Vint: Realtime Video Interpolation and CRT Emulation is now Available. What are your feature requests?

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What part of Vint should I prioritize work on? (reset/updated 12/25)

Configuration options and polish of realtime interpolation
0
No votes
Documentation, tutorials, guides
1
13%
AR/VR and stereo video processing features
1
13%
Further develop CRT scanout emulation
1
13%
Integration of simultaneous interpolation and BFI
2
25%
Processing performance monitoring/feedback
1
13%
Expand offline video interpolation transcoding
0
No votes
Support for Linux (AMD+Intel GPUs support is now added)
2
25%
External integrations with other software (OBS support?)
0
No votes
Other (comment below)
0
No votes
 
Total votes: 8

purplemelon1
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Re: Vint: Realtime Video Interpolation and CRT Emulation is now Available. What are your feature requests?

Post by purplemelon1 » 09 Dec 2025, 19:36

Randomoneh wrote:
09 Dec 2025, 16:06
I can't quite wrap my head around how exactly pixel response time differences between panels and technologies influence motion clarity once beam-like refresh comes into play? Is pixel response time still important? I guess smearing is eliminated but color accuracy could suffer?

Also, do modern OLEDs play nice with this sort of beam approach or do they rely on some amount of persistence to retain color accuracy and proper EOTF tracking - especially when it comes to near-black handling?
It means the hardware is the bottleneck before the software. If your hardware smears everything to 100hz clarity. Then it doesn't matter what software you throw at it. You will be limited to 100hz clarity even if it outputs 180hz.
I do not know if vint has color correction for HDR. But the shader should already do so for sdr.

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Re: Vint: Realtime Video Interpolation and CRT Emulation is now Available. What are your feature requests?

Post by Chief Blur Buster » 16 Dec 2025, 16:42

purplemelon1 wrote:
09 Dec 2025, 19:36
Randomoneh wrote:
09 Dec 2025, 16:06
I can't quite wrap my head around how exactly pixel response time differences between panels and technologies influence motion clarity once beam-like refresh comes into play? Is pixel response time still important? I guess smearing is eliminated but color accuracy could suffer?

Also, do modern OLEDs play nice with this sort of beam approach or do they rely on some amount of persistence to retain color accuracy and proper EOTF tracking - especially when it comes to near-black handling?
It means the hardware is the bottleneck before the software. If your hardware smears everything to 100hz clarity. Then it doesn't matter what software you throw at it. You will be limited to 100hz clarity even if it outputs 180hz.
I do not know if vint has color correction for HDR. But the shader should already do so for sdr.
Correct. Slow pixel response = interferes with software-based blur busting algorithms.

GtG is like a slow-moving camera shutter. You don't want a non-zero GtG. A camera shutter that slowly opens and closes.
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William Sokol Erhard
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Re: Vint: Realtime Video Interpolation and CRT Emulation is now Available. What are your feature requests?

Post by William Sokol Erhard » 19 Dec 2025, 14:01

I just released version 1.3.0 of Vint.
It now has (untested) AMD Radeon support using MiGraphX.
Please send me feedback about this as I do not have a Radeon test machine: [email protected]

This update also reduces file size, updates dependencies, fixes bugs, and such.

https://bsky.app/profile/williamsokoler ... edngbop22i
https://store.steampowered.com/news/app ... 4075830588


I continue to get people asking for a demo. I understand the need to have a way to test software like Vint because performance can vary substantially. I have mentioned it before but that would unfortunately be entirely impossible because Vint is completely DRM free. I have no way at all to restrict access after a time period or anything.

My recommended solution is to purchase Vint through Steam and see whether it works to your satisfaction and does what you're looking for. If you're unsatisfied for whatever reason, you can get an essentially automatic refund through their policy.
Obviously if there's any issues I would ask you reach out to me and I will do what I can to fix them.

Edit: Oh, and Vint's also on sale for a quarter off through the holiday.

atohmdiy
Posts: 2
Joined: 20 Dec 2025, 12:31

Re: Vint: Realtime Video Interpolation and CRT Emulation is now Available. What are your feature requests?

Post by atohmdiy » 20 Dec 2025, 12:43

Do you have any idea of the level of performance we can expect compare to nvidia ? I am only using Linux so i didn't buy your software until there is a Linux version, but it sounds very interesting.
I am asking myself if a 9070xt can do 4k 24->72hz.
Right now i am playing my video in 24hz and i use the smooth motion of my lg cx48. I fine tune the settings to have the best motion i can get without artifact, but what bother me is that 24hz playback in wayland is broken (random stuttering). The problem is known but no one care to correct this, most people just play their video are 60hz with interpolation...
So having a solution to run rife at 72hz + crt beam shader could be a good solution.

Randomoneh
Posts: 17
Joined: 27 Oct 2020, 15:47

Re: Vint: Realtime Video Interpolation and CRT Emulation is now Available. What are your feature requests?

Post by Randomoneh » 20 Dec 2025, 15:07

What are GPU/CPU requirements specifically for scanning backlight simulation without RIFE interpolation? Would 1650 Super or 7900XT work?


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Re: Vint: Realtime Video Interpolation and CRT Emulation is now Available. What are your feature requests?

Post by William Sokol Erhard » 22 Dec 2025, 17:11

Shoot, I updated the headline poll options and it removed all the previous votes.
The leading option was platform support followed by a tie between CRT scanout configuration and offline transcoding options.

For context, I have now added Intel and AMD GPU support (among others) since launch but I still plan to make it work on Linux. We'll see how Nvidia drivers on Linux handle TensorRT APIs.
I've also added configurable CRT Scanout multiplier rates but other configuration options require modifying the CRT Scanout shader directly. It might be possible to add more configuration but not trivial.
Offline transcoding now has both software and hardware (NVENC) encoding for both H264 and HEVC/H265. I can look at AV1 support but the encoders are a little more primitive at the moment. I also want to add a bitrate target in addition to the existing quality (CRF) target.

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William Sokol Erhard
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Re: Vint: Realtime Video Interpolation and CRT Emulation is now Available. What are your feature requests?

Post by William Sokol Erhard » 22 Dec 2025, 17:24

Randomoneh wrote:
20 Dec 2025, 15:07
What are GPU/CPU requirements specifically for scanning backlight simulation without RIFE interpolation? Would 1650 Super or 7900XT work?
So, I haven't testing on those GPUs so I have to speculate to some degree based on my testing and understanding of the performance considerations.

The main performance considerations/expectations I talk about in my documentation/requirements is specifically targeted at the RIFE interpolation. Because it is so high quality and demanding, I have built a variety of scaling options to allow you to tune performance to your hardware. Resolution scaling is one setting that I make sure works well and provides a seamless way to handle various content.

With that in mind, BFI and CRT scanout simulation is run through an entirely separate process and does not access any of the convolutional neural network acceleration APIs like TensorRT, OpenVino, or MigX.
The only performance factors revolve around video decoding and more importantly, video data transfer bandwidth. The CRT scanout simulation shader itself is a negligible performance consideration but inserting multiple new frames per source frame requires a lot of copying on the fly and moving texture data around between the CPU and GPU before rendering to the framebuffer.

That is all to say, PCIe bandwidth should be an important factor as well as memory bandwidth both in system RAM and VRAM. Capacity isn't much of a concern, just speed. ROPs may also factor in. I would expect the 1650 Super might be a little more limited with its PCIe 3.0 speeds and small 128bit bus. Using the resolution scaler would limit the bandwidth required and should allow it to run smoothly.
The 7900XT has PCIe 4.0 and a much larger 320bit bus and nearly 70% faster memory clock resulting in more than 4x the bandwidth. I would expect the AMD 7900XT to handle BFI or CRT scanout processing quite well.

I'll also add that I have focused heavily on providing the best possible performance and also platform support for the ultra high quality interpolation which is the most demanding process. If there is interest, I can work on refining resource consumption and hopefully make the BFI and CRT scanout run even faster. Make sure to vote in the poll if that's a request.

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Re: Vint: Realtime Video Interpolation and CRT Emulation is now Available. What are your feature requests?

Post by Chief Blur Buster » 22 Dec 2025, 20:22

William Sokol Erhard wrote:
22 Dec 2025, 17:11
Shoot, I updated the headline poll options and it removed all the previous votes.
The leading option was platform support followed by a tie between CRT scanout configuration and offline transcoding options.
Do you have a screenshot you can repost here? Would be good for historical record!
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Re: Vint: Realtime Video Interpolation and CRT Emulation is now Available. What are your feature requests?

Post by Chief Blur Buster » 22 Dec 2025, 20:23

Randomoneh wrote:
20 Dec 2025, 15:07
What are GPU/CPU requirements specifically for scanning backlight simulation without RIFE interpolation? Would 1650 Super or 7900XT work?
Possibly.

The CRT simulator successfully worked on GPUs as old as GTX 980 at 1080p in real time. As long as the frame is already on the GPU and processed on GPU, so you don't have further bus transfers.
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Forum Rules wrote:  1. Rule #1: Be Nice. This is published forum rule #1. Even To Newbies & People You Disagree With!
  2. Please report rule violations If you see a post that violates forum rules, then report the post.
  3. ALWAYS respect indie testers here. See how indies are bootstrapping Blur Busters research!

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