Super-resolution ×2 — SeedVR2 vs Real-ESRGAN (Set14, RTX 5090)
Timings & VRAM
Variant
CFG
Steps
Load
Avg gen / img
Peak VRAM
PSNR ↑
SSIM ↑
LPIPS ↓
DISTS ↓
NIQE ↓
MUSIQ ↑
CLIP-IQA ↑
Success
Bicubic x2 (baseline)
—
—
—
0.0s
—
28.08
0.8492
0.1877
0.1268
5.42
52.27
0.5958
14 / 14
Ground truth (original HR)
—
—
—
—
—
—
—
—
—
4.90°
66.96°
0.7513°
14 / 14
Real-ESRGAN x2 (fl16)
—
1
4.0s
0.1s
0.25 GB
25.42
0.7608
0.1575
0.1139
4.66
66.95
0.6364
14 / 14
SeedVR2 3B (bf16, 1-step)
1.0
1
7.6s
0.7s
8.11 GB
21.61
0.6090
0.2309
0.1550
4.37
71.18
0.7583
14 / 14
SeedVR2 7B (bf16, 1-step)
1.0
1
9.2s
0.9s
17.70 GB
22.76
0.6559
0.1779
0.1330
4.14
71.55
0.7677
14 / 14
SeedVR2 7B-sharp (bf16, 1-step)
1.0
1
9.0s
0.9s
17.70 GB
23.23
0.6864
0.1591
0.1197
3.86
71.20
0.7661
14 / 14
Shaded columns are no-reference — they judge “does this look like a real photograph?” with no ground truth. They have no winner: the ° ground-truth row is the calibration line, and out-scoring it means inventing texture prettier than the original. The unshaded columns are full-reference and measure distance to the ground truth. A model can win one axis and lose the other — that is the perception–distortion tradeoff, not a contradiction.
Drag the slider to compare A vs B; switch either dropdown to pick any variant. The number next to each dropdown is that variant's generation time for this example. Click the input thumbnail to view it full size.
example #baboon
input:
vs
example #barbara
input:
vs
example #bridge
input:
vs
example #coastguard
input:
vs
example #comic
input:
vs
example #face
input:
vs
example #flowers
input:
vs
example #foreman
input:
vs
example #lenna
input:
vs
example #man
input:
vs
example #monarch
input:
vs
example #pepper
input:
vs
example #ppt3
input:
vs
example #zebra
input:
vs
click image: fit ↔ 1:1 · Esc / click backdrop: close