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Render_factor? #16

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zarc70 opened this issue Apr 4, 2022 · 3 comments
Open

Render_factor? #16

zarc70 opened this issue Apr 4, 2022 · 3 comments
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enhancement New feature or request

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@zarc70
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zarc70 commented Apr 4, 2022

Is there a way to incorporate the render_factor from the original code into the gui? That would allow for more flexibility when the default has a poor colorization outcome.

@GlebSBrykin
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I will try to add this feature in the near future. I agree, it would be useful.

@GlebSBrykin GlebSBrykin added the enhancement New feature or request label Apr 27, 2022
@GlebSBrykin
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Is there a way to incorporate the render_factor from the original code into the gui? That would allow for more flexibility when the default has a poor colorization outcome.

It is likely that it will not be possible to implement such a wide range of render_factor as in the original DeOldify. The limit will be on the maximum render_factor and it is caused by the inability to allocate a large continuous block of memory (more than 4 GB) by standard cross-platform means of .NET Framework/Mono. This limitation is likely to manifest itself in the Stable model, since it itself requires a lot of memory to store intermediate data. In the Artistic version, it can also be, but perhaps less strict.

@andi33x
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andi33x commented Jan 8, 2023

It's great to have a Windows program for this! But the render-factor is important, because the results are often worse than with the original scripts. Is there a way to change something in the code to have a certain render-factor? (I use the factor 40 in the py scripts with good results.)

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