Santr wrote:

удвоением кадров для видео 1080р60

Doubling a 60 fps video requires more power than doubling a 24 fps video.
For my RTX 4080 it becomes watchable if i resize it to 540p using
resize -9600540
https://gyazo.com/52607f2009d1dae6c41a2939d7b62c04

Hatsune Miku wrote:

I've seen so many demos of rife ai making 8fps gifs look smooth. I figured it could do that to anime since the characters still move at like 8 to 14fps. Can the rife ai do this to anime https://www.reddit.com/r/nvidia/comment … ation_gpu/

Yep, that's a rife presentation video. Latest rife neural engine models have less interpolation issues. But never zero. It's still one of our best options for conversion on-the-fly while you watch the video.
You can try to follow this small guide to download latest models, and then resize the video down until you can test 120 or 240 fps smoothness.
https://www.svp-team.com/forum/viewtopi … 352#p83352
(if you tell the AI model to generate more frames, then it will improve the accuracy of the interpolation and your eyes won't notice any interpolation issues unless you spam pause every 0.5 seconds lol)
Have a look what it generated and compare:
https://drive.google.com/drive/folders/ … CKnKGieUtb

Hatsune Miku wrote:

I want my anine to look like this demo

Are you talking about the Duplicate frames removal -> Remove every other frame button?
https://gyazo.com/1b3268d58ebe2e0a1ba9c5ce13499192
Your PC must be a real potato to be forced to slash half of all the frames in order to watch half an anime.

dawkinscm wrote:

Thanks. I've tried various combinations

I think it's easier to test if u go to line 222 from generate.js and delete the following:
    if(profile.rife)
    {
    if(profile.rife_sc==6) rife_sc_algo = 1;
    else if(profile.rife_sc==8) rife_sc_algo = 2;
    else rife_sc_algo = 0;
    }
    else rife_sc_algo = -1;
then replace with following line for "scene change based on SVP's motion vectors"
    rife_sc_algo = 1;
or replace with following line for "scene change based on Nvidia Optical Flow's motion vectors"
    rife_sc_algo = 2;
or replace with following line for "scene change based on dumb frame comparison"
    rife_sc_algo = 0;

Chainik wrote:

how is this easier than choosing "6%" in the gui? hmm

(manually editing the file this way allows u to use your own rife_sc value therefore removing that slight difference between rife_sc 6 and 8, thus making it easier for u to see the changes xD )

5

(12 replies, posted in Using SVP)

aliyansaleem2013 wrote:

Still there are borders, top and bottom, weren't there before(in the same video), don't know what caused this.

Video Frame -> Stretch To Window fixes it?
https://gyazo.com/24107703db5dec46e0f9f49d95274878

6

(12 replies, posted in Using SVP)

aliyansaleem2013 wrote:

Also what does resize do exactly, downscale my video?
4)Ive set it to fixed 60 fps in SVP.

Yes, if that didn't fix it, it means you forgot to add the minus in front of the value.
Go to Application Settings, search resize and add:
-19201080
or
-12800720
or
-9600540

In some scenarios using fixed fps will make it go slower, so make sure you uncheck "Force the exact value"
For example setting a 240 fixed fps on a 23.976 video will make it generate 239.76 + 23.976 frames frames instead of rounding itself down to only 239.76 frames

Maybe try to select madVR in MPC-HC options and see if issue persists?
https://gyazo.com/509b01a01eb6dd413667b4dd3f6d819a

Don't think it's caused by a badly encoded HEVC[x265] file. Try to download other versions of the same video encoded in [x264] and compare.

7

(12 replies, posted in Using SVP)

aliyansaleem2013 wrote:

the audio is completely out of sync. Audio comes first and the scene happens after.

This is usually caused by watching videos higher than 1920x1080.
Since SVP needs to pass all the video frames to Rife to interpolate them, if the frames are big it will take more processing time.
This makes it to run in 10 fps or less since it can't output them fast enough to catch up to the audio.
The solution is to just add a resize setting in SVP configuration menu to lower the frame to a size that your 3060 can process.
Go to Application Settings, search resize and add:
-19201080
or
-12800720
https://gyazo.com/cac3a2a8f4b8c384fcce1bbcf3e8dd1d

8

(4 replies, posted in Using SVP)

crespoh69 wrote:

Thanks, how does that matter, if at all, to the use of SVP?

For users that just started using SVP, it will tell them that the interpolation is working so they will focus their attention at the video smoothness.
For users that have HDR screens, it will help the user identify that he needs to enable his HDR to see better color accuracy and stuff because that specific video supports it.
You can disable it by going here and unchecking "Show OSD messages":
https://gyazo.com/3929e2194ac665b1fc67e8a258360b92

9

(4 replies, posted in Using SVP)

crespoh69 wrote:

What is the difference between the two?

It just tells u what type of video u opened.
Normal Video:
https://gyazo.com/a9f518886675477747500168c74fc1f0
HDR Video:
https://gyazo.com/035615983db548df3678716bbb6de486
Dolby Vision Video:
https://gyazo.com/6d2b619a7ddf2479d5c1cb66fea48b7a

unreality wrote:

in the middle of the film. can this be stopped?

https://gyazo.com/3b2771c7a2dee8994b431a283f215f12
Go to Frame Size and change "Black bars detection" to "One Time Only" or disable it.

dawkinscm wrote:

But after downscaling is it still necessary to use v2?

Nope, we can use v1 just fine and never see the visual bug.

Chainik wrote:

dawkinscm
> If you have to use Rife v2 and have picture shaking issues then updating vslmrt makes sense.

only for TRT>=9
with TRT8 updating vsmlrt.py most likely does nothing
only difference between SVP's vsmlrt.py and current master is one line:

# TensorRT 9.0 or later
"ONNXTRT_Broadcast_*:fp32"

After further investigation it seems the v2 issue is caused by old .dll files.

Out of the box svp with rife model 4.9 v2 with tree wiggle present:
https://gyazo.com/67445b08ae0aa2a214e8cb054e051b1b
Out of the box svp with rife model 4.9 v2 with tree wiggle fixed:
https://gyazo.com/61d5906c4bbbe4887171fd5724c6d4ed

If u override vsmlrt-cuda and vstrt.dll from rife folder with:
https://github.com/AmusementClub/vs-mlr … 4.test2.7z
Issue gets fixed.
If u downgrade back to:
https://github.com/AmusementClub/vs-mlr … 14.test.7z
wiggle issue will reappear.

You can check the example here:
https://drive.google.com/drive/folders/ … sSi1Kl8tSn

Please compare the differences and address this Rife v2 issue when u have time.
Thanks a lot @Chainik!

Chainik wrote:

dawkinscm
> If you have to use Rife v2 and have picture shaking issues then updating vslmrt makes sense.

only for TRT>=9
with TRT8 updating vsmlrt.py most likely does nothing
only difference between SVP's vsmlrt.py and current master is one line:

# TensorRT 9.0 or later
"ONNXTRT_Broadcast_*:fp32"

You are actually right! We were looking at commit messages only and we got confused. Sorry for that!
I need to check better what exactly fixed it.

Guide for updating RIFE to latest TensorRT from 3 days ago: https://github.com/AmusementClub/vs-mlrt/releases

Step 1: Download https://github.com/AmusementClub/vs-mlr … uda.v14.7z
Step 2: Go to C:\Program Files (x86)\SVP 4\rife\ and move the following to a backup folder: vsmlrt-cuda,vstrt.dll,vsmlrt.py
Step 3: Open vsmlrt-windows-x64-cuda.v14.7z and copy vsmlrt-cuda,vstrt.dll,vsmlrt.py in their place

Step 4: Edit vsmlrt.py replace line 1821
old:
tempfile.gettempdir(),
new:
os.path.expandvars("%APPDATA%\\SVP4\\cache\\"), #!SVP

Step 5: Edit helpers.py replace line 52
old:
return RIFE(clip,multi,1.0,None,None,None,model_num,backend,ensemble,implementation)
new:
return RIFE(clip,multi,1.0,None,None,None,model_num,backend,ensemble,True,implementation)

Step 6: Enjoy 10-15% performance drop caused by upgrading to latest code!

Noteable issues:
Your PC might not have the power to 2x a 4K video, and mpv might display desync errors that cancel SVP interpolation https://gyazo.com/a4714c85227b5b596a5f71084b5c2fae
so u should test it with a frc.frame.resize -19201080 or lower

pensioner600 wrote:

How can I change the TRT version?

pensioner600 if you would like to update vsmlrt to fix the v2 picture shake, follow the instructions from here:
https://www.svp-team.com/forum/viewtopi … 735#p83735

dawkinscm wrote:

There was a bug with Rife v2 which has been fixed since vslmrt script 3.18.4 released November last year. I think this bug caused picture shake issue.

Details about how they fixed it back then on 3.18.4:
https://github.com/AmusementClub/vs-mlr … 746eaad885

dawkinscm wrote:
pensioner600 wrote:

I also noticed that ALL versions of V2 give the entire picture a shake,

There was a bug with Rife v2 which has been fixed since vslmrt script 3.18.4 released November last year. I think this bug caused picture shake issue.

Should SVP devs upgrade the out of the box vsmirt script so they will fix it for all users?
(knowing that non-lazy users might play around with v2 versions for that extra performance and run into that bug)


Chainik wrote:

one more time, what is the exact point of "v2"? hmm

it's not-faster or even slower, and it takes more RAM. so, why?
just because "v2" is cooler than "v1"? big_smile also tensort rt v10 is cooler than v8...

Never noticed, nevermind then. xD
If the upgrade to it would be safe and not create other issues, it would be nice for current SVP to be forward compatible with the future v2 models that they create.


dawkinscm wrote:

While it's no longer significantly faster, the release notes say it reduces "PCie traffic flow". From personal experience this helps a lot for real time processing and provides more GPU headroom.

I'm experiencing the same thing on my 4080. Our GPU is more bottlenecked by PCIe traffic flow than RAM at this point.
End goal should always be a stable product that users would brag about how good it is. "Random picture shake" effect when watching movies should not be one of it's downsides.

RickyAstle98 wrote:

Just this issue happens no matter what TRT installed, I have exactly same issue, and my friend with almost same PC build too, but reencoding some HEVC sources back AVC again, I said earlier its user related issue a bit, its only realtime playback bug, which mostly use, but not prerendered, I dont want render any movie or TV episodes, you maybe not facing this issue!
This is how issue look like (video is predelayed for showcase purposes) >
https://drive.google.com/file/d/1tGmkW6 … ojEPp/view

pensioner600 wrote:

I noticed that setting the scene change threshold (rife_sc) to 100% is a very bad idea. And for some reason I noticed this specifically in The Last of Us)) At the change of scenes from dynamic to dynamic, it happens, I don’t even know what to call it, back and forth for a moment. This happens at any high values

Ricky did u try to fix it with lower rife_sc values as pensioner600 mentioned?

gtl.spam wrote:

RIGHT  seek  5 exact
LEFT   seek -5 exact

No clue why these commands don't do anything.
If i add following in mpv.conf it starts seeking in increments of 5 seconds just like you mentioned:
hr-seek=yes

aloola wrote:

also for mpv I found this is a good shader for anime/real-life videos https://github.com/cunnyplapper/CuNNy/t … r/mpv/fp16

Aloola I tried the CuNNy-8x32-DS.glsl from your suggested link but i still see lots of blur compared to this one:
https://www.svp-team.com/forum/viewtopi … 264#p84264
Do you know a CuNNy shaders combo that might improve visual clarity too? (i hate seeing blurred pixels in games and videos)
Thanks!

RickyAstle98 wrote:

just reencode files, voila!

Please attach a 1 minute of the badly encoded video and 1 minute of the fixed encoded video for future reference.
That way we can compare the differences in how RIFE runs on our system. Thanks!
The car moving backwards is funny as hell. xD

RickyAstle98 wrote:

How to trim source bad encoded video without reencoding? tongue

Nevermind, link the full version for that one then.

RickyAstle98 wrote:

you can upload your entire rife folder from SVP package

We can safely assume average user has the default out-of-the-box SVP installed. Easier to get it by doing a fresh install.
Provide the devs a badly encoded video and they should be able to find the code to fix it. No need for you to keep investigating it.

RickyAstle98 wrote:

2) No you can play clip on anything

Well if the devs could have reproduced it on anything then they would have fixed it already >_>

RickyAstle98 wrote:

I found a temporary FIX for my issue, I detect RIFE prerendered video has no issues while playback, only realtime playback (even just only 24>48 hd source, easy for 4070 isnt it?) improper encoded movies MKV containers broke models frame handling, because I reencoded same video to MKV back again, and voila no issues! Also this is HEVC issue, LOL!

LOL! Well done for finding the origin of the issue.
@Chainik can u add something from SVP side to correct/prevent/fix this blocker issue?
We don't want other SVP users to go through all the stress of trying to figure it out like Ricky just did.

RickyAstle98 wrote:

2) Начиная с моделей 4.9 по 4.16 кадры будто сдвигаются в обоих направлениях, видео перестало быть плавным

Hmm, did you try these too in order to fix the frames stutters?
1. stop using Lossless Scaling on top of SVP
2. change MPV config to prevent additional frame blending like:
video-sync=audio
interpolation=no
gpu-api=d3d11
hwdec=no
3. RIFE GPU threads = 2 (can interpolate better than 1 thread)
4. frc.frame.resize to smaller resolution until your GPU has enough extra bandwidth for the worse case scenario interpolation scenarios
5. check if issue persists on v1 without performance boost (in case there are major internal differences between that and v2 with performance boost that we don't know about)
Compare it on a basic predictable panning scene like:
https://drive.google.com/drive/folders/ … nG0qJnlw4I

According to
https://www.vapoursynth.com/doc/functio … esize.html
https://chat.openai.com/share/f97b59fe- … 6333e9422b
it seems Spline64 is max computational max quality option.
(I'll use that from now on locally, thanks Chainik!)

pensioner600 wrote:

maybe I missed something

Please compare if there are any noticeable performance differences if you switch to software decoding here:
https://gyazo.com/d54298fdce3238ddb7502698bfba9ad3 (i am just curious)
Overall your settings are great. Good job!

RickyAstle98 wrote:

5c. There is no point in 240 frames because RIFE will encounter the problem of the SVP algorithm, where excessive interpolation starts duplicating its own created frames (depends on the resolution)!

As long as the two source frame images are not identical, RIFE will try to make a smooth transition between them so it will generate all the intermediary frames. If you set Scene change threshold 100 it will not duplicate frames.
If you set a low Scene change threshold like 1-15 then it will compare the two images and it might come to the conclusion that the difference between the two source images is big enough that it will consider it a scene transition.
When it concludes that it is a scene transition it will stop generating intermediary frames and start duplicating/reusing the same source frame so instead of a smooth transition it will "teleport" to the new source frame instead.
So use a high Scene change threshold value (or 100) for 240 fps+ to address this problem.

dawkinscm wrote:

BTW Is the number being used in your attachment 2560x1440 resolution?

No, i just searched the resolution pensioner600 was asking for.
For 240 fps RIFE we must go much much lower than that.

dawkinscm wrote:

I found I had to turn SCT back for best overall smoothness.The default value of 10 works best although 12 works better for one particular instance. YMMV.

Interesting. Are you talking about this particular instance? https://www.svp-team.com/forum/viewtopi … 121#p84121
Share the video if not.