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I've used these anime interpolaters and upscalers on old video game textures and cutscenes, and my conclusion is that I pretty much always have to turn the interpolation off for the cutscenes but otherwise the upscaling is good for video, and that the textures would require so much manual work to touch up, you might as well create new ones. And I don't have the time for that.
Look at the guy that did AI upscaling on the SSX games, he pretty much had to manually touch up most of them.
I'm not familiar with those. What I'm most familiar with is SVP (with various custom settings we used for different things). https://www.svp-team.com/
We experimented with Dain but it was less consistent and eventually proved impossible to use in a weekly production because of the sheer quantity of time it would take to do 10 shows per week(it's very slow to output at high quality), especially with some episodes airing the day before our weekly watch. It also really wasn't as good as SVP in many cases, it performed particularly badly on certain types of backgrounds or with animation where 3d and 2d were being mixed together and painted over at the same time. Don't get me started on animation where the scene is 3d and the camera is spinning. SVP on the other hand performed extremely well although it requires deeply understanding the settings and getting a lot of experience with it.
Most importantly though SVP can do it in realtime OR produce the video output for you to examine, allowing you to cut the parts that are bad if you want to and slice in the original animation or a version with different settings. This allowed for much quicker turnaround times than Dain with generally better results. I stress the practice and experience needed though because certain things can just get turned to shit by any interpolation at all.
I've used these anime interpolaters and upscalers on old video game textures and cutscenes, and my conclusion is that I pretty much always have to turn the interpolation off for the cutscenes but otherwise the upscaling is good for video, and that the textures would require so much manual work to touch up, you might as well create new ones. And I don't have the time for that.
Look at the guy that did AI upscaling on the SSX games, he pretty much had to manually touch up most of them.
I'm not familiar with those. What I'm most familiar with is SVP (with various custom settings we used for different things). https://www.svp-team.com/
We experimented with Dain but it was less consistent and eventually proved impossible to use in a weekly production because of the sheer quantity of time it would take to do 10 shows per week(it's very slow to output at high quality), especially with some episodes airing the day before our weekly watch. It also really wasn't as good as SVP in many cases, it performed particularly badly on certain types of backgrounds or with animation where 3d and 2d were being mixed together and painted over at the same time. Don't get me started on animation where the scene is 3d and the camera is spinning. SVP on the other hand performed extremely well although it requires deeply understanding the settings and getting a lot of experience with it.
Most importantly though SVP can do it in realtime OR produce the video output for you to examine, allowing you to cut the parts that are bad if you want to and slice in the original animation or a version with different settings. This allowed for much quicker turnaround times than Dain with generally better results. I stress the practice and experience needed though because certain things can just get turned to shit by any interpolation at all.