Skip to Main Content

About · Phasyn Studio

Why Build It Myself?

I got fed up with bad, overpriced video generators, so I built my own.Here’s why it exists, what it does today, and what comes next.

Written by: DennySORAPhasyn StudioPersonal, non-commercial project

Start Reading

Bad and Overpriced

Honestly, the video generation options out there are bad and overpriced. I can’t stand them.

Those generation credits bleed you dry. You burn time regenerating over and over, and finished clips don’t come any faster.

Making a video even a little better is an uphill battle, and none of it fits what real creative work needs.

What I hate most are these sloppy commercial products. And you still have to pay for them.

And local tools basically ignore how people actually work and how fast things need to run. ComfyUI is one example.

So I Built It

So I decided to build it myself.

Technically speaking, most of it is engineering optimization.

On the model side, my compute is actually modest: one RTX 5080 and one RTX 3060. In the current setup, text encoding runs separately on a DGX Spark (GB10).

Who Runs What Today
RTX 508016 GB
DiT, video VAE
RTX 306012 GB
Audio VAE
DGX SparkGB10
Text encoding, reverse prompting

A component can move to any machine you’ve added that has its runtime and model files. This is just how I’ve placed mine for now.

So it’s mostly for my own use. Once experiments wrap up, I’ll release things gradually.

What It Does Today

The project covers the whole text → image → video pipeline.

From text to image to video
  • Images

    Generate, restyle, and edit images.

    Background removalComing

  • Video from References

    Turn text, image, video, and audio references into video.

I also added reverse prompting and one-click character swaps for whole videos.

  • Reverse Prompting

    Turn an image back into a prompt. Video reverse prompting is implemented but not yet verified.

  • In testing

    One-Click Character Swap

    Replace the character in a roughly one‑minute video, converted automatically in batches.

Built to Scale Out

It also scales well and stays practical: if you have several computers, the project can coordinate them.

I split the components very finely, so each one can run on whichever machine suits it.

Because it’s distributed, you could rent machines yourself for just an hour or two and spend very little: deploy, start, process, export, shut down.

For now that’s a design goal: there’s no packaging for rented cloud GPUs yet, no installer, and runtimes only cover RTX 50- and 30-series cards and GB10.

  1. Deploy
  2. Start
  3. Process
  4. Export
  5. Shut Down
An hour or two, then shut it downDesign goal

If you’re more technical, the data shows which step is slow, whether data is being moved around too often, and so on.

Too technical? Can’t make sense of it? No problem. The project ships a Skill that plugs straight into an agent, so it can optimize things for you.

Editing and Prompts

Then there’s editing. During development I tuned the prompt suggestions so they cover what a prompt actually needs.

I’ve also drawn on ArtCraft’s features for ideas, but they aren’t integrated yet.

Planned

What’s Next

Plenty more is coming, bit by bit:

  1. TTS and Voice Transfer

    In development

    Text to speech, and making one voice sound like another. I’ve built a TTS system of my own, and of course others can plug in theirs.

  2. Super-Resolution and Frame Interpolation

    In development

    Sharper frames and smoother motion. I’ve picked a few techniques and I’m integrating them now.

  3. Multi-Level Rendering

    In development

    I’m building rendering in levels: lock the camera and shots with a fast rough pass, add layers on top, and spend time only on the final render.

    1. Pass 1

      Skeleton and Storyboard

      Just skeletons and a rough storyboard; even the background can be line art. Fast, for locking the camera and shots.

    2. Pass 2

      Characters In

      Characters and the rest go in.

    3. Final

      The Real Render

      Heavy to render, but everything is basically locked by now, so all that’s left is render time.

  4. Generation Plug-ins and Sliders

    Planned

    Finer control: fine-tune details with sliders, or apply LoRA styles.

  5. Broader Model Support

    Planned

    Plug in third-party modules and models yourself, for example Suno for music.

  6. VAE and DiT Optimization

    Planned

    Make the heaviest steps faster. A few experiments are still pending; video VAE encoding and decoding remains too heavy.

And so on. Development priorities will mostly follow my own needs.

Real Speeds, Published

I publish the real speeds I measure for these models on my own system, so you can use the tables to choose how to run them.

Every number states which machine ran each step; where an older experiment’s archive lacks it, the step says “Placement not recorded.”

See the Benchmarks

Source Code and Contact

Source code and architecture notes — coming soon

Questions or ideas? Write to me.

Contact: [email protected]