Nodes/RES4LYF/ClownOptions Tile
ComfyUI Node Runs on cloud

ClownOptions Tile

Tiled sampling for RES4LYF

By ClownsharkBatwing·Created 2 years ago·Updated 18 days ago· 1,222
ClownOptions Tile
  • options
  • options
tile_width1024
tile_height1024

Tiled sampling is the old trick for making big images (or long videos) fit in the VRAM you actually have: instead of denoising the whole canvas at once, you denoise it in overlapping chunks and stitch them back together. This node brings that into the RES4LYF sampler as an option, so you can push resolutions that would otherwise OOM your card.

It's the same idea behind every "tiled diffusion" / "tiled VAE" workflow people use for large upscales - split the work spatially, cap peak memory. What's nice about having it as a ClownOptions node is that it rides along with the pack's samplers and their solvers and guides, rather than forcing you into a separate tiling pipeline.

How it works

You give it a tile width and height in pixels. The sampler then processes the latent in tiles of that size rather than as one block, keeping the memory footprint of any single step bounded by the tile rather than the full image. It packages the setting into an OPTIONS object the sampler consumes.

Because it's a memory tool, the practical effect is "I can now render at a size my GPU couldn't handle in one pass." It's not primarily a quality feature - done well it's transparent, and the goal is for the tiled result to match the un-tiled one.

The inputs and output

  • tile_width (default 1024) - tile width in pixels. Smaller tiles use less VRAM but mean more tiles and more overhead (slower). 1024 is a reasonable starting point on a mid-range card.
  • tile_height (default 1024) - tile height, same trade-off.

Both accept -1, which is the node's way of saying "don't tile this dimension." There's the usual optional options chain input, and a single options (OPTIONS) output that goes to the sampler.

Installing RES4LYF

ComfyUI Manager: search RES4LYF, install, restart. Manual:

cd ComfyUI/custom_nodes
git clone https://github.com/ClownsharkBatwing/RES4LYF
pip install -r RES4LYF/requirements.txt

Portable users use the embedded pip under python_embedded/Scripts/. Restart, hard-refresh with F5. No models involved.

Common issues

Visible tile seams. If your image shows a faint grid or mismatched patches, your tiles are too small for the content or the overlap isn't handling a busy region well. Bump the tile size up toward (or past) your target dimension so fewer, larger tiles cover more of the frame in one pass.

It got slower, not just smaller. That's the trade - tiling adds per-tile overhead. If you weren't actually running out of memory, you don't need this; render un-tiled and skip the cost.

Still out of memory. Tiles that are still too large won't save you. Shrink tile_width/tile_height further, and remember the VAE decode is a separate memory spike - a tiny sampler tile won't help if the decode is what's blowing up.

No effect. As with all ClownOptions nodes, the options output has to reach a RES4LYF sampler's options input. And on an image small enough to fit already, tiling is a no-op by design.

CategoryRES4LYF/sampler_options

Inputs (3)

NameTypeDefaultDescription
tile_widthINT1024-1–10000
tile_heightINT1024-1–10000
optionsoptOPTIONS

Outputs (1)

NameTypeDescription
optionsOPTIONS