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.

177

(4 replies, posted in Using SVP)

Kadet89 wrote:

I'm going to buy a laptop with RTX40XX and plan to use it for RIFE.
What graphics would it take for these to work on the fly?

Testing on a RTX4080 mobile, trying only the fastest RIFE version which is 4.6 (v2) i'm getting following results for SVP with MPV without visible frame drops:
> 1080/24 -> 144 fps OK
> 1080/24 -> 240 fps OK if we resize to 0.75% of 1080p resolution by using resize -14400810
https://gyazo.com/dec005728711e6dd84f814390f505506

> 4k/24 -> 48 fps OK
> 4k/24 -> 60 fps OK if we resize to 0.75% of 4k resolution by using resize -28801620
https://gyazo.com/4e45b4401ca114cdad6f57921566223b

All other RIFE versions older/newer than 4.6 (v2) have higher GPU requirements.
Noticed no performance difference between a Dolby Vision HDR file and an average non HDR file.
Really curious if anyone around here can test the limits of a 4090. big_smile

Now that Nvidia launched the Nvidia App on latest update that turns SDR games into HDR:
https://www.nvidia.com/en-us/software/nvidia-app/
did people started playing around with the RTX HDR & RTX Dynamic Vibrance to watch their non-HDR videos with it ?
You can easily enable it on your video player by drag and dropping it in the NvTrueHDR app:
https://www.nexusmods.com/site/mods/781
https://i.ibb.co/8BZJvMT/Desktop-Screenshot.png

issusi wrote:

Change the last setting, "Duplicate frames removal" to "Do not remove" and try playing it.

I had a similar experience.

You're right! It significantly impacts the performance. I wonder why this option is even available, as it could easily confuse newcomers who might accidentally activate it.

fabian5003 wrote:

I don't know what to do here.

Fabian try to play around with the resize setting until it works for your system:
https://gyazo.com/d2a3529fe06e8d5de601c7e64f99ca4e
https://www.svp-team.com/wiki/Manual:All_settings
And please tell us at what value it plays smoothly for u

181

(6 replies, posted in Using SVP)

framo wrote:

Im trying to achieve 1080p 60 fps. But im getting like 1-3 fps with this settings.

From gerappa's answer from here https://www.svp-team.com/forum/viewtopi … 954#p83954
it seems that all AMD users should rollback their drivers to AMD driver (v23.11.1) so they can still use 2 GPU threads for ncnn/vulkan, until AMD fix their drivers.

From what i checked on my 4080 RTX, ncnn/vulkan starts to become watchable at 60 fps on a resize value of -14400810 with 2 GPU threads, with more stable fps in mpv than MPC-HC.
https://gyazo.com/3adb99245de086ace7893a941fb36cb4
which means ncnn/vulkan is overall massively underperforming compared to the NVIDIA TensorRT neural engine.

I suggest to get used to downscaling it a bit. You can always return to the non-RIFE SVP interpolation if looks bad.
If any AMD users found other workarounds, please tell us.


framo wrote:

And what are your profile settings (without rife ai) for fluid 60fps with minimal artifacts? (i dont watch anime)

Movies settings:
https://www.svp-team.com/forum/viewtopic.php?id=5624
Anime settings:
https://kokomins.wordpress.com/2019/10/ … -playback/

Blackfyre wrote:

It's banding and crushed blacks that are the issue.

Maybe Chainik is right.
Blackfyre can u please try to see if u can reproduce that exact scenario with:
RIFE disabled (normal interpolation) + SVP + MPV ? example: https://gyazo.com/8cedda0a3fe610f50810178b9e54da7b
How about
SVP (interpolation disabled) + MPV ? example: https://gyazo.com/21658ebad006e2bcf284a73e168be62e
How about
SVP fully closed + direct MPV launch ? example: https://gyazo.com/049c2643d14b0087b9c6354f7da73815
Would be nice to know that it's MPV fault cause of random decoders configurations and leave it at that xD

RickyAstle98 wrote:

Also I dont see need for RIFE+SVP content, because Lossless Scaling program updated to DXGI frame generation that only doubles framerate, VRR breaks, but its working, I do SVP to 82FPS and then enable LSFG and now I have 164FPS

RickyAstle98 I just tried the Lossless Scaling LSFG frame generation combined with MPV capped at 120 fps and i'm seeing major pixels wiggling issues.
It's like it tries to ununiformly speed up patches of screen, giving you an uneven movement like waves.
It looks like an abomination on this test scene: https://drive.google.com/drive/folders/ … drive_link
My suggestion would be to use the SVP resize parameter to resize video to a lower resolution until you hit the spot where your system can handle RIFE at "164 fps without dropping frames, issues, flickering, bla bla bla bla bla..."
That way SVP will fully control the scene movement at all times.

If you use Lossless Scaling app for the upscaling, i compared performance between using Lossless Scaling app with Nvidia Image Scaling ON and MPV with Nvidia Image Scaling shader and using the app was much slower.
You can add yourself the Nvidia Image Scaling shader by following the instructions here and compare the performance differences: https://drive.google.com/drive/folders/ … sp=sharing

Blackfyre wrote:

Pictures look exaggerated

Nice issue, can you please link us where we can find this specific scene so we can test it too?

184

(5 replies, posted in Using SVP)

If an issue is too hard to diagnose and you run out of ideas, try fresh SVP reinstall and check if it still persists.
https://gyazo.com/3d9f8b056dd122aacc4584890220b7cc

Xenocyde wrote:

Alrighty, guess I'll stick to MPV, but I'll need to figure out downscaling cuz no current GPU can manage 4K@120 from what I read.

Did you try the frc.frame.resize SVP application setting?

Questions for the guys that have more experience with upscaling:

Does increasing frc.frame.resize to 4K count as upscaling?
Does using madVR 4K upscaling filter as Gippy mentioned have a similar effect as Lossless Scaling's "Anime4K" filter?
Does using using madVR 4K / Anime4K filter on max settings give a less blurry image compared to Nvidia Image Scaling filter?
Which of them on max settings require less resources?
Which of them you would preffer and why?

I've played recently with the Lossless Scaling Steam application that can upscale everything and enjoyed a lot this Nvidia Image Scaling sharpness 10 filter:
https://gyazo.com/10533c577f69f9e7a2072856e8b5a54e
From my comparison i can't see differences between original image and Anime4K, but the Nvidia Image Scaling gives a much clear image:
Original: https://gyazo.com/f9aa57138e57d7fdb131b1f6581fdaea
Anime4K: https://gyazo.com/b4d4c18a104b3c6793996be377215e6c
Nvidia Image Scaling: https://gyazo.com/f7af1a0e05c8307d8966ec2c2082a97d
You can compare yourself by getting the Lossless Scaling app from Steam or piratebay or unzip it from here: https://drive.google.com/drive/folders/ … drive_link

Thanks!

186

(2 replies, posted in Using SVP)

From my experience your eyes cannot see any difference between a 60 and a 60.02 video.
It takes a bit more processing power if you tell it to interpolate to your fixed frame rate monitor refresh rate of 60.02 compared to allowing it to do the rounding to 60.
I think this is caused by SVP doing less work when you just ask it to double/triple the video's frame rate.
For max smoothness just select the maximum option which is 240 fps, cause it ends up smoother even if your monitor cannot display it properly cause of the limitations.

Blackfyre wrote:
RickyAstle98 wrote:
TechnoStone wrote:

V2 models for some reason have jiggling, the more to the right and down, the worse the effect. Almost unnoticeable for 1080p, but very annoying for 1440p and 4K (both native and downscaled to 1440p, here's the example - https://cdn.discordapp.com/attachments/ … WGll8w.mp4). For this one, I'm running Game of Thrones S1 E1 at 4K on 3440x1440 (so SVP downscales to 2560x1440) at x2 framerate on 2080 Ti with 4.4v2, 4.6v2, 4.9v2 and 4.13_litev2. There's no such effect on V1 models (tried all same versions)

I dont have this problem, maybe you use target frame rate instead of interpolation factors? Because I do slomo video and see what happens on 25FPS video converted to 2.5x (no issues) (62.5FPS)
Then I do frame rate target at 60FPS and see your issue all the time, even without slomo effect! Dont use target framerate, factors work better!

Also this, make sure it's either 2x, 3x, 4x etc
Then open the drop down menu to the right of the slider, and enable at the bottom (Force Exact Value).

cws wrote:

It's true there's no significant performance improvement, but there may be fixes and other minor improvements.

Specifically, when using v13 (with TensorRT 8.5 / CUDA 11.8) with the v2 models, I can see some blurriness and pixels shifting in the bottom right corner if there is some obvious static content there like a logo. If this is something you can reproduce, try using the latest v14 (with TensorRT 9.x / CUDA 12.x)

I checked by making a backups of both old SVP TensorRT and latest TensorRT v14 and switching them back and forth by looking at the mentioned trees scene.
I noticed that issue was present on all RIFE (v2) i tested even latest RIFE 14.4 (v2) on old SVP TensorRT.
Issue persisted when trying fixed FPS with Force Exact value on/off or FPS x2, which means it's unrelated.
I could not reproduce it anymore when replacing the old SVP TensorRT with latest TensorRT, which means it got FIXED on a version between old and latest.

Current default SVP installation has 4.6/4.9 v1 models which means average user never saw this jiggling issue.
In the future when SVP devs will want to add the v2 models they will surely update the default old TensorRT libraries too so your average user will never see this issue.

Until then we should follow @cws guide on how to update our own TensorRT library from https://github.com/AmusementClub/vs-mlrt/releases if we want to play around with latest RIFE models:

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.test3.7z and unzipping

vstrt.dll

and the folder

vsmlrt-cuda

into

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

188

(3 replies, posted in Using SVP)

emme wrote:

Does anyone know of a video to simply force optimization at different odd resolutions?

https://gyazo.com/72f128647f6e8efef6fe87181f04cc7c

189

(12 replies, posted in Using SVP)

Hmm, don't know what could cause it then.
You already have all these installed and still crashes right?
https://gyazo.com/5defd01e5568a340b364ea340026b271

Also you've already tried clicking this button right?
https://gyazo.com/dae1ef8eb66abf91c46685c13932769e

it should add the mpv64 folder in system PATH variables and add the PYTHONPATH:
https://gyazo.com/67584d6eb4a71b5fed466e1896020f3d

Also you have this red file present in this folder?
https://gyazo.com/9e5e100306455ee46c1fa4edb2d43593

If issue persists we should let the SVP devs take a look.

190

(12 replies, posted in Using SVP)

I'm running into the same popup error if i delete this vapoursynth file:
https://gyazo.com/9e5e100306455ee46c1fa4edb2d43593
i would suggest to try a clean reinstall of SVP since only using the "Add or remove components" Setup Wizard did not fully fix the issue for me.
Follow their recommended setup afterwards:
https://www.svp-team.com/wiki/RIFE_AI_interpolation

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.

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

bombadilio wrote:

Now I have a serious delay when using MPV and there is this red aftertone.

I managed to reproduce the delay + red aftertone in the tonemap if i remove
"vo=gpu-next" line from my mpv configuration file found here ""C:\Program Files (x86)\SVP 4\mpv64\mpv.conf"
https://gyazo.com/29d94c063890f675d0b01b4f91126c50
Try to add it back if it's missing, restart SVP and please check if issue persists.
Thanks!

bombadilio wrote:

How did you figure that one out?

You started asking Blackfyre on the MVP settings topic. That made me curious to test his settings which mentioned tone mapping. Saw the issue instantly when i tried running it with 0 settings.

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

195

(2 replies, posted in Using SVP)

billiekilljoe wrote:

but they did not allow me to play content in 4k without lag.

You know that you can tell SVP to downscale the video a bit until it stops lagging, right?
Try to change the resize setting to something smaller than -38402160 like -19201080 :
https://gyazo.com/0fd2d567424b1f5f75b346fee8ba2b0e
https://www.svp-team.com/wiki/Manual:All_settings

hvs wrote:

Would love to use MPV but I can't find the way to enable fps counter.

Try Shift + I or hold I to enable fps counter.
MPV seems faster than MPC-HC. It gives more stable fps.

hvs wrote:

I hope someone can guide me in getting Soap Opera effect using RIFE in SVP.

Try this and say if you get stuck or instructions are unclear big_smile :
https://www.svp-team.com/forum/viewtopi … 352#p83352

RickyAstle98 wrote:

What happen when someone upload already generated engine cache lock files for RTX 4070 users? Will it work without resolution optimization pass?

The actual generated files are all binary so you cannot understand what exactly they contain, but all we know it makes SVP interpolation faster which is good:
https://gyazo.com/7099f92f846ce0c57dab6ec3258ff4c5
And since a new one gets generated for every specific rife version + resolution + graphics card it would be safe to assume that it's always best to let it generate a fresh version for your specific configuration and never try to use already uploaded generated engine cache lock files for compatibility purposes.
If i just rename the engine cache files to use it on wrong configuration, MPC-HC mentions errors that it fails to start.
Wrong rife engine resolution error:
https://gyazo.com/6430b2a951b77dbc643ed9430f0be445
Wrong rife v2 engine found instead of v1 error:
https://gyazo.com/32117e51558d87e37f8c2451dd6fc7c3
But it seems to work if you run a v4.13 with a v4.10 engine file.
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.

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!

A v2 jaggedness/zigzag bug was fixed on 3 November: https://github.com/AmusementClub/vs-mlrt/issues/66
And the Rife devs re-uploaded the versions here: https://github.com/AmusementClub/vs-mlr … nal-models
Maybe try to redownload and check again if issue persists?

aloola wrote:
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)

In my case it's improvement.

Is there any simple way to test the difference between any two configurations?
How can we confirm if any change is improvement or not?
Can you give us a basic example on a test that you do where we can see consistent results of numbers/data going up/down on multiple attempts?
Thanks!

Here's an easy trick to make RIFE run smoothly at a constant 240 frames per second on low-end graphics cards:

You can adjust the "resize" setting by following the instructions at https://www.svp-team.com/wiki/Manual:All_settings
This setting allows you to specify the frame size resolution for all the videos you watch.

Try setting it to values like:
-1 (your current screen size)
-19201080 (1920x1080 pixels)
-12800720 (1280x720 pixels)
-10240576 (1024x576 pixels)
-06400480 (640x480 pixels)

By doing this, RIFE will play your 4K video in the resolution that your low-end graphics card can handle, ensuring smooth playback without any frame drops.
Check out this example: https://gyazo.com/2926178b497605f8a71cd3780d514bf0