
DRAG THE DIVIDER · SOURCE / OUTPUT
Smooth a reel before it reaches the feed.
Phone footage and exported edits get a smoother cadence before the final post—without rebuilding the edit.
Upload a clip. Choose 60, 120, or 240fps. See the exact xecond cost before you render.
Upload a clip120 trial xeconds · No card · Watermarked preview
ReframeFX fills the gap between captured frames.
ReframeFX adds the in-between frames your camera did not capture, then returns a downloadable MP4. Nothing to install; nothing charged until you approve the estimate.

DRAG THE DIVIDER · SOURCE / OUTPUT
Phone footage and exported edits get a smoother cadence before the final post—without rebuilding the edit.

DRAG THE DIVIDER · SOURCE / OUTPUT
Smooth gameplay, sport, pans, and handheld movement through the same browser workflow—without a local GPU setup.

DRAG THE DIVIDER · SOURCE / OUTPUT
Bring older or low-frame-rate footage into a modern timeline while keeping the original scene at the center of the result.
One xecond is one second of up-to-60fps interpolation. Higher targets paint more frames, so the multiplier changes—not the definition.
Estimate your clipChecking prices for your region…
STARTER
600 xeconds
POWER
4,000 xeconds
PRO
10,000 xeconds
Use a full editor when you need a timeline. Run locally when you want to manage the GPU. ReframeFX is the focused browser lane: upload, choose a target, know the charge, and render.
| Decision | ReframeFX Browser studio + API | Cloud API WaveSpeed endpoints | Editing suite Topaz, Adobe, DaVinci | Local tool Flowframes, SVP |
|---|---|---|---|---|
| Payment model | One-time packs $0.005 to $0.0083 per 1× input second | Pay per use WaveSpeed lists $0.008 to $0.01 per input second | License or plan free tiers, subscriptions, or a one-time license | Free or licensed you provide the compatible hardware |
| Target control | 60 / 120 / 240fps smooth and 2× / 4× slow motion presets | Model-dependent fixed 2× or configurable interpolation steps | Timeline control more control inside a full editor | Custom targets configured in the desktop tool |
| Browser studio | Focused workflow upload, estimate, render, download | Playground built primarily around endpoints | Desktop app | Desktop app |
| API access | Same balance simple REST, one balance for studio + API | Primary workflow | Varies automation differs by product and tier | No hosted API |
| Typical workflow | Upload + choose the estimate appears before render | Call an endpoint or use a model playground | Edit + export best when you also need a timeline | Install + configure runs on your own machine |
| Local GPU needed | No | No | Depends desktop and cloud-render options vary | Yes compatible GPU and drivers |
| Cost shown before render | Exact xeconds Studio, estimator, and API estimate | Model estimate provider pricing or live estimate | Plan or credits | No usage fee hardware and time are yours |
Presign an upload, request a target FPS, and poll the job. Browser and API work share one xeconds balance.
Read the API docscurl -X POST /jobs \
-H "Authorization: Bearer <your_api_key>" \
-H "Content-Type: application/json" \
-d '{
"r2_key": "<uploaded_key>",
"target_fps": 120
}'The important limits and pricing rules, in plain language.
It generates in-between frames so motion can play at a higher frame rate or survive a slower playback rate. It does not rewrite your story or replace your edit.
You see the exact xecond charge before starting. Up to 60fps is 1× your whole input seconds, 61–120fps is 2×, and 121–240fps is 4×.
MP4, MOV, and WebM files up to 120 seconds and 250MB. The Studio probes the clip before any render begins.
No. Studio and API jobs use the same xeconds balance and the same project history.
Add the frames between it. Your first 120 xeconds are included.