Magic Missile
The treatment concerns only the red spheres. SeedVR defines their bright core, while the alpha pass and interpolation preserve their transparency and movement.


Spell effects · The process
Every effect combines light, motion and transparency. The image improves, while its duration and exact position in the game stay unchanged.
One short workflow
The same broad steps are used for every spell, but their settings change with the light, shape and transparency of the asset.
Each source frame is enlarged and given back readable detail.
The transparency is treated separately to keep glows and soft edges clean.
Topaz adds useful in-between frames without changing the cycle’s duration.
Same frame · Before and after
Magic Missile uses one asset here. Horror uses three: the stun symbol above its targets, the face on the ground and a projectile that still needs treatment.
The treatment concerns only the red spheres. SeedVR defines their bright core, while the alpha pass and interpolation preserve their transparency and movement.


The symbol shown above the goblins contains very fine luminous lines. Its mask keeps their glow without creating a solid halo.


The face gains volume and detail, but its openings and soft earth border must remain transparent. Horror’s third asset, its projectile, has not been treated yet.


The only comparison that decides
A clean frame is not enough. Size, transparency, stacking and timing are reviewed in the real scene.
Before · VanillaAfter · Upscaled
No automatic approval
A bright projectile, a transparent symbol and an effect placed on the ground do not share the same problems. The pipeline runs in batches, but I review every retained asset myself, frame by frame and in game.