06 · Videos & Settings

Videos, projects & settings

The Videos library holds every video you have worked on, with the projects run on it, the files they produced, and an A/B compare view. Settings has four panels, described at the bottom.

Videos

Videos is the library: one entry per video you have brought in, sorted by when you last worked on it (or by name, date added, length, or number of projects), searchable by video, project, or file name, and filterable by workflow, by whether a job is running, failed, or still a draft, by length, and by folder. Each row shows the file's resolution and length, how many projects were run on it, and how many files those projects produced; a running or failed job shows as a pill on the row, and two files that share a name get their folder appended so you can tell them apart.

Videos: the library on the left, the selected video with its Enhance / Refine / Compare actions and its Projects on the right.

Select a video to see it in full: Enhance starts a new job on it, Refine opens a session on its latest finished output, and Compare puts that output beside the source. Below the header, Projects lists every job run on the video with what it ran (the stage chain, a Refine session's exports, or a depth map), the output size, and the run time; hover a row for Play, Compare and Refine. Artifacts draws the video's history as the same lineage tree the Refine Files panel uses: the original, each job's stage files and output, and the versions, patches, mixes, mask sets and depth maps made from each output. Filter the tree to one kind, or untick Stage files so each output hangs straight off what it was run on. Any file can be played, revealed in the file manager, or used to start a new Enhance job.

Artifacts: the lineage tree for one video. Outputs carry an Output badge; the Stage files toggle hides the intermediates.

Projects & artifacts

Open a project from its row to see processing time per stage, the configuration, and all of its artifacts; the chip at the top returns to the video. The project name in the detail header is editable: double-click it, or use the pencil, to rename the project in place.

A finished project: Play output, Compare (A/B wipe against the source), or open a Refine session.

Compare opens a synchronized side-by-side with a draggable wipe and zoom, the clearest way to judge an output against its source. When one side is a trimmed output (a clip range, a patch, a chapter), Compare places both on the source's timeline instead of starting them together: before the shorter side begins it shows starts at with the time, and after it runs out it shows ended and holds the last frame. Play opens the video in a player where the mouse wheel or a pinch zooms in and dragging pans, for a quick pixel-level look. Refine opens a session with the project's source and stages already in the pool.

Refine keeps its files next to the working video in a <base>_refine folder: masks/ for mask sets, depth/ for depth maps, patches/ for re-processed patches, versions/ for blended results (named <base>_v2, <base>_v3 and so on, each the next working video), and work/ for scratch. Later versions of the same video write into the same folder, so one project's history stays in one place.

Settings reference

Engine Configuration
Where the engine looks for engines, weights, and your license file, plus command, monitoring, and logging options. Edits are staged until you click Apply Changes; some changes restart the engine. Most users never need to change these. The main use is moving model storage to another disk.
Application
Software updates, window behavior and the Regenerate-Q performance settings, described below.
License Management
Device ID, software key, license generation, and code redemption. Covered in Install & activate.
Third Party Libraries
FFmpeg and the MPV preview player. The bundled builds work out of the box; this panel points at custom binaries and switches the player's video output mode (use Software if preview playback misbehaves; it never affects rendered output).
Engine Configuration: storage locations, license file path, and engine behavior.

The Application panel

Settings → Application: Software Update, the model set the updater keeps current, and the Performance card.
Software Update
Checks for a newer version of the app and installs it with one click (Install app update). On macOS it also keeps the Essentials models current: when the model catalog has a newer set for this Mac, the card lists the model updates and offers Update models (or Install app and model updates together). Downloaded models install when the engine is idle, so a running job is never interrupted. Models you built yourself are never replaced. The Model set card above it picks which set the updater follows: 16 GB+ or 32 GB+, which differ in the Regenerate-Q tile sizes they carry.
Minimize while upscaling
Switches to the compact stats window when a Regenerate-Q job is submitted so the UI does not compete with inference for the GPU. Click the expand button on the compact window (or the dock icon) to bring the app back.
Process tiles independently when a job would not fit in memory
A tiled Regenerate-Q job normally keeps every tile's state in memory at once. With this on (the default), a job the engine estimates would not fit runs its tiles one after another as separate passes and assembles them at the end: the same output, one tile's state at a time. Activity shows the pass it is on. Each job's own Process tiles independently setting can force this on or off.
Smallest suggested tile size
Regenerate-Q splits the frame into tiles when that is faster. Smaller tiles run faster, but each one sees less of the frame, so Auto and the Tile size list never suggest tiles shorter than this on either side (512 px by default, at least 256). A Custom size, or one a job pins, is not limited and can go down to 256 px.
Memory budget for Regenerate Q
How much memory the engine plans block-sparse Regenerate-Q jobs against. Headroom keeps a fixed amount free for macOS and other apps (8 GB by default); Target caps the engine at a fixed amount. The budget decides whether a job runs in one piece or as separate tile passes, and whether the attention cache stays at full precision. The readout says what this Mac has and what the engine plans for.
Match the processing-unit limit to the tile size
Every Regenerate-Q processing unit in flight holds frame buffers the size of its tile, so large block-sparse tiles need fewer units in flight. On (the default), the engine uses the lower of its configured maximum and a tile-derived one. Leave it on.
CoreML cache limit
Regenerate-Q compiles each tile size for the Neural Engine and GPU, and builds sizes it needs on first use. The engine keeps these caches under this limit (20 GB by default; 0 = no limit), removing the least recently used size first. Installed sizes stay; only their compiled copies are removed and rebuilt when next used. The readout shows what is in use (compiled, decrypted, built on demand); Clear now empties the caches between jobs.
Check this computer
Quick check runs a short Regenerate-Q job on a bundled clip: engine, license, model, GPU and encoder in one go. Benchmark runs it at each tile size, smallest first, and records the speed and the memory each size holds; Add a size puts your own sizes on the list. A run uses the GPU for a few minutes and needs the engine running and the queue empty; runs do not appear in your projects. Copy report copies the results table for a support ticket.
The Regenerate-Q rows of the Performance card and the Check this computer card (macOS shown; Windows has the tile-size and check rows).