Topic: SVP in gaming

I just discovered SVP a couple of weeks ago. It's an incredible piece of software. It's comparable to the best configuration of the motion interpolation in Samsungs TV newest models.

Is SVP using movement vectors inside the video files (used for compression/decompression software)? Or the software analizes frames to create his own vectors?

I'm guessing that because a great use for expanding SVP scope could be to introduce motion interpolation in gaming.

Filters like FXAA and SMAA have revolutionized the pixel filtering of pixels in the form of injectors than can apply in every game. Latest injectors like eFX are working in a frame counter and frame buffer so shaders can expand over only one frame to calculate output.

I can imagine a situation where a pc gamer with inconsistent framerate decide to sacrifice a bit of input lag in favor of a perfect 60 fps framerate output using SVP.

Maybe it's necessary to pass through something like integrated into gpu video codec (like shadowplay from nvidia is doing), then apply SVP filter and finally decompress the video to the same monitor (without using streaming). But the better scenario will be interpolate directly a frame queue from framebuffer.

What SVP devs think about it?

Nvidia will pay a lot of cash for something like this can be integrated into their Nvidia Experience platform.

Re: SVP in gaming

http://www.svp-team.com/forum/viewtopic.php?id=1568

Re: SVP in gaming

http://www.svp-team.com/forum/viewtopic.php?id=1737  big_smile

Re: SVP in gaming


Interesting. Thanks!

Re: SVP in gaming

interesting but unusable for gaming because of input lag