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RIFT, an audio-reactive video tool, works but needs help with shader optimization and export engine

Hi all, I’m building RIFT, a desktop tool that turns audio into visuals. You load a track and clips, stack GLSL shader effects that react to the sound, and export in up to 4K ProRes. It also has body tracking through Me

Hi all,

I’m building RIFT, a desktop tool that turns audio into visuals. You load a track and clips, stack GLSL shader effects that react to the sound, and export in up to 4K ProRes. It also has body tracking through MediaPipe.

Stack: Python, PyQt6, ModernGL, GLSL, MediaPipe, with C# added for parts of the tool. I’m testing on a GTX 1650.

The app works and I’ve used it to make a real visualizer for my own track. Now I want to take it to a professional level and optimize it, and I need help in a few areas:

  • Shader optimization. Some effects are slow and make the app hang when I switch them. Some don’t export properly. I’d like to make them faster and cleaner, and replace a few older ones with better looking effects.
  • The oscilloscope and other visualizers. I want a proper oscilloscope, spectrum analyzer, spectrogram and vectorscope.

  • UI and UX. it works but there are still some things which i want to translate from design into the application for a cohesive look.

  • Performance. Better fps in preview and faster export renders.

You don’t need to take on everything. Help with any one of these is useful.

Repo: https://github.com/rogueexxxx-del/RIFT

I’m self-taught and open to feedback on the code and the architecture. I’m a designer by trade, so if you want branding, UI or visuals for your own project in return, I’m happy to help.

Thanks,
Revanth

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