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Ran the exact same fight sequence, same character refs, same sunset back alley setting, same beat by beat camera direction, through Seedance 2.0 and 2.5 to see what actually changed under the hood. Same script, two very different fights. 🥊 What do you think, which version reads better? Below... show more
11,422 次观看 • 2 个月前 •via X (Twitter)
28 条评论

Environment:

I can't be the only one who thinks that the Seedance 2.0 genration was better, right?

You are not alone bro and its double the price.

Is it just me, I’m not really sold on Seedance 2.5 yet. The difference is very minimal from what I’ve seen. Maybe I’ll think differently when I actually get access to it.

You are not alone bro. Maybe still early access?

Yeah I’m thinking that might be the case. It’s also hard to compare because Seedance 2.0’s launch was just so next level compared to other ai video models. But I’m excited to try 2.5 soon.

Character References:

2.0 action still performs better, I tested few 2.5 actions it just feels very safe and constrained

Prompt: Image1 = environment. Gritty sunset back-street lot, cracked concrete, chain-link fence with razor wire, graffiti walls, palm trees, parked cars. Warm orange dusk light, long hard shadows. Image2 = Character A, BULLDOG. Heavyset powerful build, broad shoulders, deep tan skin, buzzed rust-orange fade, gold hoop earrings, nose ring, burnt-orange cropped tank, thin gold chain, baggy gray sashed pants, blood-stained white hand wraps, gold knuckle rings, gray high-top sneakers. Image3 = Character B, VIPER. Lean athletic build, deep tan skin, long black ponytail with blunt bangs, green eyes, small black shoulder tattoo, olive sports bra, black shorts, black fingerless gloves over white taped wrists, tan ankle braces, white sneakers. FIGHT STYLES: Bulldog presses forward constantly with heavy wide hooks and bull-rushing pressure, absorbing hits on her forearms. Viper stays mobile with fast straight punches, rising knees, clean circling footwork, slipping and countering. 0.0 to 2.5s: Low-angle wide full shot, camera near ground level. Both fighters in profile at mid-distance, guards raised, circling each other clockwise. Sneakers scuff on gravel. Long shadows stretch behind them. Camera slowly tracks right, orbiting with their circle, both fully in frame. 2.5 to 4.5s: Snap push-in to a tight over-the-shoulder shot behind Bulldog. She fires a wrapped straight punch that passes close by the lens. Viper slips it, head snapping aside, ponytail whipping across frame. Handheld micro-shake as the punch misses. 4.5 to 7.0s: Whip pan to a medium full shot from the opposite side. Viper counters with a fast one-two into a rising knee. Bulldog blocks on crossed forearms and is driven back two heavy steps, dust kicking off the concrete. Camera tracks backward with them, low horizon, both bodies visible. 7.0 to 9.5s: Hard cut to a dynamic low wide shot. Both fighters lunge at the same time, bodies stretched long, one foot off the ground each, silhouetted against the bright hazy sunset sky. Brief slow motion at the apex, then a hard snap back to full speed as fists collide against each other's guards. 9.5 to 11.5s: Orbit shot circling tightly around the clinch. Chain-link fence and graffiti wall sweep through the background. Short hooks and elbows traded at close range, shoulders grinding, feet shuffling. 11.5 to 13.5s: Hard cut to extreme close-up. Viper's taped fist drives directly toward the lens, glove filling the frame in heavy motion blur. The punch lands. Camera snaps instantly to Bulldog's face in extreme close-up, head torqued violently sideways, sweat flying, eyes squeezed shut, hair displaced. Frame shakes hard on contact. 13.5 to 15.0s: Fast pull back to a low-angle wide shot. Bulldog drops to one knee on cracked pavement, head down, shoulders heaving. Viper stands a few paces away, guard lowering, chest rising and falling, ponytail settling. Camera slows to a held final frame, both backlit against the glowing sunset haze. CAMERA: Alternate hard between low-angle wide full shots and violent snap-in extreme close-ups on every impact. No smooth glides. Handheld energy, whip pans between angles, aggressive cutting rhythm that tightens as the fight escalates. STYLE: 2D semi-realistic anime concept art, clean confident lineart, painterly cel shading with soft gradients. Muted palette of burnt orange, olive green, warm gray concrete, dusty sunset gold. Cinematic widescreen framing, 24fps motion feel, subtle film grain. Faces, hair and outfits stay exactly on-model with Image2 and Image3 in every shot. AUDIO: Gritty low percussive drums building in intensity, sharp impact hits synced to each landed strike, sneaker scuffs on gravel, cloth rustle, heavy breathing, distant traffic ambience. Bass drop on the final impact, then near-silence with only breathing over the last frame.

honestly overall 2.0 looks better. 2.5 had a few moments that were really good but overall the animation just didn't jell well.

I think the seedance 2.0 one looks better. Definitely better camera work

Seedance 2.0 was better imo. Really great sequence, thanks for sharing the prompts and refs too!

2.0 looks better for me and more coherent..

Seedance 2.0 video is way better, it has smoother animation too. I hate how in the 2.5 video when the characters are circling each other it switches them at one point… while the previous model doesn’t do that. And there’s other little details that 2.0 did better.

2.0 legit💯

Definitely 2.5, much more cinematic. 🔥

2.0 was better

First clip looked rotoscoped, second clip looked "Arcane-y"

2.0 winner.... why?

Cloud threads run in OpenAI's sandbox, so they can't drive your local Safari/Chrome. Computer use only sees the browser when the thread is local to that device.

i think 2.5 is much better

Imho the new model is more consistent in each shot during the fight scene. The way it links each shot is kinda off though but it could be because of your prompt Each phase of the fight taken separately is more realistic than the whole first shot on 2.0. But the overall flow of the animation is better in the 2.0 version. With less realistic fighting scenes imho. So for me who's attached to details, i like the 2.5 version better. By editing and cutting the sequence into separate fighting shots it's very easy to generate the missing shots to craft a believable and consistant scene. With 2.0 the overall flow is good, we understand the story but if you look at the details it's meh.

2.5 reads better, the lighting alone sells the scene.

Sd2.5 loses to 2.0 marginally. Yes you read that right. And yet you pay 2-3x the cost for worse. The camera work in 2.0 is way more exciting as always.

Nice visual style

Thanks for sharing

This kind of side-by-side test is really useful. I'm curious, what was the hardest part for 2.0 that 2.5 finally solved?

Seedance 2.5 is far better at understanding the logic in your scenes. It just depends on how powerful your prompt is. I made Seedance 2.5 a complex, detailed scene in my profile and it delivered it fantastically.
