View Full Version : Media Player Classic - BE Win32/x64
huhn
15th October 2025, 10:30
ohh that's simple.
360/24 is 15 there is no need to engage VRR. VRR range is 48-360 so it will engage nothing or LFC where the best choice is 360 and no VRR display will engage when you get close to the max refreshrate.
but 100/24 4.16 or 280/24 11.66 so 96 at 100 or 264 at 280 may engage. that's why i tried them.
if the system you are on is nvidia you can use conlorcontrol edit: https://github.com/Maassoft/ColorControl/releases /edit
driver settings -> 2 - sync and refresh -> gsync indicator -> on
i don't need it on my 144 HZ TV because it flickers so hard and reports utter nonesense i will know when it is active instantly.
i used dota 2 as a test and limited the frame rate and i get super stable frame rate in the game the TV reports ~70-90 with an limited of 80 so i can't wait for video playback with that...
huhn
15th October 2025, 11:10
i got mpc-hc triggering vrr.
with madVR...
it will not trigger with EVR or mpcVR yes your test build.
i broke pretty much everything that could be broken.
global vsync was disabled windows 7 compatibility mode is enabled.
i renamed the exe to not-mpc-hc.exe the normal install still doesn't trigger "g-sync".
and the results... https://ibb.co/1GF2cfbK what a waste of time play a 25 hz video at 127 when the screen max refershrate is set to 120.
there is a chance the driver will not allow mpc-hc mpc-be to disable vsync try to rename.
clsid
15th October 2025, 11:34
Don't use compat mode, as Win7 obviously has no VRR support.
Windows 11 has a "Known Game List" for VRR, so maybe try exe name of a game as test.
huhn
15th October 2025, 12:03
there is no special need VRR works with pretty much every game even games to old to consider and even on old OS versions the GPU driver just did all the work back then. disabling win 7 comp mode is breaking it!
also this: https://ibb.co/tpKBkT4J new screenshoot hope that one doesn't bug around https://ibb.co/W4DRpwPC
left mpc-be with the test build
top right mpc-hc madVR renamed and windows 7 compatibility mode
bot right mpc-hc madVR normal
this is just wow.
renaming to dota2.exe didn't change a thing.
edit: the normal mpc-hc version will show the same information as the renamed one for 1 frame until it changes back when the window is active.
mpc-be will show OS VRR off when selected...
the information is the support overlay indicator from colorcontrol.
Aleksoid1978
15th October 2025, 12:09
For me ibb.co don't open
huhn
15th October 2025, 12:14
https://drive.google.com/file/d/1jnVbIuQilti-BjGTYVAwXR_6krgSGexD/view?usp=sharing
does this work?
looks like you are using a modern VRR interface but are not requesting
Aleksoid1978
15th October 2025, 12:40
I don't know why not working, i do as write here - https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/variable-refresh-rate-displays
clsid
15th October 2025, 12:41
The info in the top right one might be misleading. It says VRR type fullscreen. But player is in windowed mode, so affected by DWM. Afaik, Madvr also doesn't support VRR in any way.
MPC-HC has an application profile in NVIDIA driver. You can tweak that with ProfileInspector.
Edit:
Windows Settings -> System -> Display -> Graphics
Add player under "Custom Settings for Applications". Then enable "Optimizations for windowed games", to allow VRR with borderless fullscreen.
WinKey+G to show Xbox Game Bar. That has option to "remember this is a game". Maybe that helps too.
Edit2:
Does a VRR screen support refreshrate changes (to fixed value) in a smooth way, so without going black temporarily like dumb screen?
And if so, does it support "any" rate (in range) or just modes listed in driver settings?
huhn
15th October 2025, 12:59
win 11 doesn't do FSE anymore it's fake.
in that case mpc-hc/madVR thinks that there is currently fullscreen which is obviously false.
yes madVR doesn't support VRR just tested EVR and madVR to see if i can trigger it because every software can trigger it and mpcVR doesn't for some reason. madVR trigger VRR is actually an issue here it can go totally nuts.
i killed xbox game bar on all of my systems so i can not test that.
that is one of the reasons FSE is fake these days to get overlay work all times by "just" lying to the software that it is in FSE while the DWM will still do it things.
you need to disable fullscreen optimisation to get FSE back.
my system is currently setup to allow windowed VRR in windows and GPU driver.
Amuat
15th October 2025, 13:35
Hmm, I guess I need to do some proper comparison between ACM on and off. Didn't really have a proper sample size as all that was not in B&W during my brief stint without it was the Monty Python docu-series and a documentary on Incas (plus own footage but that is in no way good for reference for several reasons). The completely unnatural amount of red on people's faces on the former (don't know if it's a peculiar choice for the master itself or if I just had a bad version) even with ACM must certainly have affected my evaluation.
clsid, I'm also unable to say anything about HDR unfortunately. But what exactly did you mean by my problem? The fact that on 10/12-bit the screen flashes briefly with the bright non-ACM colors when turning fullscreen, or that ACM turned suddenly on and stayed on even when outputting just 8-bit? The former doesn't bother me at all although I guess it's technically an error, and as for the latter I'm waiting to see if the legacy ICC option keeps ACM completely away.
huhn, I'm stupid enough not to be clear on whether you are applying the TV's wide color gamut on SDR content, but I guess not?
[edited "bright ACM colors" to "bright non-ACM colors", sorry for the lapse.]
clsid
15th October 2025, 14:15
ACM likely got turned on after a graphics driver update. There are some complaints about it here (https://old.reddit.com/r/nvidia/comments/1o6dpc1/game_ready_studio_driver_58157_faqdiscussion/). You can turn it off in the Windows settings.
Please try the test build I posted a few comments back. I am curious if it has any (positive) effect on the colors in your original config (with ACM on and legacy ICC off).
Drakko01
15th October 2025, 21:56
Anyone here asking about VRR? Try the test build. You should probably test it in fullscreen mode or exclusive fullscreen mode.
I still haven't figured out how to test when VRR is working on my TV.
https://disk.yandex.ru/d/3zj4h6UUvxc7sg
First thanks for taking the time to test. The build you summit it's the one has been used since posted on github, in gral I test nightly build as soon they come out. Maybe relevant or not , as i say in my previous post now the file that engage the VRR/LFC mode on my tv are the 2160p rips with DV+HDR , I leave some images of my settings and of my screen.
https://imgbox.com/0EisszMs
https://imgbox.com/AzpCfJbf
ohh that's simple.
360/24 is 15 there is no need to engage VRR. VRR range is 48-360 so it will engage nothing or LFC where the best choice is 360 and no VRR display will engage when you get close to the max refreshrate.
but 100/24 4.16 or 280/24 11.66 so 96 at 100 or 264 at 280 may engage. that's why i tried them.
I think you got some true in there , as I say before it's no that mpcvr support proper vrr it's the mode of the tv thats handle better the playback, and for example my Rife x4 @96 fits better in the range in that mode as if was on normal @96 in 120hz
Edit:
Windows Settings -> System -> Display -> Graphics
Add player under "Custom Settings for Applications". Then enable "Optimizations for windowed games", to allow VRR with borderless fullscreen.
WinKey+G to show Xbox Game Bar. That has option to "remember this is a game". Maybe that helps too.
Edit2:
Does a VRR screen support refreshrate changes (to fixed value) in a smooth way, so without going black temporarily like dumb screen?
And if so, does it support "any" rate (in range) or just modes listed in driver settings?
I use always "optimizations for windowed game " in both MPCBE and SVP
I don't know if i understand your question correctly. But I try to answered anyway.
For me fixed refresh rates like 60hz as some micro stutters
But this in between rates with vrr mode engaged are more smooth I think like huhn say LFC at x3 x4 and the tiny variables changes make this to happen.
https://imgbox.com/0EisszMs
https://imgbox.com/J4x1LEPW
Aleksoid1978
16th October 2025, 02:08
I just checked - VRR/G-Sync doesn't work with madVR.
huhn
16th October 2025, 02:16
Edit2:
Does a VRR screen support refreshrate changes (to fixed value) in a smooth way, so without going black temporarily like dumb screen?
And if so, does it support "any" rate (in range) or just modes listed in driver settings?
let me explain this completely.
VRR never resyncs. an LFC 49-120 can do every refreshrate from 0.1 to 120 and anything inbetween with an unknown accuracy.
VRR has a refreshrate that is the maximum refreshrate this can be changed changing this needs a resync.
LFC is a default feature that both screens and the GPU driver can do and is engaged when the min FPS isn't reached and the max FPS is more then twice the min FPS.
49-120 LFC can work if i set this TV to 60 (49-60) it will not work and just tear below 50 making it useless.
all of this is simply use a multiplier when below 50
48 to low for VRR send 96 and there is no combination that will ever go over 120.
if you have a frame rate between 30-45 the monitor reports back quite some numbers fluctuating massively.
sending 30 as 60 works but sending 90 has lower input lag sending 120 doesn't because that's max refreshrate and needs vsync to not tear.
the max rate where VRR works is usually max -10 above that can work but doesn't have to work.
huhn
16th October 2025, 02:21
Я только что проверил - с madVR не работает VRR/G-Sync.
nope it doesn't only got it to trigger with extreme settings.
the information is mostly to show that the system and that player are currently capable of trigger it.
B) FreeSync / G-SYNC
Games create a virtual world in which the player moves around, and for best playing experience, we want to achieve a very high frame rate and lowest possible latency, without any tearing. As a result with FreeSync/G-SYNC the game simply renders as fast as it can and then throws each rendered frame to the display immediately. This results in very smooth motion, low latency and a very good playability.
Video rendering has completely different requirements. Video was recorded at a very specific frame interval, e.g. 23.976 frames per second. When doing video playback, unlike games, we don't actually render a virtual 3D world. Instead we just send the recorded video frames to the display. Because we cannot actually re-render the video frames in a different 3D world view position, it doesn't make sense to send frames to the display as fast as we can render. The movie would play like fast forward, if we did that! For perfect motion smoothness, we want the display to show each video frame for *EXACTLY* the right amount of time, which is usually 1000 / 24.000 * 1.001 = 41.708333333333333333333333333333 milliseconds.
FreeSync/G-SYNC would help with video rendering only if they had an API which allowed madVR to specify which video frame should be displayed for how long. But this is not what FreeSync/G-SYNC were made for, so such an API probably doesn't exist (I'm not 100% sure about that, though). Video renderers do not want a rendered frame to be displayed immediately. Instead they want the frames to be displayed at a specific point in time in the future, which is the opposite of what FreeSync/G-SYNC were made for.
If you believe that using FreeSync/G-SYNC would be beneficial for video playback, you might be able to convince me to implement support for that by fulfilling the following 2 requirements:
1) Show me an API which allows me to define at which time in the future a specific video frame gets displayed, and for how long exactly.
2) Donate a FreeSync/G-SYNC monitor to me, so that I can actually test a possible implementation. Developing blindly without test hardware doesn't make sense.
he immediately understood that trigger it is not even remotely close enough to do anything useful.
Aleksoid1978
16th October 2025, 02:54
I checked - no video player works with VRR/G-Sync.
huhn
16th October 2025, 03:15
mpv works like it should be.
https://mpv.io/manual/stable/#video-output-drivers-drm-vrr-enabled
added drm-vrr-enabled=yes
my TV currently set to 144 the source is 25 reports 75 (some 50 and 100 i assume so neds some work) good job mpv. let just hope it uses the audio clock to change the refreshrate. but as usually my Samsung TV flicker because Samsung can't do VRR.
the indicator is tearing no rest is yes.
https://drive.google.com/file/d/1Vmu0kqwDMJOb313wOGVbkwJEWDjofEg4/view?usp=sharing
edit:
my mistake for saying something positive about mpv that option is for linux only (should have known from the DRM part) and these are the only VRR results in the option so yes you will use vrr on windows if you want to or not. mpv ladies and gentlemen.
Aleksoid1978
16th October 2025, 03:30
Confirm - mpv working, in fullscreen.
But as far as I understand, only with OpenGL output.
huhn
16th October 2025, 03:35
windowed works too i have setup my windows and GPU driver to allow that.
i desperately need off switch now...
edit: this works too:
profile=high-quality
vo=gpu-next
gpu-api=d3d11
GPU with d3d11 or winvk works
GPU-next also works with winvk
it generally works. not going to test openGL
Aleksoid1978
16th October 2025, 04:00
Okay, let's stop all this. I don't know how to make it work in MPC Video Renderer on D3D11.
I also checked the built-in Windows players – VRR doesn't work with them either.
Drakko01
16th October 2025, 04:27
mpv works like it should be.
https://mpv.io/manual/stable/#video-output-drivers-drm-vrr-enabled
added drm-vrr-enabled=yes
my TV currently set to 144 the source is 25 reports 75 (some 50 and 100 i assume so neds some work) good job mpv. let just hope it uses the audio clock to change the refreshrate. but as usually my Samsung TV flicker because Samsung can't do VRR.
the indicator is tearing no rest is yes.
https://drive.google.com/file/d/1Vmu0kqwDMJOb313wOGVbkwJEWDjofEg4/view?usp=sharing
edit:
my mistake for saying something positive about mpv that option is for linux only (should have known from the DRM part) and these are the only VRR results in the option so yes you will use vrr on windows if you want to or not. mpv ladies and gentlemen.
It started with MPV, a popular player among SVP users. That was when TV Hz fluctuations were first noticed. After some trial and error, MPC-BE showed similar behavior, but with a narrower range. For example, with MPV and SVP at 96 Hz, the TV fluctuated between 88 Hz and 120 Hz. With MPC-BE and MPC-VR, the fluctuation was between 90 Hz and 108 Hz, usually closer to 96 Hz (94, 93, 97, 98, 95, 92, and so on)
Klaus1189
16th October 2025, 05:15
Anyone here asking about VRR? Try the test build. You should probably test it in fullscreen mode or exclusive fullscreen mode.
I still haven't figured out how to test when VRR is working on my TV.
https://disk.yandex.ru/d/3zj4h6UUvxc7sg
https://www.documents.philips.com/assets/20230220/752b68926e1b41afb0d0afaf011c36cc.pdf
20.4 Does it help?
Aleksoid1978
16th October 2025, 05:31
https://www.documents.philips.com/assets/20230220/752b68926e1b41afb0d0afaf011c36cc.pdf
20.4 Does it help?
Yes i know.
huhn
16th October 2025, 06:35
he got mpv to do VRR so everything is fine on the hardware side.
Klaus1189
16th October 2025, 11:05
Ok, can I also test or is is not yet working?
huhn
16th October 2025, 14:08
no it doesn't work and looks like this topic is done for now.
if you get it working have fun. even with mpv where it works the result is just bad. if a better implementation could be done or if VRR is just not suited for that i can not say.
Okay, let's stop all this. I don't know how to make it work in MPC Video Renderer on D3D11.
I also checked the built-in Windows players – VRR doesn't work with them either.
strumf666
16th October 2025, 14:43
If vrr could be used for proper playback it would also make resolution switching unnecessary which would be great. Unless, of course, in case of sdr/hdr not matching...
Drakko01
17th October 2025, 00:09
no it doesn't work and looks like this topic is done for now.
if you get it working have fun. even with mpv where it works the result is just bad. if a better implementation could be done or if VRR is just not suited for that i can not say.
I respect the fact that this topic is done for now, hopefully in the future can retake it .
I only say this...
The statistics indicators of your picture , Which program is it? maybe i can use it.
I will continue testing and trying to improve, For what it's worth, the problem is that you only managed to get mpv to work.For me, mpcbe+mpcvr is working too, and it's a little better than mpv
huhn
17th October 2025, 00:28
colorcontrol and no it is not working.
but you really don't want to understand that a video renderer trigger VRR as a game will not work properly and you even proof it...
Drakko01
17th October 2025, 02:42
colorcontrol and no it is not working.
but you really don't want to understand that a video renderer trigger VRR as a game will not work properly and you even proof it...
even with mpv where it works the result is just bad,your words .... and to this you can add is just bad for me
No one here understood that the important thing was not to make it work like a game, but to improve the smoothness of the reproduction. While this goal was achieved, the results can vary significantly depending on the hardware ,that I can't guarantee that, and you either.
huhn
17th October 2025, 05:42
With MPC-BE and MPC-VR, the fluctuation was between 90 Hz and 108 Hz, usually closer to 96 Hz (94, 93, 97, 98, 95, 92, and so on)
just using 100 HZ fixed will give you less judder than that...
Drakko01
17th October 2025, 14:10
just using 100 HZ fixed will give you less judder than that...
No, it doesn't ..... again this its with the hardware and the programs I use.YMMV
Asmodian
17th October 2025, 17:20
you really don't want to understand that a video renderer trigger VRR as a game will not work properly and you even proof it...
Even games should think about when and how long to display a frame for, not just display it as fast as possible when it is ready.
It is more complicated for games, but all frame presentation methods should consider when and for how long a frame should be presented. Video renderers are used to simply displaying the next frame at the next V-sync, but given how fast VRR adoption is they will need to take more ownership of the frame display time.
Of course, a working implementation in D3D11 is another story, but VRR itself could be good for video too.
pirlouy
17th October 2025, 23:32
I'm with Windows 11 25H2 (26200.6899).
In MPCVR, when using setting Windows HDR: "Allow turn on (fullscreen)", it doesn't work, HDR is not turned on.
Option works if I use "Allow turn On/Off" though.
Aleksoid1978
18th October 2025, 01:46
I'm with Windows 11 25H2 (26200.6899).
In MPCVR, when using setting Windows HDR: "Allow turn on (fullscreen)", it doesn't work, HDR is not turned on.
Option works if I use "Allow turn On/Off" though.
For me all working good.
huhn
18th October 2025, 08:00
Even games should think about when and how long to display a frame for, not just display it as fast as possible when it is ready.
It is more complicated for games, but all frame presentation methods should consider when and for how long a frame should be presented. Video renderers are used to simply displaying the next frame at the next V-sync, but given how fast VRR adoption is they will need to take more ownership of the frame display time.
Of course, a working implementation in D3D11 is another story, but VRR itself could be good for video too.
and how should that be done?
if the GPU takes longer then the CPU consider this frame to be shown they have to show that slow rendered frame for to long they have no new one to show fast enough simple just from not rendering the frame fast enough and it is not like the CPU will wait for the current frame to be rendered by the GPU.
and all of these draw back are ok because it is still better then not doing it for games at least. that's why it isn't complicated for games at all could you do a better job and try to present frames only based on the CPU game state difference with a big enough frame buffer yes but VRR is designed to hove low input lag.
and next issue is can you take owner ship to that degree?
if i play 25 hz with mpv i get 50-100 with mostly 75 if it could take owner ship to that level it wouldn't do that it would be 100 for 120 HZ display and 125 HZ for 144 at all times no deviation that will show a different frame rate. if we can't even reach that point how does it even beat smoothmotion at 120 HZ or even higher refreshrates?
and yes cinema VRR was a thing for like one sub version of HDMI 2.1.
Aleksoid1978
18th October 2025, 10:52
I briefly tested G-Sync/VRR functionality. I loaded a game, in my case Path of Exile 1/2, in DX11/DX12 windowed mode, and G-Sync activated.
I loaded a video player with MPC-VR in DX11 mode, but nothing activated.
Honestly, I'm shocked; I don't understand what it needs :)
pirlouy
18th October 2025, 13:41
As Huhn explained, I also think high refresh rate with Smoothmotion (madVR like) is surely the best way to not perceive potential judder.
But your VRR test build showed me a strange behavior. MPC-BE hangs when it tries to enter this VRR mode. But to trigger that, I need to use "exclusive fullscreen" mode (as you warned us). So this exclusive fullscreen setting does something special.
And it's not the first time you advise FullScreen Exlusive move for playing movies. So I have questions about this "FullScreen exclusive" mode, sorry if it has already been discussed.
To me it's not using fullscreen exclusive because Windows 11 volume OSD appears when changing volume (with keyboard). This Volume OSD is a good indicator to me.
I know to prevent Windows from changing "Fullscreen Exclusive" to "Windowed Fullscreen", you have to "Disable Fullscreen optimizations" in EXE properties.
With mpv, "Disable Fullscreen optimizations", "d3d11-exclusive-fs" in mpv.conf file ("OnTop" is not the same, contrary to what the manual claims), when entering fullscreen, there's a dark screen for 1-2 second, and now if you change volume, there's no OSD, and I think this is the real (old) FullScreen Exclusive.
Just to be clear, I don't know if it's a useful mode, Microsoft thinks it is not and I don't want that 1-2 seconds delay so I don't use it, but I was surprised you advocated this mode whereas it does not seem to work as intended.
And more, even when MPCVR "fullscreen exclusive" mode is not enabled, it is still capable of displaying above some apps which have "OnTop" enabled. So I'm not sure to understand what MPCVR FullScreen exclusive mode brings as positive effects, but if you advise it, there must be a hidden reason I don't understand ?
clsid
18th October 2025, 14:36
Yes, it isn't truely exclusive depending anymore without that compat setting. But you can of course avoid third party overlays and OSD stuff.
It does also affect player behavior, because seekbar and OSD are drawn using the renderer instead of as separate windows.
Amuat
18th October 2025, 14:41
Please try the test build I posted a few comments back. I am curious if it has any (positive) effect on the colors in your original config (with ACM on and legacy ICC off).
Sorry, did not work for me at least. But I have to say, even though I said my own footage is not a good reference, the fact that I'm suddenly quite honestly blown away by it without ACM pretty much settles it for me.
brazen1
18th October 2025, 18:29
I'm with Windows 11 25H2 (26200.6899).
In MPCVR, when using setting Windows HDR: "Allow turn on (fullscreen)", it doesn't work, HDR is not turned on.
Option works if I use "Allow turn On/Off" though.
I use "Allow turn On/Off" also. I have W11 HDR setting - OFF.
I have a problem I can't figure out using 24H2 and now 25H2.
In Windows settings/System/Power/Screen Sleep & Hibernate, Turn my screen off after 1 minute.
Play HDR video with MPCVR. Pause it. Let screen go into display off mode (takes 1 minute).
Jiggle mouse or enter key on remote etc. Display turns on. Un-pause video. MPC-BE crashes and the desktop is left in HDR mode.
Using madVR instead of MPCVR, un-paused video remains static but audio plays normally. I can seek and audio corresponds but video remains static stuck on the same frame I originally paused.
Fwiw, I use a few instances of MPC-BE all portable installs.
If I use Kodi internal VideoPlayer, everything works perfectly.
ChatGPT has no clue and I don't what else to do. Anyone have any suggestions outside of the obvious stuff. Been at this for days, not just hours.
clsid
18th October 2025, 19:05
As a workaround you could reload (Ctrl+E) the file after exiting display sleep.
MPC-HC has an advanced option to do that automatically after specified pause duration (or hibernate).
huhn
18th October 2025, 20:12
I briefly tested G-Sync/VRR functionality. I loaded a game, in my case Path of Exile 1/2, in DX11/DX12 windowed mode, and G-Sync activated.
I loaded a video player with MPC-VR in DX11 mode, but nothing activated.
Honestly, I'm shocked; I don't understand what it needs :)
this is going to back fire but here we go
load a ton off pixel shader like clipping to full range until you have rendertimes of 10 ms.
now it will work... sometimes.
because now it doesn't try to render 1000 FPS your screen can't do but 100 sometimes.
this page here is just wasting your time: https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/variable-refresh-rate-displays
VRR can work with v-sync on mpv does it...
this is just for games to use windows API no game does need any of the code shown there i can literally take half life one and i will get it working if i some how get FPS below max of my screen.
to make VRR work with a video renderer you need to lie about rendertimes over and over again you need to somehow tell something that is very very variable to do exact 24000/1001 that isn't easy and there are no documents about how to do that because VRR isn't made for that.
i get VRR working in a game that doesn't really have a frame rate like emperor of the fading suns because the starting loading screen has like 5 FPS.
to make it work with an efficient video renderer like yours you will need to do so much much work by try and error i don't want to imagine that. y9ou have to stop showing a frame every v-sync.
here you go i loaded a totally sane number of 358 shaders and it is trigger VRR on fullscreen now. does that help anyone her now? no not at all.
brazen1
18th October 2025, 20:12
Thank you for the reply. (Ctrl+E) starts the video from the beginning. I just want to resume playback from where I paused it.
I'm really curious if this is just a problem on my system or if it's present for others?
It takes 1 minute to check. I'd be eternally grateful and send good karma anyone's way if they'd try it.
Drakko01
19th October 2025, 02:21
I briefly tested G-Sync/VRR functionality. I loaded a game, in my case Path of Exile 1/2, in DX11/DX12 windowed mode, and G-Sync activated.
I loaded a video player with MPC-VR in DX11 mode, but nothing activated.
Honestly, I'm shocked; I don't understand what it needs :)
Like Cap said, I can do this all day.:D
You want a simple way to activate the vrr mode, add vaporsynth filter as external in the chain ,in MPCVR settings * Use exclusive fullscreen and *Adjust the frame presentation time(work without this last one too)
It will be triggered, but not in the best way. For a 23.976 fps video, it will go around seventy-something hz.Similar to mpv but worse. By adding SVP and RIFE in the mix, you can achieve a much a better experience than madVR with Smoothmotion playback
VapourSynth Filter v1.4.8 # svp or v1.4.7 # svp
with VapourSynth R72 API R4.1
For this tipe of file I also select Prefer Dolby Vision over PQ and HLG in MPCVR settings. Despite my tv dont support DV.
The one provided on svp work with files like this
Format : HEVC
Format/Info : High Efficiency Video Coding
Format profile : Main 10@L5@High
HDR format : Dolby Vision, Version 1.0, Profile 8.1, dvhe.08.06, BL+RPU, no metadata compression, HDR10 compatible / SMPTE ST 2094 App 4, Version HDR10+ Profile B, HDR10+ Profile B compatible / SMPTE ST 2086, Version HDR10, HDR10 compatible
Codec ID : V_MPEGH/ISO/HEVC
The one in the GitHub work with files like this( more randomly though)
VapourSynth Filter v1.4.7 # ba78fbf
with VapourSynth R72 API R4.1
Format : HEVC
Format/Info : High Efficiency Video Coding
Format profile : Main 10@L5.1@Main
HDR format : SMPTE ST 2086, HDR10 compatible
Codec ID : V_MPEGH/ISO/HEVC
clsid
19th October 2025, 13:17
The framerate is unstable because you are using too heavy settings. If that isn't blatantly obvious to you, then maybe you should watch some Sesame Street to learn some basic math.
Fans of interpolation should try out HopperRender (https://github.com/HopperLogger/HopperRender).
Drakko01
19th October 2025, 14:27
The framerate is unstable because you are using too heavy settings. If that isn't blatantly obvious to you, then maybe you should watch some Sesame Street to learn some basic math.
Yeah, with that response, you're as naive as Ernie.
Too heavy settings on what, exactly? This can likely be reproduced on a 4090, so what's the excuse then?
Putting that aside, i give this a look
HopperRender (https://github.com/HopperLogger/HopperRender).
huhn
19th October 2025, 20:35
when you have rendertimes over max frame rate it can just trigger VRR because you now have the requirement for game VRR
the fact that you compared smoothmotion with DVP frame interpolation and not to VRR speak quite a lot for itself because SM and VRR try to archive the same output goal while SVP does not.
clsid
19th October 2025, 23:06
I wish there was some kind of debug OSD in the renderer that shows details about its input including fps...
.. oh wait, there is ... /sarcasm
huhn
20th October 2025, 00:06
ms are missing even when it output 24 that doesn't mean it has rendertiems of 40 ms. it usually has like 1 ms and that's 1000 FPS for VRR so it does not care.
the stuff it current does for VRR is just useless.
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