Doesn't setting SC to high figures like 99% majorly reduce how much interpolation is being done? Doesn't setting it to 100% effectively turn it off. Isn't that what we were doing previously?
Edit: 100% turns off SC not Rife.
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SmoothVideo Project → Posts by dawkinscm
Doesn't setting SC to high figures like 99% majorly reduce how much interpolation is being done? Doesn't setting it to 100% effectively turn it off. Isn't that what we were doing previously?
Edit: 100% turns off SC not Rife.
SVP Motion Vectors in those specific time stamps makes the creature ribbons and America Chavez look as though they are dropping frames (even though there are no dropped frames at all), similar to Image Comparison when its set to very low percentages like 6% for example. But with custom 99% it is the smoothest always.
That's like what I was seeing in Alita at certain scene changes where she was skating.
Update: My VR headset also has increased CPU and decreased GPU usage effectively spreading resource usage across both CPU and GPU. I checked my Nvidia settings and there are still no changes. So this might be some kind of Microsoft/Nvidia optimisation.
dawkinscm wrote:There's also scene in Dr Strange 2 where using SVP to reduce screen size actually helps to remove a movement artefact. The scene when he throws his cloak towards the monster to rescue the girl, there's always a little judder and some artefacts when she returns. But with Decrease Screen size, it's gone.
Same with the cloak and the bike for me that scene its horrible mismatching.
Apologies this one was my mistake. Yes those scenes have always caused me issues but not with v4.15 or v4.18. I was in the middle of testing GPU vs CPU using v4.9 for comparison and forgot to change back to v4.15/18. With v4.15/18 those scenes work fine. However the reduction in GPU usage and moderate increase in CPU is still there. BTW There's another movie scene I recently added for testing which had artefacts even on v4.15, but with this recent SVP update they are gone.
*deleted*
Something interesting is happening. Before in order to reduce GPU usage for my 1920x2160p movies I had to reduce screen size using SVP, even though my screen was set to 1080p. I no longer need to do this. There was another related issue with a 3D SBS file that didn't work properly which now works fine. This means that I have now regained control over the downscale rather than relying on Vapoursynth downscalers. I thought maybe that Rife wasn't working because there is a bug in SVP where it sometimes runs but is not actually interpolating. But the test scenes are smooth and my GPU is running under 40%. But CPU load doubles when in use so maybe more of the load has been handed off to it.
New Rife 4.18 here:
Interested for those who do tests to see if there are visual improvements with 4.18
Thank you. I was not expecting this. Anyway I did a quick run through my test scenes and was about to give when when I did find one scene which had a minor improvement with reduced movement artefacts to the point where you almost can't see it anymore. That's a good sign of hopefully more good things to come.
Thanks again
> SVP motion has at least a couple of clear and repeatable stutters for certain scenes that IC does not.
meaning
1. it's a false positive SC, right? in which case you'd better share a sample with the problem... there're a lot of variables to adjust there.
2. you really prefer "RIFE-generated "garbage" frames" over frame repeating at a false-positive SC
No! I prefer a smooth 60fps motion where an action is clear without jitter or stutters. That's why I paid for SVP, but apparently I was mistaken. Good to know.
> but Image Comparison just performs better overall for every problem scene I have.
probably you just prefer RIFE-generated "garbage" frames over repeated or blended ones
By the nature of your response, I'm guessing by your comment that SVP motion is your baby and because of that maybe you are missing the point. I want SVP motion to be better. All I'm trying to do here is provide feedback to help you make it so.
Anyway, I tested using an MPV build from this week with the latest SVP update. Maybe it's the latest mpv build or the MPV changes you made, but SVP motion has improved since the previous update. But since I'm almost certainly watching on the largest screen here, I can see stutters and micro-stutters thats most may not. SVP motion has at least a couple of clear and repeatable stutters for certain scenes that IC does not. Other than that, IC at 15% and SVP motion are practically identical. YMMV.
In all my tests of problem scenes, SVP algorithm at it's best can be better than Image Comparison, but at it's worst can give artefacts similar to NVOF. Image Comparison seems to be the best compromise giving the cleanest output with the least artefacts.
Drakko01
>I still think that image comparison work the best
to be "the best" it must give less false positive scene changes, and less missed scene changes
which is not true
Prior to this latest update, the SVP algorithm might provide the best objective test results for false positives etc, just like a scaling algorithm might have the best objective PSNR and SSIM image quality scores. But in both cases, the resulting output when viewed by a human being can be less preferable to a lower scoring algorithm. It has it's faults, but Image Comparison just performs better overall for every problem scene I have.
*Edit. This conclusion is prior to the more recent SVP update so I have updated comment. Actual test updates will follow.
I think the previous comments are proof that this is setup dependant. SVP MV works best for @Chainik and works well overall but also has clear micro stutters. Some of the stutters are not so "micro". NVOF has always had clear stutters for me but works well for some. All except NVOF are siimlar, including Disable. But for me Image Comparison seems to work best with no obvious microstutters.
> please write down here, for laymen to understand, what's the best opion to use
the default one! (which is "SVP motion vectors")
The default one works well with everything except the intro to Hugo where it stutters considerably.
Installed the latest update and I noticed the Duplicate Frame Removal drop-down switched to Remove Every Other Frame. Shouldn't this stay on Don't Remove, even with Image Comparison + SCT 100% + Blend Adjacent Frames?
Mine didn't do that but did anyone else's do that?
The only bug I've seen is that sometimes when you change the Decreasing filter then SVP doesn't work the next time you start a video. But if I make sure to exit the Frame Size window back to the Main window then SVP always works with no issues.
dawkinscm wrote:OK so after more testing my current settings are:
TensorRT: 9.2
SC: Image Detect
SCT: 25%
AdjFra: BlendDisabled similar to when previously set to SCT: 100%
SVP motion vectors work nicely except for Hugo.
NVOP was the worse in previous testing and nothing has changed.Idk how you test, everything works as intended, check my previous comment, everything over 15/25% is similiar to look!
I know everything over 15/25% is similar. Actually I was the first one to point out that everything over 15% is similar But that's what I found worked best with version of MPV that comes with SVP. I've done more testing and found that my later version behaves as before which is a little different to MPV v0.36.
With 0.37 I find that 15% is the smoothest of should mean anything 15 and above but that's not the MPV that comes with SVP so I didn't update my results.
I test with a lot of different types of movement and I've been using the same test scenes for maybe a year or more so I am very familiar with the artefacts being generated by Rife or in this case by SCT. I also watch on a very large screen so I am able to see every microstutter and even the smallest artefacts.
In the end all of this stuff is setup dependant and YMMV
OK so after more testing my current settings are:
TensorRT: 9.2
SC: Image Detect
SCT: 25%
AdjFra: Blend
Disabled similar to when previously set to SCT: 100%
SVP motion vectors work nicely except for Hugo.
NVOP was the worse in previous testing and nothing has changed.
SVP 4.6.0.272
1. added motion vectors-based scene change detection for RIFE
2. configurable "decrease to..." function (on the "Frame size" page) - selectable target resolution and downscaling filter
Thanks for the update. I decided to completely reinstall everything to remove any changes I made. The results so far are that
- SVOP and Image Comparison and disabled give very similar results.
- NVOF might be a little worse overall but still similar.
- This is the same as before except that all of them feel a little less smooth than the previous setup with SC set to 100.
- Setting SC to 100 with this new software seems to be similar to the others as well. Although when I add back the MVP interpolation code that helps. I also put back the TensorRT9.2 files.
Let's see what others say.
I think with microstuttering, some of us can see it because of a large screen size or we are sitting close to a TV or maybe some of us are more sensitive to it. But I think we all get microstuttering with Rife.
Xenocyde wrote:Unfortunately I can still see microstuttering
I noticed that if i exit specific background apps like TeamViewer, i suddenly get 20-30 extra fps with SVP.
I believe TeamViewer reads the memory and causes a bottleneck even when it's minimized in taskbar.Xenocyde try to close your 200 Chrome tabs and other background apps and see if u find the specific app that causes that microstuttering. It's good to know.
Try it with the 4.17 lite version cause it's easier on the GPU:
https://github.com/AmusementClub/vs-mlr … nal-models
The v4.17 lite version is an experiment and from what I see, it's worse than even v4.17.
I made it explicitly clear that I used to make changes the NV3D but now everything is back on default. I always double check before I answer questions about my system. If I'm not sure then I usually say that I'm not sure.
OK, so Prefer maximum Power is not helping. Maybe this is not NVCP-related.
Which is exactly the point I was making.
dawkinscm wrote:Xenocyde wrote:I don't really think it's possible you left everything on default, but whatever, maybe I'm asking too much.
Really? What made you decide today was a good day to call me a liar?
I just want to get to the bottom of this. Was not my intent to call you a liar, I was asking for the exact options you have there because I think having Power management Mode on Normal might cause more microstutters, I'm currently testing with Prefer Maximum Power.
I made it explicitly clear that I used to make changes the NV3D but now everything is back on default. I always double check before I answer questions about my system. If I'm not sure then I usually say that I'm not sure.
dawkinscm wrote:There's a tool that someone in this thread mentioned a few months back called NvCleanInstall which can help. The link is here: https://www.techpowerup.com/nvcleanstall/
OK, I made those two modifications with NVCleanstall, but I can still see 2-3 stutters per 40+ minute TV series episode. I don't have 3D options on default as some games require certain tweaks. Also, I don't really think it's possible you left everything on default, but whatever, maybe I'm asking too much.
I told you about those two changes which I don't think I've ever mentioned before. I also told you that they were unlikely to make any difference, and your response is:
I don't really think it's possible you left everything on default, but whatever, maybe I'm asking too much.
Really? What made you decide today was a good day to call me a liar?
dawkinscm wrote:Xenocyde wrote:So the headset would introduce more lag theoretically? Not sure why that matters. Anyway, what options do you have enabled/disabled in the NV 3D control panel?
No changes made to NV3D panel. I've made some (very) low level driver tweaks by disabling Multiplane Overlay and enabling Message Signalled Interrupts but I doubt they would make a huge difference.Can you please show a pic with all the options in the 3D panel and maybe explain how to do the other two things you mentioned?
Hi. Please read my post above again
As for the other stuff if you don't want to Google and do them manually then there's a tool that someone in this thread mentioned a few months back called NvCleanInstall which can help. The link is here: https://www.techpowerup.com/nvcleanstall/
So the headset would introduce more lag theoretically? Not sure why that matters. Anyway, what options do you have enabled/disabled in the NV 3D control panel?
It's interesting because I used to make changes to NV3D panel and have exotic configurations but it looks like I've gone full circle everything because is back to default. No changes made to NV3D panel. I've made some (very) low level driver tweaks by disabling Multiplane Overlay and enabling Message Signalled Interrupts but I doubt they would make a huge difference. Yes the headset does create more load on the GPU.
The occasional micro-stutter doesn't bother me at all when compared to what it was like before Rife.
dawkinscm wrote:Nope I stop using v2 a while back.
Then not sure how you're getting that performance difference. Different components? OC-ed GPU? Some config tweaks? You're getting same readings in task manager too?
My CPU and RAM have minor OC tweaks but I stopped OC'in my GPU a long time ago. Yes those readings are from the Task Manager. BTW my GPU is also transmitting the SVP+MPV processed video back to my headset.
Are you on V2 then? I took readings from 4.15 non-V2. With 4.15 V2 or 4.17 V2 @1080p, utilization varies wildly between 40 and 60%, seems like non-V2 is more intensive but at least it stays at 60 something all the time.
Nope. I stop using v2 a while back.
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