Actually, we've been using Resonance Audio to convert fully spatialized sound in game engines to binaural and then pumping that through LCC. That seems to work well as a pipeline.
Not sure we tried this with channel-based audio though...
Prerecorded material not recorded binaurally is not binaural content. I am a purest though. Note: LCC enables all loudspeaker listening experiences to be experienced binaurally, in the free field, acoustically speaking, regardless of the content (unless it is mono content).