it looks like you can get away with not using copy-back and mpv (or I think actually ffmpeg) will do it for you anyway. So again, I'm not sure you are gaining anything because it looks like some sort of copy-back process still takes place. Hopefully a dev will have a more definitive answer.

RickyAstle98 wrote:
dawkinscm wrote:
RickyAstle98 wrote:

My actual scenarios
v14test3 320fps / v15.2 310fps (4.4v2 with 1.78 dynamic shape and 320 fps with 2.35 dynamic shape)
Starting models 4.16 everything gets worse, just a performance drops variables from 6 to 12% respectively, the movie dynamic shapes always faster (even when the targeted resolution is slightly higher)

So it works better with Performance Boost disabled? Am I understanding this correctly?

Yes and no! Easier explanation - depending on the aspect ratio of the sources, depending on the resolution and the model used, performance can be either increased to 2% or degraded to 12% with or without TRT boost option! Seek performance is night and day with boost enabled! I did not regret that I switched to a new library!
So - with 15.2 you gets maximum 12% performance degradation, but practically is just 6% of that!

OK thanks. So this is basically restating my point about @aloola's stats:

dawkinscm wrote:

..on average he got around an 8 fps improvement. But this stat should be taken in the context of dev notes that suggest there might be be specific situations where the performance might be slightly worse.

RickyAstle98 wrote:
dawkinscm wrote:
flowreen91 wrote:

Looking forward to @aloola benchmarks for the new TensorRT like he did before:
https://www.svp-team.com/forum/viewtopi … 324#p84324

As he said above, on average he got around an 8 fps improvement. But this stat should be taken in the context of dev notes that suggest there might be be specific situations where the performance might be slightly worse.

My actual scenarios
v14test3 320fps / v15.2 310fps (4.4v2 with 1.78 dynamic shape and 320 fps with 2.35 dynamic shape)
Starting models 4.16 everything gets worse, just a performance drops variables from 6 to 12% respectively, the movie dynamic shapes always faster (even when the targeted resolution is slightly higher)

So it works better with Performance Boost disabled? Am I understanding this correctly?

flowreen91 wrote:
aloola wrote:

v15.2 gives me a tiny FPS boost
v14test3 ~150fps vs ~ v15.2 ~158fps, also fixed dynamic shape (Performance boost: off) bug

15.2 changelog:

    Upgraded to TensorRT 10.3.0.

    Fixed performance regression of RIFE and SAFA models starting with vs-mlrt v14.test4. This version may still be slightly slower than vs-mlrt v14.test3 under some conditions, however.

Looking forward to @aloola benchmarks for the new TensorRT like he did before:
https://www.svp-team.com/forum/viewtopi … 324#p84324

As he said above, on average he got around an 8 fps improvement. But this stat should be taken in the context of dev notes that suggest there might be be specific situations where the performance might be slightly worse.

RickyAstle98 wrote:
Xenocyde wrote:
RickyAstle98 wrote:

New TensorRT library!
https://github.com/AmusementClub/vs-mlr … a.v15.2.7z

Worth installing over 9.2?

According to my realtime tests and encoding tests, the difference is starting to increase from 4.16 models!
The old models like 4.4 (v1/v2) encoding speed with 2% performance difference and maximum to 12% for newest models!
Fixed my issues? Nope, but now models look smoother a little bit! Seek performance? Variable!
Worth? If you want, you can test, for me new models looks smoother, what happens to you - who knows?!

@aloola already mentioned TRT 15.2 a couple of days ago and as I said at the time, on initial testing, I didn't see anything obviously better when 9.2. But I like finally having libraries that are closer to those used in the latest Nvidia drivers.

flowreen91 wrote:
erriep2703 wrote:

# Deband filter. Always turn on for anime.
deband=yes # Default values are 1:64:16:48

I see that these settings are present in an outdated guide:
https://kokomins.wordpress.com/2019/10/ … fig-guide/
<meta property="article:modified_time" content="2024-02-08T06:53:17+00:00"/>

Probably we should use more recent configs from 2024:
https://kohana.fi/article/mpv-for-anime
https://artoriuz.github.io/blog/mpv_upscaling.html
https://iamscum.wordpress.com/guides/vi … /mpv-conf/
https://thewiki.moe/tutorials/mpv/

I know nothing about Anime shaders so I will leave that to the experts smile  But there's nothing wrong with his config as such, he's just using the default SVP mpv.conf. Yes the config is a little outdated but there's nothing there that will make his output look worse. Then he adds some custom deband settings which is personal preference.

I assume that SVP motion detection is the default now when using SVP and I would like to use it if it is useful. But is it possible to fix the garbage frame issue where it and NVOF behave identical to "disable" motion detection? As shown before, IC is still the only motion detect that behaves properly.

Xenocyde wrote:
dawkinscm wrote:
Xenocyde wrote:

I haven't noticed any smoothness problems since I don't watch anime. I only tested with my usual football scenes
and 4.21 still has the same edge artifacts as 4.20 in those scenes.

BTW, 4.22 is out. Maybe they fixed it with this one. Testing now.

4.22 is the fix he's talking about. It's a little better than 4.21 but overall it has the same artefacts.

Ah thought it was a 4.21 update, they don't actually mention 4.22 in the comments.

The dev mentioned it.

Xenocyde wrote:
flowreen91 wrote:
Xenocyde wrote:

Can confirm the edge artifacts are still there in 4.21.

The devs fixed the smoothness issue:
https://github.com/hzwer/Practical-RIFE … 2275333756

I haven't noticed any smoothness problems since I don't watch anime. I only tested with my usual football scenes
and 4.21 still has the same edge artifacts as 4.20 in those scenes.

BTW, 4.22 is out. Maybe they fixed it with this one. Testing now.

4.22 is the fix he's talking about. It's a little better than 4.21 but overall it has the same artefacts.

flowreen91 wrote:
Xenocyde wrote:

Can confirm the edge artifacts are still there in 4.21.

The devs fixed the smoothness issue:
https://github.com/hzwer/Practical-RIFE … 2275333756

Yes but it's still not as good as v4.18.

111

(1 replies, posted in Using SVP)

exaltedtricky wrote:

Dear community,

I'm searching for a player that can send frame-packed 3D to SVP, then use an avisynth script to convert it to sequential 3D, and finally execute madVR upscaling while bitstreaming common audio formats like Atmos to a receiver.

Do you chance to know if this is possible? Which player should I check into for accomplishing this?

Thank you in advance.

If I understand you correctly then the only player that does something like this is mpc-be. It can play frame-packed 3D and convert it to SBS/TAB format while using SVP as an external filter and MadVR rendering. But you might need a good GPU to be able to run SVP and MadVR together. More mpc-be info is available if you Google it.

aloola wrote:

v15.2 gives me a tiny FPS boost
v14test3 ~150fps vs ~ v15.2 ~158fps, also fixed dynamic shape (Performance boost: off) bug

15.2 changelog:

    Upgraded to TensorRT 10.3.0.

    Fixed performance regression of RIFE and SAFA models starting with vs-mlrt v14.test4. This version may still be slightly slower than vs-mlrt v14.test3 under some conditions, however.

Thanks. I have been waiting for this. On brief testing I don't think I see anything obviously better than 9.2. Maybe I would see more advantages if I wasn't downscaling.

flowreen91 wrote:
flowreen91 wrote:
jdg4dfv7 wrote:

1) For me18.v2 is by far the best model regarding all things mentioned.

I agree, somehow v19 and v20 managed to break something and now they stretch the images instead of smoothly moving them vertically:
https://github.com/hzwer/Practical-RIFE … 2253162650

They fixed it in v21:
https://github.com/AmusementClub/vs-mlr … e_v4.21.7z

Nope. The dev says it's the same as v4.20.

114

(7 replies, posted in Using SVP)

Kyuri wrote:

Hello,

I'm having a bit of trouble getting SVP to run with MPV with other scripts enabled. If I run SVP4 with just the "Open file with MPV", it works fine. But I wanted to add Anime4K script to MPV so I can upscale old anime to higher quality as I had done before. But whenever I install said script, SVP stops functioning and won't detect MPV, even if launched from SVP4. If I uninstall it, it works. Is there some kind of conflict between the 2?

Thanks in advance!

Did you follow these instructions https://github.com/bloc97/Anime4K/blob/ … ows_MPV.md?

Xenocyde wrote:
dawkinscm wrote:

Rife v4.20 has been released. I didn't do a large amount of testing but I did check the few remaining artefacts I know of and there doesn't seem to be a clear  difference to v4.15/v4.18 on my system.

I can see a slight improvement for some interference pattern artifacts, but 4.20 introduces other artifacts especially on the edges of the video in fast moving scenes.

Yes I saw those too after I wrote my original message and went back to 4.18 smile

Rife v4.20 has been released. I didn't do a large amount of testing but I did check the few remaining artefacts I know of and there doesn't seem to be a clear  difference to v4.15/v4.18 on my system.

Update: Apparently v4.20 is great when using 16x interpolation with Anime. I would be interested to hear if that is helpful for anyone.

Blackfyre wrote:
dawkinscm wrote:

How are you using FSRCNNX because by default because it doesn't work unless there's at least 2x scaling required. Is it listed your in your mpv page 2 stats?

1080p to 4K content, such as Arcane (Netflix) when testing RIFE versions or when watching old content. Some old favourites like Everybody Loves Raymond, Friends, etc are all not 4K content too.

Yep that makes sense. I frigged the code so that it works on everything lol. It didn't make any difference to the normal stuff I was watching and a decent high end Sony TV from the last 7 years upscales DVDs and other low rez stuff better than any PC upscaler I've tried. But recently other TV manufacturers are catching up.


Blackfyre wrote:

Otherwise at 4K, mpv will automatically use the internal scaler, for example I have mine set to ewa_lanczos in the config, which btw:

I just use the High Quality profile default which is lanczossharp.

Blackfyre wrote:
dawkinscm wrote:

As I said before, machine generated scores doesn't guarantee the best looking picture because human perception and preference isn't objective. The other thing I said is that much of this is designed specifically for Anime and that definitely applies to ArtCNN. So hopefully you are an Anime watcher smile

Also don't forget there are different levels to it, for example I would never use strongest FSRCNNX because it would introduce too much sharpness for non-Anime. However, the one I do use, is always very helpful in improving the sharpness just a little a bit because I have the TV sharpness set to 0 on the LG C2.

TV sharpness is much worse than these AI shaders btw, so actually using the shaders as an alternative and toning down the TV ones definitely helps.

In most cases though, I imagine people here use monitors, which automatically have sharpness set to 0.

It also wouldn't make sense to use these upscalers on a 27" or 32" 4K monitor, as again like @dawkinscm says, it would look too sharp.

However, watching on a 42" screen, and I have been using 42" and 43" screens for almost a decade now, I started using FSRCNNX in its very early days and have not looked back, it is great.

So, a lot of factors play a role, no harm in testing and seeing what you prefer.

For reference, I use FSRCNNX_x2_8-0-4-1.glsl, which is the 8- and it's very low sharpness compared to the 16- and 32-.

How are you using FSRCNNX because by default because it doesn't work unless there's at least 2x scaling required. Is it listed your in your mpv page 2 stats?

flowreen91 wrote:
Blackfyre wrote:

You can read more about them on their pages. But also, if you want an article explaining them, as well as better shaders that are more demanding which I cannot run with an RTX 3090 while using RIFE, have a read through this: https://artoriuz.github.io/blog/mpv_upscaling.html

I tried to download ArtCNN since it says here that it beats FSRCNNX:
https://www.svp-team.com/forum/viewtopi … 264#p84264

As I said before, machine generated scores doesn't guarantee the best looking picture because human perception and preference isn't objective. The other thing I said is that much of this is designed specifically for Anime and that definitely applies to ArtCNN. So hopefully you are an Anime watcher smile

Xenocyde wrote:

I just had SVP trigger in "ignore HFR sources," but I'm not really sure why this happened. I'm watching S10 of the new Doctor Who series and all episodes appear to be encoded at 25 fps according to MPV. However, starting with Episode 6, SVP is triggering the ignore HFR sources profile after saying it is playing at 50 fps. How does SVP identify some videos as HFR and some as non-HFR if all are 25 fps? Also, if I raise the video frame rate threshold from 47 to 60 on the ignore HFR sources profile, the RIFE profile gets triggered with fixed 60 fps, but some videos exhibit strange microstuttering as if they are not truly running at 60 fps, probably because of the threshold conversion. Any way to fix this?

I've seen it do that a few times, but I usually ignore it because it only triggers on stuff I normally wouldn't watch with SVP. But if you regularly watch 4K with SVP then I see how it could be a problem.

donnieyeen wrote:

Did anybody try to manually update the TRT libraries to v15.1: latest TensorRT library? Any benefits over the standard TRT install from SVP?

Don't upgrade. Both myself (twice) and @Chainik have already explained why. The next version will hopefully be fixed.

flowreen91 wrote:
dawkinscm wrote:

Nowadays I mostly use in-built scalers.

I found this link with upscaler examples really useful:
https://github.com/LitCastVlog/Plex-GLSL-Shaders

the ultimate goal is to improve visual quality, so we will always try to pick the combination that makes it look better overall
can u please explain which in-built scalers combination u use so we can try that too?
i preffer to set max visual quality + resize down until GPU stops dieing, than watch pure image native 24 fps. xD

I've found that the key to the best picture quality is basic picture calibration. Get the brightness, contrast, saturation and gamma right and 90% of the work is done. You need a calibration disc like Spears & Munsil for this. Like @Blackfyre, my MPV config has evolved over time and is now much simpler. MPV has been around for years and its defaults are set after dev testing, discussion and years of user feedback, some of which I have read.

I set SVP downscale to Bilinear to remove any obvious sharpening done by SVP. Lanczos is a great default but even with the mildest MPV scaling algorithm I sometimes see bad effects like ringing when used with SVP sharpening. This is NOT a problem with SVP, just a consequence of double sharpening so I want full control over sharpening post downscale.

I use Lanczossharp which is the default scaler. For movies on a large screen it's not actually that sharp, but it might be the most natural of the sharp scalers. For additional sharpening I use Contrast Adaptive Sharpening because it gives more fine tune control. But you can get a similar affect with a lot less hassle using the Adaptive Sharpening shader and others. Maybe also SSIMDownscaler.

oriento wrote:

New version
4.19 (Add SportsSlomo) - 2024.07.12

Thanks. Not sure how to actually use SportsSlomo. But it is clearly worse than v4.15/4.18 and maybe even worse than v4.9.

Blackfyre wrote:
Xenocyde wrote:

What are these for exactly?

Scaling methodology.

Dithering methodology.

The shaders at the bottom (which have to be downloaded and added into a shaders folder separately) improve quality. FSRCNNX is an upscaler, while KrigBilateral is a chroma upscaler, SSimDownscaler is for downsampling.

You can read more about them on their pages. But also, if you want an article explaining them, as well as better shaders that are more demanding which I cannot run with an RTX 3090 while using RIFE, have a read through this: https://artoriuz.github.io/blog/mpv_upscaling.html

First here's the appology I owe you. I must have been reading with old, assuming eyes smile

As for the shaders, just like Rife, a lot of this applies to Anime and results are based on machine generated scores. I've had almost every shader in my config at one point or another including the 3 above. Krig is technically it is better than default but visually speaking the difference myself and others have found is negligible. Since I read that it can generate also errors I stopped using it.  SSSimDownscaler might be great for Anime but when used with video content it's too sharp even for me, but especially when tested with calibration tools. FSRCNNX is a GPU killer for anything above 1080p. I've been using it to upscale low res poor quality content but i recently removed it because like the other AI based upscalers it made little visual difference. That's why I initially said that it's personal taste and machine generated scores.

Nowadays I mostly use in-built scalers.

Blackfyre wrote:

[
I'll post the latest config here as a quote:

ontop
fullscreen=yes
d3d11-exclusive-fs=yes

volume=100
volume-max=100

vo=gpu-next
gpu-api=d3d11
hwdec=auto-copy
hwdec-codecs=all
gpu-context=d3d11

hdr-compute-peak=yes
tone-mapping=bt.2446a
target-colorspace-hint=yes

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

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

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"

To be fair this is a very much cleaned up version. I'm curious if this different to the one I commented on because if it isn't then I owe you an apology smile

On this cleaned up version, you don't need  hwdecs-copy=all and you are not using tscale. On my setup, Error-diffussion in general isn't required for gpu-next coz Ordered works as well or better and costs almost zero resources. Again on my system, if error-diffusion is used then Burkes is worse than Floyd. After that the shaders are personal preference.

Good job big_smile