





ComfyUI-ContextAnchoredTileRefine - New 8k+ latent upscaling method using Krea 2
Use these links to view the full size images
Cyberpunk Cityscape Original
Cyberpunk Cityscape 4k
Cyberpunk Cityscape 8k
Orbital Shipyard Hangar Original
Orbital Shipyard Hangar 4k
Orbital Shipyard Hangar 8k
https://github.com/Blakeem/ComfyUI-ContextAnchoredTileRefine
These were upscaled using high denoise (0.5), captions, live canvas anchoring, and a stochastic (sde) sampler. If you have used other tile upscalers you will know that coherent creative upscaling is the hardest thing to do, since it requires maintaining coherence over a massive canvas. These images have 37,748,736 pixels being generated by a model that is only processing 2,013,696 pixels at any one time.
If you want to preserve the original image. Use low denoise (0.35), vision tokens, anchor to the source image, and use a deterministic sampler. Here is what that looks like:
Cyberpunk Cityscape Original
Cyberpunk Cityscape Conservative 4k
Cyberpunk Cityscape Conservative 8k
Compared to the Tiled Diffusion node (ComfyUI-TiledDiffusion):
>Theirs is a model patch below the sampler.
Mine wraps above the sampler and guider.
>Theirs has one sampler.
With mine each tile has it's own full sampler.
>Mine uses region of interest (RoI) token slicing in a tile upscaler (see my previous post on this subject).
>Both refine an upscaled image inside one latent canvas one step at a time so tiles don't drift apart.
>Theirs uses an average (uniform MultiDiffusion and Gaussian Mixture of Diffusers) that causes the image to be soft.
Mine does a directional blend in raster order, the later tiles blend into the earlier ones whose context they reach out to, so it maintains the models sharp raw output.
>Mine also supports masks, something the other method does not. Mine doesn't support ControlNet (at least not the VL node, the standard node does). But Krea 2 has no good ControlNet model because it isn't built for it and requires a LoRA.
I've been testing out different methods to upscale and hide seams in Krea 2 and I had a massive breakthrough last night during A/B testing. Everything happens in the latent canvas, so there is no color drift across tiles because everything happens with a single decode.
The 8k images were done in two stages, first to 4k with 6 tiles and then to 8k with 30 tiles on my 3090ti. You could go to 8k in a single pass and probably up to 16k. Creating a larger image does not increase memory by much, it just takes more time.
These are my first two test images I made, so don't judge based on that. The quality is staggering compared to what I've been able to do before. In the Cyberpunk Cityscape you can make out a McDonald's on the street as well as people, desks, and computers inside the office windows. The cables and wires in the Orbital Shipyard Hangar do not cut off across tiles. These are things that I only dreamed of with previous methods and there is still room to improve.
Please view the full size images on github so you can zoom in, reddit doesn't do them justice. This is where you will find the technical details for how I'm doing this as well as finding the workflow that I used to make the images.