AndyDragneel wrote:

And another question: what is thr advantage of setting Shader Complicated
Inteaf of Deafult??

Far less "Haloing" in both live-action & animated content, fewer cases of SVP causing artifacts on hardsubs.

(SVP 4 is also better at artifacts masking than SVP 3).

Maybe, but if you use the Complicated shader under 3, the problem in that screenshot goes away.

don't forget about Vapoursynth engine support in the Pro versio

Why would I want that?  The site for that project forgot to explain why I'd want it. smile

I meant "IME" as "in my experience".

I'm only using SVP 3.1.7a (still not sure which 3 PCs to put 4 on) so, to answer your question, yes.  Complicated has fewer artifacts and haloing than Sharp, but if the system in question can only handle sharp then it doesn't matter.

IME, "Sharp" shader < "Complicated" shader for anime as Sharp has significant haloing on moving objects.

30

(7 replies, posted in Using SVP)

SVP itself can't produce BSOD.

Maybe not, but if I have autoplay next video in directory on in MPC-HC and there is no next video in the directory when I have SVP on, SVP causes a complete system lockup that requires a restart to resolve.

Sounds good to me, I'd just stay away from the Revision 3 boards as those are the ones I've seen ppl say have issues.  I haven't heard anything bad about their UD5 boards, but I have no personal experience with them.

I'm not sure I'd recommend the mobo I've got.  I have the now-ancient first revision, which has been problem-free for me, but I've seen online that some of the newer revisions have issues with overclocking and overheating.  The board also, despite what the BIOS claims, can't really seem to handle 2400 Mhz RAM.  According to this thread, faster RAM does make SVP a bit faster.

While I can't vouch for ASRock quality, since the software that we're using is different I'm not sure you should blame all the issues on the board just yet.

I watched some of it and I didn't notice any stuttering.  I noticed some raw quick cuts (like putting on the santa mask @ ~4:45) but they're the same with SVP off.  Speaking of which, I can see why you want SVP for this one.

The "complicated" shader is considerably more processor-intensive than the "standard" shader.

But it's worth it as it is the only one that doesn't "halo" objects in motion.

My setup:
AMD FX 8350 OC'd to 4.4 Ghz (with CnQ enabled)
Gigabyte 990FXA-UD3 Revision 1.0 AM3+ mobo with latest BIOS
G.Skill 2400 Mhz RAM running at 1600 Mhz (b/c Gigabyte)
Radeon R9 290 OC.

SVP 3.1.7a, 19 threads, complicated shader, weakest artifacts masking, GPU acceleration on

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(7 replies, posted in Using SVP)

nstream wrote:
Chainik wrote:

Here's another reason: should "offline" installer include madVR, two builds of ffdshow, mpc-hc, and later - mpv and libmpv?
If yes then it will be about 150M size. Now please take a look at bandwidth pricing big_smile

Maybe we'll include SVP itself in the package but all 3rd-parties will remain online only.

yes thats fine, as long as i can carry this to another pc.

if bandwidth is an issue, than i can say that downloading a 10mb package to pull across other stuff in itself is useless, why not just make it a full blown installer like version 3?

Yes, I also don't understand how bandwidth cost is an argument for the online-only installer.  ??

I'd only have to download the installer once for all of my PCs were it offline, but online I'm going to have to DL it from SVP many times over.  Part of why I haven't redeemed my SVP4 keys yet.

Changing "SVP Shader" to "Complicated" increases artifacts significantly, that's why I use "Standard".

Is this new for SVP4?  My experience with SVP3 is the opposite, I use Complicated for everything because it minimizes artifacts, most importantly the haloing of moving elements.

My SVP rating also fluctuates, between >1 and 0.97, and the only way that I've found to completely eliminate the audio desync is to use D3D fullscreen mode in Media Player Classic.

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(4 replies, posted in Using SVP)

OpenCL 1.2 is significantly less compatible than OpenCL 1.1?  That seems odd to me as there are AMD GPUs from as far back as 2009 that support OCL 1.2.  Can SVP really work effectively on any GPU older than that?

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(15 replies, posted in Using SVP)

Are you using ReClock?  Quick seeks for me with that on can crash the player, and sometimes all of Windows too sad

39

(15 replies, posted in Using SVP)

The CMR on my Samsung TV does make motion smoother, but no where near as smooth as SVP.

When I've shown non-animated video run through SVP to people not familiar with motion interpolation, they balk at the "soap opera effect".  With just the CMR on my 120 Hz Samsung TV, they don't even notice.  The manual (and OSD) for my TV states that its CMR only kicks in during "scenes with fast motion" so that might be why.

Kuram wrote:

Default settings, so I don't know.  Where are those settings found, I don't see them.

The only way I know to access them is through the View menu:
View->Renderer Settings->Vsync

For me, it took re-enabling this (it had been disabled somehow) to get smooth anime panning even with the 15 thread fix.

41

(3 replies, posted in Using SVP)

Have you experimented with the Auto-zoom and Auto Fit Factor options on the main Playback menu in the Options for MPC-HC?

I had a similar issue when I reinstalled SVP: somehow those options for my MPC had gotten changed so that MPC opened the video in a window "the size of a postage stamp" but setting Auto-zoom back to 100% and auto fit factor back to 75% (the defaults) got me back to how it used to be.

Out of curiosity, when you were having issues, were V-Sync and Accurate V-Sync still enabled in MPC-HC?

This works well enough, though it is a tad tedious.   The only issue with this is that it takes an eternity to process (several minutes, sometimes longer than it would to actually watch the video).  Time depends on specs and choices, of course.

Nintendo Maniac 64 wrote:
VB_SVP wrote:

Is there a guide for proper thread counts for processors (and, if so, why doesn't the "Auto" setting for "Processing Threads" use it? lol)?

Not really.  Basically 7 and higher should be fine for most CPUs, though with 8-thread CPUs you might want to double that (hence 15).

Thought to be blunt, if the "Auto" setting worked optimally then we wouldn't even need to manually set the thread amount. tongue

How many does Auto give?  SVP wiki says that it's core count * 1.8, which should give me 14.4, which I presume rounds up to 15?

Nintendo Maniac 64 wrote:
MAG79 wrote:

It looks like you are using different settings in SVP3 and SVP4.
Look at avs script in SVP3.  How many threads there? For your i7-4790k it must be 15 or more.
Point that value in SVP4.


I can attest to this.  Having 'Processing threads' set to "Auto" on my 4.6GHz Pentium G3258 gives considerably worse performance than manually setting the amount of threads to 7.

Is there a guide for proper thread counts for processors (and, if so, why doesn't the "Auto" setting for "Processing Threads" use it? lol)?

Nintendo Maniac 64 wrote:
Roberto Rossi wrote:

My experience on seeing a 120fps/90fps/75fps movie with svp in a 60hz tv is negative, didn't like it! Nothing else to say. Better to stick with 60fps .... or buy a better monitor.

I agree, but I'm one of those few people that still use CRTs, so running my monitor at 90hz or higher is really easy.

I'm tempted to dig out one of my ancient CRTs to test this, since I never "overdrove" them back in their day but I don't really have a way to drive them. 

What is setting SVP on 120 for a 60 Hz display supposed to accomplish?  For what I watch, SVP only fails to make motion fluid when the source media has many repeated frames sad

Nintendo Maniac 64 wrote:
Keskin wrote:

I don't know why but I changed video renderer to madVR and now 4k video seems ok...

Then you probably would have been fine if you just enabled "D3D Fullscreen" in EVR custom presenter.

So long as the audio desync issue that I have with D3D Fullscreen doesn't appear on his machine too.

48

(8 replies, posted in Using SVP)

So SVP actually will work with CUVID?  I'd heard that it automatically copies back the decoded video, but I'd only used DXVA copy-back, per the instructions.

49

(5 replies, posted in Using SVP)

Nintendo Maniac 64 wrote:
VB_SVP wrote:

I see a chunk on that list but I wouldn't call it a good chunk lol.

According to the find bar in my browser, there are 77 hits for '60fps' but "only" 63 hits for '30fps'

That's 55% 60fps vs 45% 30fps, and while it's only a difference of 10%, 55% is still a majority.

Is that not enough to qualify as a "good chunk"?

That's correct, it is not enough to qualify as a good chunk, especially with all the "60 FPS but <1080" titles in that list as well as the titles that aren't consistently 60 FPS (not listed on that list, however)  smile

Nintendo Maniac 64 wrote:
VB_SVP wrote:

60 FPS, my inclination is that the easiest approach would be to turn on frame interpolation on your TV.

I figured his/her TV lacked this functionality if he's looking to use SVP instead...

Or maybe s/he's using a monitor?

A TV without that functionality?  If so, getting a TV with that functionality is probably easier than trying to rig SVP to play Xbone/PS4 games as you'd need to procure something that accepts 1920*1080p60 over HDMI for the PC, right?

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(5 replies, posted in Using SVP)

Nintendo Maniac 64 wrote:

Just remember that a good chunk of PS4 and XB1 games already run at 60fps:
http://www.ign.com/wikis/xbox-one/PS4_v … Framerates

I see a chunk on that list but I wouldn't call it a good chunk lol.

So much 30 FPS, so much <1920*1080 resolution.  Programmers just aren't switching over to the "DX12" style rendering fast enough as the PS4 can definitely handle 1080p60 with reasonable graphics, if only they'd stop pretending its 6-8 wimpy cores were just one powerful core... /rant

For getting the consoles up to 60 FPS, my inclination is that the easiest approach would be to turn on frame interpolation on your TV.