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[INFO] Feature, add/update rife frame interpolation
#33
Argh posted the error in the wrong github. :/
Atm. Hybrid doesn't use https://github.com/HolyWu/vs-rife (<- that one is used through trochAddon) but https://github.com/HomeOfVapourSynthEvol...cnn-Vulkan
As a side note: HolyWus RIFE implementation does only support full number multipliers.

Quote:This would affect animation videos, which originally already have many repeated frames. On the other hand, I have seen that this function with rife 3.1, the maximum version that it allows to use, takes a long time to process, probably because I am using an animation video and there are many repeated frames.
Question is what you are aiming for.
Normally when going for 60fps you do it to get smoother motion, adding interpolated frames and replacing duplicates would be the right way. (personally I would first remove duplicates and then do the interpolation)
If you just want to archive a target frame rate and fluid motion isn't the goal, than adding duplicates is the right way. ("Filtering->Speed change -> Scale output frame rate adjust to" will do that.)

Quote:The solution would be:

- An ability to interpolate with the same rife engine only the added frames that round, with the previous and subsequent ones.

- Or, leave it at that, rounding with doubling or trimming, and hope that some rife developer for vapoursyth will allow a fractional multiplier without that error occurring.

- Or a frame trimming system, which makes sure to cut out only from interpolated frames proportionally and never cut out any original frames to round off.
I would add that if there was a filter which allowed it, but to my knowledge there is none.

Cu Selur
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RE: Feature, add/update rife frame interpolation - by Selur - 24.07.2022, 06:59

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