Any update on this?

I'm still having this problem even with the latest version of Nvidia Drivers (531.68).

If necessary, I am able to do some testing.

I'm using a capture card with video game consoles to add motion interpolation. So I'm trying to keep lag a low as possible.

Is it possible to use more CPU threads without increasing the framebuffer? Or to get SVP to work with 4 px grid and 1 CPU thread?

When I set the motion vectors grid to 4px and use less than 3 CPU threads, SVP only goes to 90fps. 
This happens on different resolutions (480p, 720p, and 1080p). Likewise, my cpu and gpu are not showing any signs of being unable to keep up.
The problem disappears when I use 3 or more CPU threads. The bug appears regardless of using ffdshow, avisynth filter, or native avisynth.

At 8px and 1 CPU thread, I'm able to easily maintain 120fps without stressing my cpu or gpu.

Specs: i9-11900k, 3080ti, 32gb ram.
Software: Potplayer 1.7.2630, Windows 10 21H2.

Please let me know if there's anything else I can provide.

4

(3 replies, posted in Using SVP)

I thought NVOF 3.0 added functionality to do the global flow, and the forward and backward flow using a hardware solution (with a single API), which allows it to run faster. https://developer.nvidia.com/blog/whats … w-sdk-3-0/

I also thought that SVP uses NVOF 1.1...

5

(3 replies, posted in Using SVP)

Any possibility of upgrading SVP's NVOF to NVOF 3.0?

I'm interested in the global flow and forward and backward flow in NVOF 3.0. Also, it looks like there's some performance improvements, as well.

I'm willing to do testing.

Let me know if there's anything I can do to help.

I use potplayer with a capture card. I then use SVP to increase the frame rate, and reshade to enhance the picture.

As a result, I try to keep latency as low as possible. 

I've looked at mpv, but I couldn't get it to work with the capture card and reshade.

Update: The Nvidia 471.xx drivers made some changes with the Multiple Plane Overlay. I'm still using 466.77, which is working...

Nvidia recommends disabling the MPO if you have problems. https://nvidia.custhelp.com/app/answers … sktop-apps

Update:

From Nvidia Driver 471.68, I downgraded to 466.47, and it seems to be working. If I upgrade from 465.89 to 466.47, it would have the screen issue.
Using the same method, I was able to get it to 466.77, but the 471.xx version of the drivers still have the same issue with the screen.

Has any one else been having issues with the new Nvidia drivers?

Problem: half of the screen is cut off (totally black) using D3D9 overlay presentation mode when using any Nvidia Driver higher than 465.89.

SVP settings: NVOF (happens on any px setting), standard shader. It also happens when NVOF is disabled, and the bottom half of the screen flickers.
Player: Potplayer, version 210729(1.7.21525)
Renderer: Built-in Direct3D 9 Video Renderer
Direct3D Presentation: Direct3D 9Ex Overlay Mode Present
Nvidia Driver: 471.68 (it happens on any driver higher than 465.89. I've 
tried both the game ready and the studio drivers).
Hardware: i9-11900k, RTX 2080 ti
OS: Windows 10, 20H2
Notes: When SVP is off, it renders fine. If I install  the 465.89 drivers, SVP works fine. I use D3D9 Overlay because it is very fast. And I would like to continue using it.

Let me know if there's anything else I can provide.

9

(3 replies, posted in Using SVP)

Try using 13. Standard in the SVP shader with a lower artifact masking. NVOF and 23. Complicated has a lot of problems with causing waves in edges.

10

(1 replies, posted in Using SVP)

I thought that potplayer supports HDR and it works fairly well with the capture cards that I've used (AverMedia GC 573 and Elgato PCIe 4k pro).

The problem is that capture cards normally work in a RAW format. But I could never get madvr to play the additional frames from SVP with the capture card because it was an issue with madvr.

The potplayer built-in rendering engines play all the frames from SVP and they work well with the capture cards.

It is working great.

I tested it with the CPU thread at 1, and I made sure that prefetch was set to "threads" in the generate.js. The memory usage was stable, and the audio was working well.

Chainik: Thank you for fixing this.

Both 3.5.1 and 3.6.1 have the same NVOF memory leak when the CPU threads are set to less than three. Notably, setting the prefetch in generate.js and setting threads to at least 3 will stop the memory leak in both versions.

With 3.6.1, when I set the prefetch to 1 (threads=3), I get audio distortions. With 3.5.1, the audio works fine with the prefetch set to 1 (threads=3).

In comparing 3.5.1 and 3.6.1, I found that 3.6.1 uses more ram...

I found that NVOF has a memory leak when the Number of CPU threads is set to less than three.

When set to less than three CPU threads, SVP will function properly for a few minutes, and then the screen will start having green flashes until avisynth crashes.

The memory leak still happens even when 1. the total prefetch frames are higher than three and 2. the CPU threads are still less than three (i.e. ff_add=4 and threads=2).

I updated Avisynth to 3.6.1, and it still had the same memory leak.

I use SVP with a capture card, so I am always looking for a way to reduce latency. As a result, I try to keep my prefetched frames at a minimum. As a result, the lowest possible would be 3 prefetched frames because of three cpu threads. 

From what I can tell the NVOF implementation requires a minimum of three cpu threads to operate. But I found a way to lower the number of prefetched frames in avisynth while still giving NVOF at least three threads.

Warning: Don't do this unless you know what you're doing. Likewise, I'm not using resize, colorspace conversion, or any other avisynth features. I'm also using a capture card that the video stream is in RAW. And I use a light, but very fast, renderer. So this is VERY limited.

I modified the generate.js and set a specific prefetch number. I also kept the CPU threads higher than three.

No memory leak, no green flashes, and I've been able to reduce may total input latency to less than 35ms.

Edit: Don't set the prefetch too low or you'll get some strange audio distortions.

14

(9 replies, posted in Using SVP)

I've found that the Windows 10 2004 (20H1) update has caused some strange issues with SVP using NVOF and certain rendering engines.

I was getting some occasional wonky issues when I had the new "Hardware-Accelerated GPU Scheduling" feature turned on. I turned it off, and it seemed that those problems went away.

15

(4 replies, posted in Using SVP)

Generally speaking, yes it can affect quality and performance.

What is best for your setup will depend on what renderer you are using and other specific quirks of the software and hardware. It also depends on how you are wanting to change the video. There isn't a simple answer to this...

With 24px, it was able to reduce some of the wavy artifacts with text, and it looks smooth. It also did a good job with busy scenes that had a lot of movement (like falling confetti). I also noticed a very small drop in the gpu clock reported by potplayer (vs 16px).

I found that 1m Average mode, standard shader, no artifacts masking, high NVOF accuracy works well. NVOF is able to push out a high frame rate, and it seems to have a lower latency than the cpu based modes.

Thank you, Chainik and Blackfyre! I will run some tests with the 24px.

With NVOF, I have a ton of artifacts with the complicated filter, even in frames with no motion.  While, the standard filter has a lot less artifacts.

I'm using SVP with a capture card. With my setup, I don't use any artifact masking because the haloing is exacerbated by my reshade post-processing filters. On a side note, using an FXAA filter followed with a sharpening filter does a good job at masking the small artifacts in most scenes. It can have some issues with smaller text.

With certain scenes 16px looks smooth, but it has some wavy artifacts, especially on text like credits. 32px has fewer wavy artifacts, but it doesn't look as smooth. With 24px (not using Optical Flow) seems to balance the smoothness and the wavy artifacts. I really like optical flow, so it would be nice to have 24px with optical flow.

I'm using 1440p...

Can we get 24px motion vectors grid as a drop down selection when Nvidia Optical Flow is enabled?

20

(6 replies, posted in Using SVP)

I'm able to get 7.1 sound with the GC573. It had some issues with dts, so I used PCM. I wouldn't be shocked if multi-channel sound is dependent on the make/model of the capture card. Also, there could be some bandwidth issues with USB based ones. I always recommend PCIe cards.
I'm not using the AVerMedia Recentral Software. Instead, I'm using potplayer.

With my setup, this is what I had to do:
1. Make sure the source is outputting multi-channel PCM over HDMI. Some consoles, like the Xbox 360, don't support PCM over HDMI... If you are using any hdmi switches make sure that they support the multi-channel audio and that they are in passthrough mode.
2. Setup potplayer to passthrough the audio.
3. Potplayer/the GC573 doesn't like changing audio stream formats once you start showing the stream on your screen. I was having some issues where the console would send stereo signals while it was booting up, and once it started then it would switch over to the multichannel. But potplayer/GC573 would stay locked on stereo. My work around was to wait for the console to finish booting and then start the stream in potplayer.

21

(6 replies, posted in Using SVP)

Thanks. It looks like MadVR doesn't accept the new frame rate when the source is coming from a capture card (RAW). MadVR will still play the original frames, but it drops all the interpolated frames. I'll post a response if I'm able to find anything.

22

(6 replies, posted in Using SVP)

It drops all the frames even when I don't do any upscaling or have any of the other MadVR enhancements activated.

23

(6 replies, posted in Using SVP)

When I use a capture card, MadVR drops ALL of SVP’s interpolated frames, regardless of MadVR’s settings.  But when I play an AVI, MadVR shows SVP’s interpolated frames.

Software: Potplayer 64-bit (1.7.21126) with Dreamject’s libtorrent Reshade loader, ffdshow, SVP4 4.3.0.183, and Windows 10.

Hardware: Xeon E5-1680v2 (OC 4.5ghz 8C/16T), EVGA RTX 2080ti, 64gb Ram, Avermedia Live Gamer 4k GC573.

When I use the capture card with EVR-CP, I get a super smooth 180fps, with about 38ms of added latency.

When I use the capture card with MadVR, it drops all of the interpolated frames. I have tried other capture cards (Elgato HD60 pro, etc.), and they have the same issue.  When I use the capture card without SVP, MadVR shows the frames without any issues.  Moreover, when I play an AVI or other media file, MadVR shows all of SVP’s interpolated frames.  The capture card uses a RAW format.

Does anyone know how to get MadVR to play the capture card’s interpolated frames?

Any help would be greatly appreciated.