• Introducing Image Options for ResetEra 2.0! Check the left side navigation bar to show or hide images, avatars, covers, and embedded media. More details at the link.
  • Community Spotlight sign-ups are open once again for both Gaming and EtcetEra Hangout threads! If you want to shine a spotlight on your community, please register now.

AI Neural Networks being used to generate HQ textures for older games (You can do it yourself!)

Is this going to change game dev?

  • Yeah

    Votes: 1,161 70.7%
  • Naw

    Votes: 480 29.3%

  • Total voters
    1,641
Oct 31, 2017
3,730
This is the best I could do for Baiten Kaitos. I think a combination of compression artifacts from the original plus the algorithm being designed for photos rather than paintings makes this particular game tough.



waifu2x seems to fair better though:
 
Dec 1, 2018
260
France, Paris
I'd love to see some Xenoblade Chronicles 1 pictures with this. I tried taking screenshots on Dolphin and the resolution of the picture one not the one of the emulator, and I don't know how I can take a screenshot of my wii. Anyone have a picture and wants to see how it goes ?
 
Oct 31, 2017
3,730
I'd love to see some Xenoblade Chronicles 1 pictures with this. I tried taking screenshots on Dolphin and the resolution of the picture one not the one of the emulator, and I don't know how I can take a screenshot of my wii. Anyone have a picture and wants to see how it goes ?
The correct way to do with for 3D games would be to dump the textures, resize each of them individually, then run the game in Dolphin with the new textures, not just upscaling a screenshot. That's how the OoT screenshot in the OP was done and it'll look way better.
 
OP
OP
vestan
Dec 28, 2017
7,112
I'd love to see some Xenoblade Chronicles 1 pictures with this. I tried taking screenshots on Dolphin and the resolution of the picture one not the one of the emulator, and I don't know how I can take a screenshot of my wii. Anyone have a picture and wants to see how it goes ?
ehhh doesn't really work like that, best results for 3D games is to dump the textures then do it like the ocarina gif and morrowind screenshots in the OP

i'll get on it tho
 
OP
OP
vestan
Dec 28, 2017
7,112
I'd love to see some Xenoblade Chronicles 1 pictures with this. I tried taking screenshots on Dolphin and the resolution of the picture one not the one of the emulator, and I don't know how I can take a screenshot of my wii. Anyone have a picture and wants to see how it goes ?







looks like something out of valkyria chronicles
 
Oct 25, 2017
4,891
Yeah, messed around with the interp and I've got it in a good spot now.

Here's what you asked for btw.



Not picking on this specifically, but after the OP impressed me a ton I checked this thread again today and it's like..urgh? Most of them on this last page have made me lose faith. This looks bad. It reminds me way too much of a regular ass smear filter you get with bad HD remakes. Definitely unnatural in terms of how it applies shapes to things and most every image on this page looks like a real bummer to me :(
 
Nov 6, 2017
162
Not picking on this specifically, but after the OP impressed me a ton I checked this thread again today and it's like..urgh? Most of them on this last page have made me lose faith. This looks bad. It reminds me way too much of a regular ass smear filter you get with bad HD remakes. Definitely unnatural in terms of how it applies shapes to things and most every image on this page looks like a real bummer to me :(
It seems it definately has to be used with care and depend on the style of the original art. Monkey Island 3 looks phenomenal, for example. Check that out on the previous page. For more realistic games, other AI will have to be used. I am sure after a while those problems will be ironed out.
 
OP
OP
vestan
Dec 28, 2017
7,112
It reminds me way too much of a regular ass smear filter
That's kind of the point though? I am using the Manga109 model which is meant for illustrations more than anything. It's intentionally a lot softer. The model that comes with ESRGAN just doesn't compare especially when it comes to backgrounds of LucasArts adventure games. If you want me to get back to using what I was using before then by all means I will but I just wanted to mess around with this new model a bit.

Still though, if this isn't impressive then I don't know what is.



 
Oct 30, 2017
131
Some experiment: took 1920x1080 picture from GRIS OT (thnx Uzzy)


reduced it severely to 640x360


and AI treated it with output set back to 1920x1080 - see how AI figured out all those huge amount of missing pixels
 
Oct 25, 2017
1,311
WHEW!
So I got this set up one my computer, the process of which wasn't bad or long, HOWEVER due to my CPU OC it kept causing the voltage to jump up too high when all four of my cores hit 100% load, so my computer would shut itself off immediately because of overvolting protection.
I turned my OC off and now it works though. But whenever I run it the images comeout looking like oversharpened garbanzo beans. Any help? I tried ESRGAN model as well as interp_04. I don't really know what else I can change/run.

prarts What is the model/command you run and are there other variables I should change for running pixel art though it? Thanks!
 
Oct 25, 2017
252
WHEW!
So I got this set up one my computer, the process of which wasn't bad or long, HOWEVER due to my CPU OC it kept causing the voltage to jump up too high when all four of my cores hit 100% load, so my computer would shut itself off immediately because of overvolting protection.
I turned my OC off and now it works though. But whenever I run it the images comeout looking like oversharpened garbanzo beans. Any help? I tried ESRGAN model as well as interp_04. I don't really know what else I can change/run.

prarts What is the model/command you run and are there other variables I should change for running pixel art though it? Thanks!
Use the model from this post, that's what people have been using lately:
A new model for ESRGAN has been trained based on a dataset called Manga109 (using illustrations from manga as the name suggests). In general much better for general illustrative upscales without any interpolation. Even for pixel art one can see an improvement over the previous models despite not being trained for it.

Example using pixel art by fool (DeviantArt):
 
Oct 26, 2017
1,515
Started messing with SH2 stuff.




Nothing mind-blowing but it would make for a much better high-res presentation with these assets touched up.
 
Oct 27, 2017
203
For people scaling up Monkey Island and other Lucasarts stuff

I wonder how feasible it would be to build a custom version of ESRGAN where you factor in high quality scans of the original artwork in to the algorithm so it can more accurately replicate that style in background art we don't have the originals for
 
Oct 25, 2017
2,204
How do you customize the output resolution? I'm getting some errors because I think I'm trying to convert an iamge that's a bit too large. The smaller examples provided work fine.

Nevermind. For now I'm just making the image I want to convert smaller :P
 
Last edited:
Oct 28, 2017
46
For people scaling up Monkey Island and other Lucasarts stuff

I wonder how feasible it would be to build a custom version of ESRGAN where you factor in high quality scans of the original artwork in to the algorithm so it can more accurately replicate that style in background art we don't have the originals for
That'a actually what I want to know, except for the Resident Evil renders. You could train the algorithm to make use of the Zero HD renders to make better upscales of the REmake ones. Same thing with the 640x480 RE3 PC renders for upscaling the PSX RE2 320x240 renders.
 
Nov 27, 2017
371
That'a actually what I want to know, except for the Resident Evil renders. You could train the algorithm to make use of the Zero HD renders to make better upscales of the REmake ones. Same thing with the 640x480 RE3 PC renders for upscaling the PSX RE2 320x240 renders.
I'm not sure how much data you need to properly train it. For instance, the manga109 model was trained by using thousands of images.
 
Oct 30, 2017
131
Monkey Island 1 DOS VGA version all graphic files extracted, first shot with Elaine face.

Original:

AI raw output:

small amount of smoothness applied to the original file before AI treatment:

more smoothness applied:
 
Oct 27, 2017
2,866
This could be really nice as a way to help contain the ballooning costs of creating assets.
It won't, because it only works well for assets that have already been sourced from higher resolution material.
Anything which was natively low resolution tends to produce bad results.

I'm not sure how much data you need to properly train it. For instance, the manga109 model was trained by using thousands of images.
Are there any tools that make it easy to train your own neural network simply by providing sets of before/after images?
I can think of quite a few ways that I'd like to use it, and the volume of source material required seems like it probably would not be an issue - at least for some of them.