topabaem's picture
Say that the samples were rendered one-pass
40ae3c7 verified
|
Raw
History Blame Contribute Delete
3.67 kB

Long-form sample — an anime idol, 15 seconds

idol-15s.mp4 is the one to watch: 14.7 s, 353 frames, 512x320, 24 fps, video and audio generated together, rendered on a 16 GB Tesla V100 from this 4-bit encoder. prompt.txt is the prompt, unedited.

It follows a lot of what was asked. Blonde hair, large blue eyes, star hair ornament, the white and light-blue frilly dress with its navy ribbon, the bright pastel bedroom with white furniture, blue curtains and a mirrored dresser. The choreography lands in order too — it opens on a hand over the lens, peeking through, then the presenting gesture, the shy eye-rub, the point at the camera.

What it does not do

It is not speaking Japanese, and probably not speaking at all. The prompt asked for it. There is audio — 14.7 s, 71% of its energy in the 300-3400 Hz band a voice occupies — but its envelope peaks at 0.20 Hz, and articulated speech modulates at 3-8 Hz, once per syllable. The structure is closer to music or a sustained vocalisation than to sentences. Judge it by ear; the measurement only says do not expect dialogue.

Style is not reliably controllable. The same prompt, same encoder, same seed, rendered at a different length or resolution, comes out photoreal instead of animated:

file length size result
idol-15s.mp4 14.7 s 512x320 animated, on-prompt
idol-10s-4bit.mp4 9.7 s 512x320 photoreal, right scene
idol-10s-768x512.mp4 9.7 s 768x512 photoreal, wrong scene — a dark stage with an audience

Resolution and length change the latent shape, so they change the trajectory: these are different samples, not the same sample rendered better or worse.

That is the model, not the compression

idol-10s-bf16.mp4 is the same prompt through the BF16 original, same DiT, same seed, same size. It is photoreal too, and it tracks the 4-bit render gesture for gesture at the same timestamps. So "2D anime animation" is being ignored by LTX-2.5 itself at that length, and the encoder is not what dropped it.

Frame-to-frame difference between the two, over all 233 frames: MAE 0.0563. That is higher than the 0.0261 mean across the five benchmark prompts in ../README.md — a 317-token prompt with ten sequenced actions gives compression more to lose than "a blacksmith hammers steel".

Sharper: the pass these clips were missing

idol-10s-1024x640-2pass.mp4 is the same prompt and seed as idol-10s-4bit.mp4, run through the vendor's full pipeline instead of half of it: sample at 512x320, upscale the latent 2x, sample again at 1024x640.

one pass against two

Left is the one-pass render enlarged afterwards, right is the two-pass render, same frame, 1:1. Eyes, teeth, the star earring and the dress frills are separate objects on the right and mush on the left — 4.1x the Laplacian variance on a common grid.

Every other clip here, and every clip in ../, is one-pass. The renderer skipped that second pass on a written assumption that a 16 GB card could not afford it. Measured, it peaks at 10.03 GiB and takes 312 s — it fits. So these samples understate what the encoder drives, and the softness in them was never the compression.

Cost

clip wall clock peak VRAM
15 s, 512x320 123 s 6.26 GiB
10 s, 512x320 165 s 6.10 GiB
10 s, 768x512 178 s 6.53 GiB

All on one 16 GB V100 with --fp16-unet --novram. Fifteen seconds costs no more memory than ten; the length ceiling here was not reached.