I think the GPU is going to be the limitation but I tested the X3D vs freq(CCD1) anyway.

Tested with: Ryzen 9 7950X3D(SMT ON) /w 64GB 6000MHz CL30 RAM + RTX4070

X3D(CCD0) Only
Performance: motion vectors estimation = 8420
Performance: CPU-based frame rendering = 13468
Performance: GPU-based frame rendering  = 11116

Freq(CCD1) Only
Performance: motion vectors estimation = 8627
Performance: CPU-based frame rendering = 13578
Performance: GPU-based frame rendering = 11364

X3D(CCD0) + Freq(CCD1)
Performance: motion vectors estimation = 16936
Performance: CPU-based frame rendering = 21305
Performance: GPU-based frame rendering = 11364

I normally use Rife x3 @1080p which results in not much of a CPU load in regards to SVP.

Chainik wrote:

please update once again

All good now.

From a quick test with RTX2070S + MPV with Generic (v4)

1920x1080 x2(48fps)
~100% GPU Load / Not fast enough

1920x800 x2(48fps)
~80% GPU Load

---

1280x720 x2(48fps)
~50% GPU Load

1280x528 x2(48fps)
~37% GPU Load

---

1280x720 x3(72fps)
~95% GPU Load / Not fast enough

1280x528 x3(72fps)
~70% GPU Load

What am I missing? (MPV)

[E]: Playback [c95a15cf]: VS - Python exception: SmoothFps_RIFE: Function does not take argument(s) named multi

For MadVR you can look at the render times in the overlay. ctrl + j

The render time needs to be less than the frame time.

For example if your aiming for 60fps(1000/60=16.67ms) then the render times needs to be less than 16ms.

If its near or above ~16ms then frames will be dropped and stutter will occur. You can reduce MadVR render times by lowering the MadVR settings.

Current used settings:

GPU acceleration: On
Nvidia Optical Flow: Enabled

Rendering options
Frames interpolation mode: Uniform
SVP shader: Standard
Masking: Disabled

Motion vectors options (Nvidia Optical Flow)
Accuracy: High
Motion vectors grid: 16 px


Try changing the motion vectors grid between 12 - 24 px and see how you go. Also try x3(72fps).

I don't like using artifact masking as it looks a lot like monitor ghosting to me and I use optical flow, as it reduces system resource use by a large amount in my case.
https://i.imgur.com/cvVJeJF.png

https://i.imgur.com/zRwAIMP.png

240hz is not bad choice for video playback as it divides evenly with all the commonly used frame rates including after adding in interpolated frames in most cases. Just not 72fps.

240hz
Suitable for 24, 30, 48, 60, 120, 240 target framerate

120hz
Suitable for 24, 30, 60, 120 target framerate

144hz
Suitable for 24, 48, 72 target framerate

60hz
Suitable for 30, 60 target framerate

Personally I don't use 72fps at 240hz as it doesn't fit evenly. Needs frame blending, pulldown or VRR etc to be used. x3 is generally considered most optimal overall but not if it also requires the use of frame blending, pulldown etc. Which is more of an issue for 60hz monitors.

I would aim for either 48, 60, 120 or 240 after interpolation unless you have VRR working with video playback.

I think 120fps(or 240fps) would be the best all round target to avoid both pulldown and still maintain peak perceived smoothness on a 240hz monitor.

Yeah, is a few things to consider with BFI/Impulse but it can make motion extremely clear.
Some examples; (video @24fps)

x3 (13.89ms of persistence)
No change in brightness/contrast
Reduced motion artifacts (interpolated frames) vs x6

x3 + BFI =144hz (6.94ms of persistence)
Clearer motion @6.94ms
Reduces brightness/contrast
Reduced motion artifacts (interpolated frames) vs x6

x3 + BFI + Strobe Pulse Width@10 =144hz (1ms of persistence)
Very clear motion @1ms
Reduces brightness/contrast
Reduced motion artifacts (interpolated frames) vs x6

x3 + Strobe Pulse Width@10 =72hz (1ms of persistence)
Very clear motion + extra headroom for pixel response times**
Reduces brightness/contrast
Reduced motion artifacts (interpolated frames) vs x6

**Combine with VT increase for even better motion clarity
https://forums.blurbusters.com/viewtopic.php?t=8946
Note that this can only be done on select monitors which are capable of doing this.
IE Able single strobe at 72hz and have a scaler which can handle large blanking intervals(VBI).

Also of note its likely you will only see an improvement in videos which are using the full vertical height of the screen. Meaning it won't help as much when a letterbox is used.
https://blurbusters.com/wp-content/uploads/2021/01/crosstalk-annotated-ANIMATED-VERTTOTAL.gif

---

x6 = 144hz (6.94ms of persistence)
Clearer motion @6.94ms
No change in brightness/contrast
Technically smoother motion vs x3 (72fps)
Increased motion artifacts vs x3 (72fps) (interpolated frames)

x6 + Strobe Pulse Width@10 =144hz (1ms of persistence)
Very Clear motion @1ms
loss of brightness/contrast
Technically smoother motion vs x3 (72fps)
Increased motion artifacts vs x3 (72fps) (interpolated frames)

---

The loss of brightness may not even be an issue if you have headroom to increase the monitors brightness to offset the reduction of brightness caused by BFI and/or Strobing.

https://blurbusters.com/wp-content/uploads/2019/04/motion_blur_from_persistence_on_sample-and-hold-displays.png
https://blurbusters.com/wp-content/uploads/2019/04/motion_blur_from_persistence_on_impulsed-displays.png
https://blurbusters.com/wp-content/uploads/2013/06/motion-blur-graph.png

Yeah diminishing returns for sure, I find after about a ~x3 increase or ~72-90FPS any smoothness gains start to drop off fast. Your current monitor can already hit a x4 - x5 fps increase in most cases so your covered.

Films also have naturally occurring motion blur from the camera shutter speed which can vary from film to film, which gives additional smoothness not found in games(unless added in). Saving Private Ryan for example used 1/198 rather than the standard 1/48 shutter speed.

So a extra + x1 FPS increase(x3 -> x4 - x5) may help the smoothness in that case due to the loss of motion blur but ultimately not really needed. Games also benefit from reduced input delay, which is not relevant for video playback. So for games the extra is far more noticeable.

In saying that I do have a 240hz monitor which I've tried with SVP @240FPS. The main thing I noticed if anything in regards to video playback was that camera panning/motion was more clear(not really that much smoother) at 240hz/fps.

When it comes to motion clarity it mostly comes down to how long a pixel is continuously visible for and that the response times are fast enough to keep up with the refresh rate on sample-and-hold displays.

Running at 240-FPS did use a bit more system resources but I found it wasn't an issue at all for me, so I just left it at 240-FPS.

---

Diminishing Returns

Framerate -> Frame time/New frame every;

24-FPS -> 41.67ms
144-FPS - > 6.94ms
240-FPS -> 4.17ms

24-FPS(41.67ms) to 144-FPS(6.94ms) gives a 34.73ms(500.43%) improvement

144-FPS(6.94ms) to 240-FPS(4.17ms) gives a 2.77ms(66.42%) improvement

So based on the math alone the jump from 24 to 144-FPS should give a ~x10 times larger improvement in perceived smoothness than the jump from from 144 -> 240-FPS will give you.

Could try setting the number of processing threads from auto.

IE Manually set the number of processing threads. As your CPU has 12 threads (12x1.8=22) try setting it to 24.

Application settings > Additional options > Processing threads > 24

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:
https://i.imgur.com/Zk17u3u.png

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: https://rg3.github.io/youtube-dl/supportedsites.html

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: https://www.svp-team.com/wiki/SVPtube

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.
https://www.oneangrygamer.net/2017/03/n … 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

http://michaelrtm.me/obs-nginx-rtmp-windows-and-me/

https://obsproject.com/

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.
http://moonlight-stream.com/

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.

https://www.youtube.com/channel/UCp341q … YOz88BTfsw

Use an eyedropper program to check the colors.
https://i.cubeupload.com/IrkeeS.png

Source: https://forum.doom9.org/showthread.php? … 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"
http://i.imgur.com/7M6qM4r.png

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

http://www.svp-team.com/forum/viewtopic.php?id=3298


Chainik wrote:

Wiki page: https://www.svp-team.com/wiki/SVP:VLC

=================================

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.

.

19

(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
http://i.imgur.com/XyEgMFg.png

21

(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.

22

(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
http://www.svp-team.com/forum/viewtopic.php?id=3716

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
http://store.steampowered.com/app/38808 … ss_Gaming/

Source code which you can compile yourself. (Uses GNU General Public License v2.0)
https://github.com/Codeusa/Borderless-Gaming

frc -> target

http://i.imgur.com/JZuXmkc.png

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.