(hearsay)
That's what I first thought. But they claim
2.4 GHZ single-core (54 images of x sprites)
- 0.62s median, 0.79s average, 3.06s max
Isn't there 4+ GHz Sandy bridges now? And it may be a few years before something like this comes to reality (better multi-core techniques?).
Note that they are upsampling to higher 4x+ size.
- They limit to snes-era colors since they are more 'limited' in scope
- They haven't tested checkerboard images (high dither)
- Can scale to any size you want without artifact problem (they single out hqx for this)
- They specifically mention hqx, scale2x, 2xsai in their analysis

D)
- They said that their technique is not well-optimized and has room for much improvement
- They express reasonable interest in emulators (basis for their research)
True- there's no way this can be as efficient as hq4x. The method is way too complex.
- Funny enough, they have an in-game shot of Super Mario World (cropped though to 4x) - the gradients are some smoother than hq4x
- They also claim that their method can help improve general image techniques though
- And they point out that magnifying a tiny input to HD-size will result in jumpy animations
- Anti-aliased inputs barf the algorithm (ex. Doom face)
But a hq4x++ may be possible..?
- They seem reasonably confident that it can be used in emulators (50% document focus)
- They use an interesting 3-heuristic method to separate the pixels/sprites around (seems robust theory-wise)
- We don't have to do -exactly- what they say is the 'proper' or 'perfect' method - just some simplified math to cut some corners (if it doesn't produce super-rounded or gradients, will most notice when it's animated?)
I too would like to see moving animations though.
- At least they've pushed the envelope on a new way about this age-old problem
- There is recent research 2009-2011 about moving the smaller pieces into real-time (ex. diffusion solvers)
- At least some uber-smart people are still interested in old hand-drawn art
Summary- yeah. No arguments with you on those points.
edit:
Coming out of my 'biased' mode, I always seem to forget that some of the original 'texture' always get lost using these methods. I dislike over-smoothing and over-sharp.
Real-time though? I should be doubtful too.

- Stupid me.
