Video Tile Disk Save Tile
Save one processed tile and move on — the disk workflow's second half
- tile
- tile_job
- tile_path
- tile_index
- saved
Every tile you process in the disk-backed workflow has to end up somewhere that isn't your GPU. Video Tile Disk Save Tile is that somewhere: it writes one processed tile as a numbered .pt file (tile_00000.pt, tile_00001.pt, ...) into the job folder and updates the manifest. That's the entire job - and it's exactly as simple as it sounds, which is what you want from the hot path of a long run.
The inputs
tile- the processed tile to save (output of your upscale branch, or of Disk Get Tile if you're testing without processing).tile_job- the manifest from Disk Job.tile_index- the number this tile gets. This is where your bookkeeping matters: the numbering must match the original tile order in the job'stile_config, or the merge will assemble the wrong geometry later. Disk Indexes exists to keep this in sync.overwrite(default true) - replace an existing tile file at the same index. Leave it on for iterative re-runs; flip it off if you want to be certain you never clobber a good tile with a bad one.
The outputs
tile_path- where it went, useful for logging or for pointing a review node at it.tile_index- the index written.saved- a boolean confirming the write happened.
Why .pt and not PNG
Worth saying once: these are exact PyTorch tensor files, not images. That's deliberate. Tensors are lossless and preserve the exact batch you processed - no 8-bit rounding, no color space surprises - so pass 2 (the merge) reassembles exactly what your upscale branch produced. It also means the files are only useful to the merge nodes, not viewable as images - that's what Disk Preview is for.
Install
cd ComfyUI/custom_nodes
git clone https://github.com/maDcaDDie2000/comfyui-video-tiler
Restart; it's under Video Tiler/Disk. No extra dependencies, no model downloads. Apache 2.0, vibe-coded for personal use, not actively maintained. Disk space is the practical tax - one .pt per tile, and long clips at high res add up. Check how big your tiles are before you commit to a big job; a couple of hundred tiles at 512×512 is nothing, but thousands at higher res will eat disk fast.
Inputs (4)
| Name | Type | Default | Description |
|---|---|---|---|
| tile | IMAGE | Processed tile to save. | |
| tile_job | TILE_JOB | — | |
| tile_index | INT | 00–999999 | — |
| overwrite | BOOLEAN | true | — |
Outputs (3)
| Name | Type | Description |
|---|---|---|
| tile_path | STRING | — |
| tile_index | INT | — |
| saved | BOOLEAN | — |