Description
RIFE filter for VapourSynth, based on rife-ncnn-vulkan.
Usage
rife.RIFE(clip clip[, int model=0, int gpu_id=auto, int gpu_thread=2, bint tta=False, bint uhd=False, bint sc=False, bint fp32=False, bint list_gpu=False])
-
clip: Clip to process. Only planar RGB format with float sample type of 32 bit depth is supported.
-
model: Model to use.
- 0 = rife-v3.1
- 1 = rife-v2.4
- 2 = rife-anime
-
gpu_id: GPU device to use.
-
gpu_thread: Thread count for interpolation. Using larger values may increase GPU usage and consume more GPU memory. If you find that your GPU is hungry, try increasing thread count to achieve faster processing.
-
tta: TTA(Test-Time Augmentation) mode. It increases quality, but significantly slower. Note that mixing one instance using
tta=False
with the other instance usingtta=True
in the same script will mysteriously crash. -
uhd: UHD mode. Recommended for 2K above resolution.
-
sc: Repeat last frame at scene change to avoid artifacts. You must invoke
misc.SCDetect
on YUV or Gray format of the input beforehand so as to set frame properties. -
fp32: Use single precision FP32 instead of half precision FP16. Note that mixing one instance using
fp32=False
with the other instance usingfp32=True
in the same script will mysteriously cause the other instance to produce black frame. -
list_gpu: Print a list of available GPU device.
Compilation
Requires Vulkan SDK
.
git submodule update --init --recursive --depth 1
meson build
ninja -C build install