rife-ncnn-vulkan
vkQuake
rife-ncnn-vulkan | vkQuake | |
---|---|---|
12 | 58 | |
742 | 1,532 | |
- | - | |
0.0 | 9.2 | |
4 months ago | about 1 year ago | |
C | C | |
MIT License | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
rife-ncnn-vulkan
-
Rerender a video: zero-shot text-guided video-to-video translation
flowframes is just an interface for interpolation models, you can still use rige-ncnn directly if you are familiar with the stuff. https://github.com/nihui/rife-ncnn-vulkan
- Rainbow | cn reference only + cn depth + prompt travel, no post processing
-
SD + VS Code + GitHub Codespaces = very portable dev environment
Messing around with https://github.com/nihui/rife-ncnn-vulkan
-
rife-ncnn-vulkan VS FluidFrames.RIFE - a user suggested alternative
2 projects | 4 Feb 2023
- Stable Diffusion on AMD RDNA™ 3 Architecture
-
Best Option for Large Digital Wall Display?
Compressing the videos has become quite a project that involves the seed_travel script, a little imagemagick, upscaling with realSR, an absolute ton of interpolation with RIFE, and the swiss army knife of video tools, ffmpeg.
-
Short interpolation animation between several frames?
not SD based, but maybe this helps? https://github.com/nihui/dain-ncnn-vulkan https://github.com/nihui/rife-ncnn-vulkan
- Are you guys interested in a vid2vid?
- Film: Frame Interpolation for Large Motion
- What will happen if I export my 30FPS video at 60FPS?
vkQuake
-
Quake Brutalist Jam II
> Personally, I prefer https://github.com/Novum/vkQuake because it allows disabling texture smoothing.
All hardware-accelerated Quake source ports that I'm aware of allow you to disable texture smoothing, going all the way back to the original GL Quake (if not earlier).
It was historically set through the console (rather than through a graphical menu), via the `gl_texturemode_ command
On modern hardware capable of trilinear filtering, the appropriate texturemode to disable texture smoothing (which keeping the other niceties of hardware acceleration was
gl_texturemode "GL_NEAREST_MIPMAP_LINEAR"
For the Ironwail engine, which is the currently preferred Quake source port for modern 3D hardware, options on whether or not to use texture smoothing (and other "retro" aesthetics like whether to use square or circular particles) are things that can be toggled in the video configuration menu.
- does vkQuake have a speedometer?
-
What source ports are you using (Windows/Linux)?
vkQuake https://github.com/Novum/vkQuake (Yes I know the author just dropped support but I suspect it'll be picked back up)
- End of vkQuake development · Novum/vkQuake · Discussion #691
-
vkQuake 1.30.0 released
Annnnnd 1.30.1 is already out with a few small fixes: https://github.com/Novum/vkQuake/releases
-
Are there Open Source Games?
That last one is an open source engine for a trio of existing free games, but if we count open source engines for commercial games the amount of famous examples grows exponentially. All id Software games up to Doom 3 have had their engines made open source and have a huge number of modern versions available for all of them. So Arcane Dimensions, the greatest by a mile Quake campaign ever made, was completed just three years ago and you need a modern open source engine like vkQuake to play it - even the Quake Remastered engine can't handle the huge AD maps. There's also an open source Morrowind engine, an open source Freespace 1/2 engine (Diaspora above actually runs on this), an open source point and click engine called ScummVM that runs so many old adventure games it's almost an emulator...
-
Playing TyrQuake on the VisionFive 2
You can get the packages to build from vkQuake: https://github.com/Novum/vkQuake
-
Elevator Jank - why does this happen and how do I fix it?
A better solution - and one that lets you run the game at any arbitrary framerate you want - is to switch to a fork of quakespasm with framerate independent physics. I'd strongly recommend playing with Ironwail, but vkQuake is also a great option. Both of these ports offer significant performance improvements over vanilla quakespasm and some other nice rendering features.
-
best qauke 1 source port?
If you plan on playing Arcane Dimensions with all features like custom HUD and particles then the best choice is VkQuake. It is also able to play the big and complex maps at very high FPS, which most other source port struggle with.
- Vulkan Quake port based on QuakeSpasm
What are some alternatives?
flowframes - Flowframes Windows GUI for video interpolation using DAIN (NCNN) or RIFE (CUDA/NCNN)
ironwail - High-performance QuakeSpasm fork
dain-ncnn-vulkan - DAIN, Depth-Aware Video Frame Interpolation implemented with ncnn library
Quakespasm - Extra bloaty junk to modernise stuff a bit.
ncnn - ncnn is a high-performance neural network inference framework optimized for the mobile platform
yquake2 - The Yamagi Quake II client
srmd-ncnn-vulkan - SRMD super resolution implemented with ncnn library
crispy-doom - Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.
realsr-ncnn-vulkan - RealSR super resolution implemented with ncnn library
Cortex-Command-Community-Project-Source - [ARCHIVED] Cortex Command - Open Source under GNU AGPL v3 (no game data included)
Real-ESRGAN-ncnn-vulkan - NCNN implementation of Real-ESRGAN. Real-ESRGAN aims at developing Practical Algorithms for General Image Restoration.
OpenLara - Classic Tomb Raider open-source engine