Added FPS calculation
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@@ -48,6 +48,7 @@ class SeedVR2:
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self.text_neg_embeds = None
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self.current_model_name = ""
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self.debug = None
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self.last_batch_time = None
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@classmethod
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@@ -372,7 +373,14 @@ class SeedVR2:
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def _progress_callback(self, batch_idx, total_batches, current_batch_frames, message=""):
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"""Progress callback for generation loop"""
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# Calculate batch FPS
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_last_time = self.last_batch_time if self.last_batch_time is not None else self.debug.timers["generation_loop"]
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batch_time = time.time() - _last_time
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batch_fps = current_batch_frames / batch_time if batch_time > 0 else 0.0
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self.debug.log(f"Batch {batch_idx} - FPS: {batch_fps:.2f} frames/sec", category="timing")
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self.last_batch_time = time.time()
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# Send numerical progress
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progress_value = int((batch_idx / total_batches) * 100)
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progress_data = {
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@@ -445,7 +453,7 @@ Performance Tips:
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- Start with blocks_to_swap=16 and increase until you no longer get OOM errors or decrease if you have spare VRAM
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- Enable offload_io_components if you still need additional VRAM savings
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- Note: Even if inference succeeds, you may still OOM during VAE decoding - combine BlockSwap with VAE tiling if needed (feature in development)
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- Keep non_blocking=True for better performance (default)
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- Set Keep non_blocking=False for maximum RAM savings (default) or non_blocking=True for better performance
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- Combine with smaller batch_size for maximum VRAM savings
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The actual memory savings depend on your specific model architecture and will be shown in the debug output when enabled.
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