Thu Oct 01, 2020 9:49 am
When you're using an unsupported GPU, SpeedWarp falls back on the CPU, which will take exponentially longer. I deal with it a lot. My advice would be to use a different interpolation method while you're finessing the edit. Then, once your edit's locked, try OpticalFlow+Enhanced Better first. If the motion in the shot is continuous enough to begin with, it's as good as SpeedWarp. What you'll notice when it's not continuous enough, is a rhythmic, pulsing fast-slow-fast-slow behavior. If that happens, THEN try SpeedWarp, but you might want to blade up the segment, and test a short piece first, because SpeedWarp sometimes has a hard time with repeating patterns, like pinstripes in clothes, chainlink fences, bricks, etc, and the sort of artifact it produces in those cases is far uglier and more distracting than OpFlo+Better.
Another Fun trick I've found is that Fusion gives you more control over how OpFlow data is applied, although I don't often use it to slow down footage. More often, I'll use it to add motion blur to something like a time lapse, where you want the blur to extend beyond the 360º shutter angle that the color page limits you to (which it calls 100%, not 360º).
The trick with doing optical flow in Fusion is that you have to first analyze the footage for OpFlow, and export an .EXR to disk via a Saver Node. Once you've done the analysis, you can replace that part of the node tree with a loader, and read the vector data back into wherever you want it applied, such as vector motion blur. The advantage of doing it this way, is that the computationally expensive analysis only gets done once, and then you're free to design iteratively.
*Edit*
and yes, a Mac with those specs is falling back on the CPU.
-MacBook Pro (14,3) i7 2.9 GHz 16 GB, Intel 630, AMD 560 x1
-[DR 17.0 Beta9]