The 1650 is a Turing based GPU but the Nvidia Encoder(NVENC) on that model is from Volta and not Turing NVENC.

Nvidia tech specs:

There is some sites in which SVPtube 2 doesn't work but it works on a lot.
Basically anything which youtube-dl supports.
Full list:

If your using SVPtube v1 then I believe its limited to Youtube and Vimeo. (Please correct me if incorrect)
As per supported Web sites listed here:

I'm not sure how you would do this in-game and would likely have to be a game by game case.
Not only would you need to find a way to interpolated the video, the video player used in game could be limited too. IMO its not going to be that feasible.

The only thing I can think of, is replacing the video files if possible with interpolated videos but,
It may not work or limited in fps anyway due to the games engine playback system, could be limited to 30fps playback regardless.
As in the engine locks the pre-rendered cut-scenes to 30fps, regardless of the fps the video was encoded at.

An example of doing this was done in Nier. … ers/26434/

Chainik wrote:

Got the device...

SMPlayer just shares local files via its own http server.

VLC is buggy as hell, I can barely cast anything w/o errors hmm And even if I can, seems like it disables all the video filters including the deinterlace/SVP one.

What about trying OBS + NGINX?

Problem is Chromecast needs HLS stream rather than RTMP, so nginx server is needed. RTMP to -> HLS + local HTML host for Chromecast to access stream.
Takes a bit to setup but once its setup should be easy to start/stop.

Note that I haven't tried it, nor do I have a Chromecast

Maybe Kodi can as well?

I do this using a Steam Link but its limited to 30mbps@1080p for the bit rate.
You can either Stream the Desktop, or add the media player as a Non-Steam game into Steam, to just stream the video with no desktop.

While I haven't used one the Nvidia Shield likely results in the best quality(100mbps+@4k w/HDR), but it also costs a lot more and requires a Nvidia GPU.

Or if you happen to have Raspberry PI+Nvidia GPU, consider trying moon-light.

TCmullet wrote:

Don't tell me to use Chrome to cast the desktop, as that has crummy results..

I believe Chrome maybe limited to BT.601 color. Most video uses BT.701 color.
So it results in a washed out look due to color shift. Greens and Blues, in particular get hit the hardest.

Chrome seems to ignore the color tags on videos and use BT.601 regardless.
You can test this your self using the below.
Play in Chrome and then also in your media player and notice the colors have shifted in chrome. … YOz88BTfsw

Use an eyedropper program to check the colors.

Source: … ost1806983

Piet1702 wrote:

Now I have to decide between the Ryzen 1200 or 1600 and between an 1050 Ti or 1060. The better CPU would give me more headroom for 4k, the better GPU more headroom for MadVR.

If your looking at 4k video with SVP the 1600 would manage far better and would go for that. For reference, I have a 6700k and it struggles with 4k content at times.

As for the GPU that's up to you, I would think both should be enough for SVP.
MadVR on the other hand, doesn't matter what GPU you get MadVR will be able to max it out, but you may want to check what sort of up-scaling the 1050 Ti and the 1060 is capable of with MadVR and what settings you want to use. The faster rendering times is especially helpful when combining with SVP but you ultimately adjust/limit your settings to work with what you get as the sky is the limit.

Piet1702 wrote:

- 1080p 24 Hz to 60 Hz with some picture enhancements (MadVR) --- I have a reference to an old GT630 which is still used in another HTPC with some MadVR Settings. How much does the higher framerate comes in places? Is it 1:1 comparison? Having MadVR working with 24 Hz and then with 60 Hz means 1.5 times more power needed?

MadVR relies on the GPU pretty much. As you increase the frame rate the less time your PC(GPU) has for rendering each frame.

Press Crlt+J in the media player to bring up the MadVR OSD.
Look at the average/max stats -> rendering X.XXms

1000ms = 1 second

At 24fps you get 1000ms/24fps = 41.67ms of time to render each frame.
At 30fps you get 1000ms/30fps = 33.33ms of time to render each frame.
At 60fps you get 1000ms/60fps = 16.67ms of time to render each frame.

You want the rendering time to be lower than 16ms with 60fps playback or you will be dropping frames, which you don't want.
So you are correct that it needs more GPU power to lower the time it takes to render each frame.
It depends on the MadVR settings you use, as different algorithms will take more or less time to process.

Just a quick note, when looking at the MadVR rendering times make sure you are full-screen and not in a 1:1 window/scale. As no up-scaling will occur if none is required, which will lower rendering times hugely.

You can reduce it at the cost of trading some smoothness.

Try the below settings and try setting Artifact Masking to "strong"

Also you can set the Target Frame Rate to what ever works best for you. (Depends on your refresh rate)

See Note #2 about VLC limitations
2. The filter can't return more than 3 frames on each source frame, which means that FRC rate = x3 is the maximum

Chainik wrote:

Wiki page:


The idea is to add a new VLC module that acts like a "video filter" and runs a Vapoursynth script (just like it does with mpv)

Note that VLC has a few dumb limitations:

1. The "common" video filters are not allowed to change the frame rate! The only TWO filter that can do this are listed by names in the VLC sources big_smile - "deinterlace" and "postproc".
So to make our filter work we should replace one of them.

2. The filter can't return more than 3 frames on each source frame, which means that FRC rate = x3 is the maximum.

3. The filter can't increase frame size on-the-fly, so all SVP's options that increase source frame size won't work (at least for now).

4. It's still not known how to get the file path via VLC API so all file name based profile conditions in SVP are not working.



(2 replies, posted in Using SVP)

Do you have a high refresh rate monitor?(what hz do you use?)
x5 means 120fps with 24fps content.
If your generating more frames vs what your monitor can display, you will be dropping frames.

You can increase smoothness but at the cost of more artifacts. The Anime SVP shader was made to help reduce artifacts in animations but the Standard profile will be smoother.

Artifact masking will lower smoothness, so disable it.
Motion vectors grid to a smaller block size. 12px, 8px etc. (I wouldn't recommend under 12px(too much artifacts, but smaller size is smoother)
Search radius to large.

Are you using MPC-HC 32bit which comes with SVP?

Check MPC-HC
View > Options > External Filters
Make sure ffdshow raw is added and set to Prefer


(2 replies, posted in Using SVP)

To push 240fps you would need a very fast CPU(more cores?). Not sure if the 6700k would be fast enough?

The more you increase the fps the less noticeable it will be. So going from (x2) 24fps to 48fps will be much more noticeable then say (x3) 72fps etc. It is smoother but the increased smoothness becomes less noticeable with each jump.

Gaming is a bit difference as its not just smoothness you get but also improves input latency. (Feels better, smoother and less motion blur due to the way current sample and hold displays work unless you strobe the display to remove the blur caused by it)

I would go 120hz, not 144hz, plus far easier to run then 240hz. (And @240hz, your limited to TN panels and 1080p max resolution)
144hz isn't ideal as most content is either 24, 30 or 60 fps, which multiples into 120hz nicely.

24 x 5 = 120fps (Good)
30 x 4 = 120fps (Good)
60 x 2 = 120fps (Good)

24 x 6 = 144fps (Good)
30 x 4.8 = 144fps (Not ideal)
60 x 2.4 = 144fps (Not ideal)

Note that I haven't used a 240hz monitor. I do use a 144hz monitor but run the desktop at 120hz.
I wouldn't necessarily upgrade hz for SVP but for games its worth it up to a point.
Would only consider the 240hz if you exclusively play competition based FPS games a lot.


(6 replies, posted in Using SVP)

Do you have 10 bit color in SVP enabled?

SVP Menu -> Application Settings -> Additional options -> Allow output in 10 bit color depth

theonepugna wrote:

+mpc-qt also doesnt work, changed the paths, deleted the mpv dll from the qt folder and every time I try to open a file it just stops working

I haven't used mpc-qt but have you checked the instructions in this thread

James D wrote:

Steam version will require Steam always launched, isn't it?

It does not.
Steam is required to be installed and running to install SVP via Steam, but after installation Steam does not need to be running. Note that its possible to set software up so Steam is required to be running for it to work/run.

When Steam is running and you open SVP from tray, Steam will show your playing SVP to your friends. When you close the GUI(back to tray only) it will stop showing as Now Playing to your friends. This behavior can't be changed currently, maybe Valve will update Steam one day to allow users to stop software from showing as Now Playing.

Also the way SVP is licenced will also need to be modified for Steam, as full version right from install.
As the Steam client will validate if the user has a valid purchased copy.

James D wrote:

That will make some people feel negative about Steam version of application.
So in that case perhaps it should be priced slightly lower or (if Steam allows this) provide key and allow to use non-Steam installation.

The Steam version will have the advantage of been able to install SVP on as many PCs as they want.
The downside is you need to install Steam on each of them which can be a problem if you want to install SVP on say a work PC.
Also keep in mind Valve takes a 30%? cut of the sale price when sold on Steam.

I personally rather the non-steam version of software's as I hate how Steam shows you as Now Playing unless its a game.

adamkex wrote:

I think it's possible to sell and distribute software with open source licences through Steam, as long as you follow the licence.

There is software like that on Steam.

For example:

Borderless Gaming @ 3.99 USD … ss_Gaming/

Source code which you can compile yourself. (Uses GNU General Public License v2.0)

frc -> target

In addition to the artifact masking setting, you can also try increase the Motion vectors grid to a larger block size. (IE 24px or 28px)
Note that it will lower the smoothness but it should also help reduce/lower the artifacts on moving objects.


(2 replies, posted in Using SVP)

There is no best settings as you are basically balancing smoothness vs artifacts.
Also the type of video your watching may change what you consider best. IE Movie or Cartoon/Anime etc

In saying that the main ones I tend to change based on content is: (the others settings I don't change much)

Artifacts Masking
(Stronger the masking = less smooth+less artifacts, it also increase the amount of ghost images you see in object movement)

Motion vectors precision (I use the larger sizes for the most part, namely 24px / 28px)
(smaller = smoother+increase in artifacts // Larger = less smoothness+less artifacts)
Note that smaller block size requires more system resources/power

These settings I don't change much at all
Frames interpolation mode = Uniform
SVP Shader = Standard
Motion Vectors = Half Pixel
Grid Step = Two with Global (I turn this off for 4k video atm, due to PC not fast enough at 4k)
Search Radius = Large
Wide = Strongest
Top coarse = Large

These are the settings I find work best for me, your free to try them but ultimately you will need to play around with the settings and see what looks best to you.

As for 144hz, your likely best of running at 120hz on the desktop so all video fps multiples nicely.
(IE so you have an even No# of interpolated frames to real frames / avoiding pull-down etc,
24fps video x 5 = 120 smile
30fps video x 4 = 120 smile
60fps video x 2 = 120 smile

At 144hz only 24fps video works nicely.
24fps video x 6 = 144 smile
30fps video x 4.8 = 144 sad (Not ideal)
60fps video x 2.4 = 144 sad (Not ideal)

It is important to understand that for any parameters the balance between video smoothness and quality / noticeable artifacts FRC is kept. So high smoothness always leads to stronger artifacts and artifacts reduction always reduces smoothness.

There is no perfect set of parameters which gives the maximum smoothness without artifacts. … ic_options


(3 replies, posted in Using SVP)

What PC specs do you have?

Also do you have GPU acceleration enabled?
SVP menu > Application settings > GPU acceleration > Your GPU

Failing that try move the slider to higher performance and see if that helps.

Not sure about HDR but you need to use MPV or VLC for 10bit video. ffdshow doesn't support 10bit with avisynth.

MPV with vapoursynth support would be a good place to start.

With SVP you also need to set allow_10bit = true (false is default which is YUV 4:2:0, 8bit output)

Seems youtube has made some changes and broke youtube-dl/SVPtube2 (Not all videos will be broken)

To fix until youtube-dl gets an update edit with a text editor

Located at:
\SVP 4\extensions\tube\youtube_dl\extractor\

Line 966





Save then restart SVP.


(5 replies, posted in Using SVP)

I believe only MPV supports 10bit for now with SVP.

geqi2012 wrote:

That is is SVP able to directly output processed 10-bit stream without conversion?

With SVP you also need to set allow_10bit = true (false is default which is YUV 4:2:0, 8bit output)

geqi2012 wrote:

2. If I'm getting this right shouldn't SVP processing take place before rending? Then how come the madVR OSD claims that "movie 23.976 fps (says source filter)"? Or does that mean it is not providing with the actual frame rate?

23.976 fps is correct, says source filter is the specified fps of the video, not the estimated fps or the interpolated frame rate.


(15 replies, posted in Using SVP)

madVR uses a lot of GPU power but yes you don't want to not be dropping lots of frames. With SVP+madVR it does help to have a half decent GPU.

Jinc tends to be more demanding than Lanczos but if your having trouble try Cubic for Chroma and maybe Lanczos for Luma.
Your better off using your resources for better luma up-scaling over Chroma.


(15 replies, posted in Using SVP)

Porkey wrote:

Wow, I managed to change the language in PotPlayer, added the ffdshow and madVR filters, set them to prefer and voila, it works! I'm now getting audio in both ears, but I still have two questions.
1, Is madVR really still going to work now? I thought we just set the video renderer to ffdshow?
And 2, under Filter Priority, I also added madVR the same as I did for ffdshow, and also set it to prefer. Was this necessary, or would I have been able to get madVR working with just the ffdshow filter?

1. You just need to set madVR as the video renderer to Madshi. ffdshow raw is used so SVP is able to do its stuff, not used for up-scaling.

2. You don't need to add madVR as a external filter its unnecessary, if you want to view madVRs overlay/info you can press Ctrl+J in the video player. Ctrl+J again to hide.


(15 replies, posted in Using SVP)

Porkey wrote:

Woah okay, so potPlayer is one of those misconfigured applications that installed itself in Japenese, because I have to have my system locale set to Japan for non-unicode programs (I occasionally play some RPG maker games and others that require it to run).
Changing it would require a restart, which is not possible at the moment because I'm transferring some very large backups, and the file transfer is probably going to take more than a day.

Its Korean based, but I cant say that happened to me.


(15 replies, posted in Using SVP)

Porkey wrote:

Ah, but I am using the free version of SVP, unfortunately. VLC is not supported in the free version. I'd try installing potplayer now using the guide on the forum, but I'm heavily discouraged by the fact that I had MPC+SVP working for a year already with no issues.

Ah fair enough,
A fix that would of been best but I don't know what going on with your Razor headset.

One thing I do like about potplayer is the thumbnail view which most players do not have(to turn on tick)