Well, the title explains it all. I'm wondering what exactly these do, and what effects I can expect from them.

27

(5 replies, posted in Using SVP)

Oh, I thought that it simply switched between how many interpolated frames, and not totally disabling it?

28

(5 replies, posted in Using SVP)

Based on personal experience, alot of people mainly use frame-interpolation software because they are annoyed by stutter in panning scenes. They however don't like the artifacts and effects it makes in other scenes.
I suggest making an option akin to "adaptive", though one where frames will only be interpolated if a huge amount of high quality motion vectors are present, as in a panning scene.
I don't really have any programming experience so I don't know how plausible this is, but I'd toss it out there anyway smile

29

(40 replies, posted in Using SVP)

2600k is almost indifferent from the 2500k and non-k regarding games. It is mainly used because it has hyperthreading, something I know is needed for video encoding efficiency. I'm guessing hyperthreading also helps with decoding and SVP-related stuff. But check the only benchmark sheet for SVP, there you can see the scores of each CPU. Just make sure there isn't any GPU present tongue

MAG79
Well, I don't know how much a screenshot proves, but it can be easily replicated by using ffdshow as the main decoder, enabling SVP and using madVR. On the madVR overlay (ctrl-j) it will show 10-bit input.

Thanks alot for the explanation smile
Then I'm guessing ffdshow upconverts it to 10-bit again after avisynth, thereby wasting CPU? That seems to be the only explanation to madVR reporting 10-bit, right?

Btw Rimsky, are you sure about that? MadVR reports 10-bit input when using ffdshow as the decoder, even though SVP is on? The problem only occurs when using ffdshow as a raw filter

Well, I dunno actually. If it doesn't make a difference, I guess it doesn't matter tongue

Well, the fact that LAV does the dithering instead of madVR, which supposedly is better at it. I really dunno how much you guys can do about it, just thought you might wanna know.

Hey there, while this issue isn't directly related to you guys, it's still somewhat relevant, since you suggest using LAV for decoding.
When playing back 10-bit files, normally madVR will do the conversion to 8-bit, since its the best at it. However, using ffdshow only for avisynth, it doesn't accept 10-bit input. This means that lav dithers the stream down and not madVR. Using ffdshow for decoding, this issue does not appear.

36

(1 replies, posted in Using SVP)

Hey there, I just noticed the option, does it specify how many frames ahead it should search for motion vectors, or is it something else?

37

(1 replies, posted in Using SVP)

Hey there, I'm currently rocking a 120hz monitor and watching some anime on it. I've been wondering, since my PC has to interpolate more frames than a standard monitor, do I have to change some settings like, I dunno, motion vector grid?

38

(1 replies, posted in Using SVP)

Hey there, just got the new version of SVP smile It actually seems to have improved performance and quality alot in areas that caused massive artifacting and CPU drops before, namely the Clannad intro. Though I've been wondering, what is the technial difference between the "standart" and the "Sharp" shader? Do I expect any differency in judder from it?

39

(6 replies, posted in Using SVP)

Ah, so as long as my index is hovering around 1x, SVP is outputting enough frames to the renderer? Thanks alot smile

40

(73 replies, posted in Using SVP)

Frame interpolation is really no different in 3D. I've personally tested SVP on "stereoscopic player" and it works just fine

41

(6 replies, posted in Using SVP)

Hey there, loving the software. I've been wondering about on thing though, what does the "SVP index" do in the performance graph? Does it show how many of the desired frames are interpolated? I see it hovering around 1x, even when I have stutter sometimes.