Drafting at 480p and finishing high: when it pays back
Two channels here describe drafting at a low resolution and finishing at a high one, and both bill the two passes separately. That makes the saving a matter of arithmetic: the draft pass costs the whole runtime once, and pays back only on seconds that would otherwise have been retaken at the higher rate. As of 2026-10-13.
| Channel | Draft pass | Finished take | Retaken share where the two routes cost the same |
|---|---|---|---|
| Runway | Seedance 2.5 preview at the 480p rate, 20 credits a second | Enhanced to 1080p at 68 credits a second | About 42 per cent of seconds |
| SceneMixer | Wan 3.0 at 480P, 10 credits a second | A new take at 720P (19) or 1080P (38) | About 36 per cent at 1080P; over 100 per cent at 720P |
Inclusion rule. Channels that document a draft-then-finish workflow on a public page and publish a rate for both passes. The last column is arithmetic on those two rates, shown so the working is visible. Order. Alphabetical by channel.
1The break-even is the draft rate over the gap
Drafting adds one full pass at the cheap rate and saves the difference between the rates on every second that gets retaken. Set those equal and the break-even share of retaken seconds is the draft rate divided by the gap between the two rates. At 10 against 38 that is 10 over 28, about 36 per cent. At 20 against 68 it is 20 over 48, about 42.
Below that share, going straight to the final resolution is cheaper. Above it, the draft pass wins, and it wins by more the more retakes there are.
2A small gap between rates makes drafting a working method, not a saving
Finish at 720P instead and the gap shrinks to 9 credits against a draft rate of 10, so the draft only pays for itself if every second is retaken more than once. SceneMixer's own guide draws the same conclusion: finishing at 720P, drafting costs a little more overall and is worth doing for the cheaper look-and-fix loop rather than for the bill.
That is the honest version of advice usually given without numbers. Whether a draft saves money depends on a ratio the price list prints, and on a retake count only the production knows.
3Enhance and regenerate are different promises
The two workflows differ in what the second pass is. One channel enhances the preview it already made, at the higher rate for the same duration. The other generates the shot again at the higher tier from the same storyboard and references, and states that a draft is never upscaled.
An enhanced preview keeps the motion of the draft; a fresh take may move slightly differently, which the guide says is normal. A production that approves performances at the draft stage should know which of the two it is buying.
- Draft mode on the developer APIA Seedance 2.5 draft preview bills at the 480p rate; enhancing it to 1080p bills at the 1080p rate for the same duration, and the two calls are charged separately
- Seedance 2.5 on the developer API20 credits per second of output at 480p and 68 at 1080p, with input and reference video billed per second on top
- Drafting low and finishing highA draft is a full generation at Wan 3.0 480P and the final take is a new generation at 720P or 1080P; a draft is never upscaled
- When a draft pass pays backThe guide states that the draft pass costs the whole episode once at the draft rate and saves the gap between the two rates on every retaken second
- Wan 3.0 480P10 credits per second, about $0.06the default tier
- Wan 3.0 720P19 credits per second, about $0.12
- Wan 3.0 1080P38 credits per second, about $0.24
4Sources
Each figure is read from the vendor page linked in the ledger, checked 2026-10-13. How a figure qualifies is on method; what a rate leaves out is on limits and unspent credits and parallel generations. Nearby: Before paying, Paying yearly, Price of sound.