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NOTEBOOK 04 · VIDEO

Estimate the shots, the retakes, and the film's output.

Estimate a video by separating what needs to be produced, the compute work and the window needed to finish it. Count the frames or segments, observe representative cases and add revisions, preparation and recovery. Then link this schedule to a 3, 7 or 30-day plan. The illustrative calculations in this guide show the method; they do not measure any GPU in the catalog and do not constitute a production quote.

01

Set the version of the film to estimate

Start with a list of shots with duration, frame rate, dimensions and expected result. Specify the start and end frames, the edits, the handles needed for editing and the variations to deliver. An additional vertical format may require a different composition; it is not always a simple export. Separate the shot's computation from creative approval and the production of the different versions.

Gather the project, the resources, the settings and a representative excerpt. For Blender/Cycles, note the version, the engine, the compute device and the quality settings. For a generated video, note the model, the segment duration and its workflow.

02

Choose a unit suited to the process

For a 3D animation, start with the number of frames actually rendered. At 24 frames per second, four seconds represent 96 frames. Check the inclusive bounds: from frame 1 to frame 96, you do get 96 frames. Extra frames planned for a transition should be added to the total, even if they don't appear in the final duration.

For a video generation model, the relevant unit may be the full segment produced by one run. Don't infer its cost from a still frame: temporal processing and decoding don't necessarily follow the same rule. Estimate separately the segments generated, the variants tried and the interpolation or upscaling steps if your workflow includes them.

The inclusive range is calculated as last frame − first frame + 1. To set the bounds, the frame rate and the transition frames, continue with the frame rate and sequence guide.

03

Measure several representative moments

Choose a simple passage, a typical passage and a demanding passage. In a 3D scene, volumes, reflections, hair or incoming objects can change the load. Keep the final resolution and the settings that determine quality during the test intended for the estimate. A reduced preview remains useful for art direction, but is not enough to predict the final render.

Note separately project opening, scene preparation, rendering, denoising and writing the images. The first launch may include steps absent from later ones. With Cycles' adaptive sampling, not all areas receive the same amount of work: multiplying only the maximum number of samples is not a measure of actual time. Keep several observations rather than one isolated record.

04

Hypothetical example: a twelve-second animation

Let's take three four-second shots at 24 frames per second: 96 frames each, so 288 in total. Suppose, purely to illustrate the calculation, durations of 18, 30 and 45 seconds per frame depending on the shot. These figures are made up for this example and describe no GPU. The durations become 1,728, 2,880 and 4,320 seconds, or 8,928 seconds in total: 2 h 28 min 48 s.

A chosen margin of 25% for retakes brings the calculation to 11,160 seconds, or 3 h 6 min. If we also assume, hypothetically, 30 minutes of preparation and 45 minutes of transfers and exports, the envelope reaches 4 h 21 min. Replace each assumption with your own observations; this sum does not automatically cover human review times.

To test this estimate, let's replace only the 45 seconds of shot C with 60 seconds. The increase is 96 × 15 = 1,440 seconds, or 24 minutes before retakes, then 30 minutes with the same 25% margin. The envelope goes to 4 h 51. This sensitivity points to the shot to document better; it does not validate any of the assumed durations.

Illustrative calculation only — no GPU measurement
ShotFramesAssumed s/frameCalculation
A96181,728 s
B96302,880 s
C96454,320 s
Initial total288Varies by shot8,928 s = 2 h 28 min 48 s
With 25% retakesLoad assumption8 928 × 1,2511,160 s = 3 h 06
With preparation and output30 + 45 minutesAdditional assumptions4 h 21 in total
05

Give retakes an explicit place

A margin must not hide every problem. Distinguish technical retakes, such as a missing texture, from creative changes, such as a new camera. The former can be reduced by an upfront check; the latter depend on the validation process. Have the framing and motion approved before rendering the whole sequence with the final settings.

For video generation, record the number of runs produced and the number of accepted segments. A ratio observed over a few shots is a benchmark for this project, not a universal law. If you change model, reference or intent, reassess that ratio. Present a working range and identify what would tip it toward its high end.

Make the margin explainable
UncertaintyWhat reduces itWhen to recalculate
Missing resourceTransfer and opening checkAfter adding or changing an asset
More demanding shotExtract with final settingsAfter a new simulation or definition
Direction not approvedApproval of framing and motionAfter creative feedback
Larger outputRepresentative files and copy checkAfter adding passes or versions
06

Count the files and output operations

The calculation isn't finished when the last frame appears. Allow for assembly, playback checks at normal speed, any color grading, encoding and transfer of the retained elements. An image sequence lets you redo certain files and produce several videos without rendering the scene again. Check that your editing or compositing tool accepts the layers and formats used.

In a second, purely hypothetical example, 288 frames of 25 MB represent 7,200 MB for a single sequence. Passes, versions, caches and backups come on top. Only apply this multiplication after observing representative files: their size can vary with content and compression. Keep time to check the files received, not just to start copying them.

To make editing easier, proxies can be used for viewing. Creating them and linking them to the originals also takes time; they don't replace the files needed for the final output.

07

Linking memory and schedule to the rental

Start by choosing a configuration that's compatible with your software and capable of rendering the shot you're targeting. If the project exceeds available memory, a runtime estimate obtained with another method becomes much less informative. A 48 GB card can give you more room than a 24 GB card; it doesn't promise a fixed speed ratio. Likewise, multiple GPUs don't accelerate every step the same way.

Compare 3-, 7-, and 30-day durations against your full schedule: installing the tools you've chosen, tests, iterations, rendering, and retrieval. The window you have available can be longer than the cumulative compute time because decisions happen at different moments.

08

Reading the package price without inventing an hourly rate

The catalog expresses an amount in USD for the lot and the entire duration. The rental budget takes this amount for the chosen duration, multiplied by the number of lots. Check the composition of the lot: its price already includes its GPUs. Do not multiply a second time by the number of cards, and do not mentally bill four hours of work as four hours of a nonexistent hourly offer.

Keep two lines: cost of the selected package and scheduling assumptions. A production that uses few compute hours may wait several days for a return. Compare the 3, 7 and 30-day packages in the pricing, then reread the configurator total. Any external fees, particularly those of your wallet, remain separate from the rental amount. This estimate does not guarantee instant availability or a guaranteed delivery time.

09

The deliverable: an estimate you can correct

Keep one sheet per shot with its parameters, its unit of measurement, observations, planned pickups and files to produce. Add a summary separating GPU compute, preparation, transfers and validation. Note the date of the test and the version of the project: a new simulation or a change of resolution justifies a new estimate.

The expected result is an explained schedule, accompanied by a rental budget tied to a configuration and a duration. It must be possible to replace an assumption without rebuilding the entire reasoning. The video workshop helps frame the shots; the GPU sheets then make it possible to compare memory and compatibility. Reserve the full render at the moment when the excerpt and the scope are stable enough.

Do not erase a failed attempt from the sheet: it may explain a memory limit or a pickup. However, do not count the same load or transfer in two categories. If information is missing, keep it as unknown and indicate the next check required.

GOING FURTHER

Your questions.

Can I multiply the time of a single frame by the whole video?+

That gives you a first order of magnitude if the frames have comparable complexity. For a film with several shots or significant variations, measure each category. Add the steps that aren't included in that frame's time.

Does a longer rental duration reduce the compute needed?+

No. It gives you a different working window. Performance depends on the hardware, the software, and the project, among other things. Choose the duration based on your organization, then keep the settings and measurements that explain the compute time.

Is a 25% margin enough for all films?+

No. It is chosen only for the example. The margin must address the uncertainties of the project: variations between shots, technical pickups, validations and scope changes. A precise value without justification gives a false impression of reliability.

Does four hours of compute mean that three days will be enough?+

Not necessarily. Preparation, feedback, transfers and people's availability can extend the schedule. Choose the duration with these steps in mind, without inferring a delivery time from the cumulative time alone.

Are the 7,200 MB in the example a storage forecast?+

It is the hypothetical multiplication of 288 frames by 25 MB. Measure files representative of your export and add passes, versions, caches and necessary copies. The result does not describe a storage capacity included in the offer.

Keep these markers in your project.

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