Dang, I'm pretty impressed by some of these examples. Especially Ze_PilOt's FFIX shots look pretty legit. Even if some manual fix-ups are needed, having a much nicer foundation to work from is already a gamechanger by itself.
Looks like the ESRGAN mod for Hexen is out:
Nexus Mods Link
Some of you may recall the earlier examples in the thread with the upscaled weapons:
The static backgrounds in Ocarina of Time have really bad JPEG compression, so I tried training a new model against a set of images where the low resolution copies have a similar level of JPEG artifacting, and some of the results are really good:
It doesn't give consistently good results, but this was just a test with a very small data set (one large image chopped into 128x128 squares) and only 4096 iterations.
There's not really any point in sharing a model that was trained against a single image for 4096 iterations, but if I get a proper one done then I would share it.Looks promising, have you compared upscaled results (detail preservation?). Would be interesting to see (also, you plan on sharing or strictly for your own personal use... which I wont hold against you of course, just asking because I collect every model I can get my hands on :)
There's not really any point in sharing a model that was trained against a single image for 4096 iterations, but if I get a proper one done then I would share it.
This model looks pretty bad at 4x, but it improves results on JPEG compressed images when upscaling them with different models:
Original image upscaled (with RRDB_ESRGAN_x4):
JPEG artifacts removed first:
I've given Metroid Prime 2: Echoes a try, using the same model and scripts as collige's Metroid Prime 1 pack.
Comparison gallery
Texture pack download link
So is there a general consensus on which is better, ESRGAN or Topaz Gigapixel?
For more Resident Evil/Biohazard, I did a run of Code Veronica X in Dolphin and then ran all the textures through Gigapixel, and edited some of the UI assets to look better in HD (also changed the Battle Game ending graphics to the HD remake versions--they're just better):
Here are some comparisons:
http://www.framecompare.com/image-compare/screenshotcomparison/Y7PWNNNX (UI Elements)
http://www.framecompare.com/image-compare/screenshotcomparison/1921NNNU (Textures)
Some perhaps minor improvements, but I also took the opportunity to fix the typo in the original textures on the above Battle Game profile picture, which originally said 'ID Nunmber' instead of 'ID Number'.
Texture pack for Soulcalibur II (Gamecube version):
https://mega.nz/#!PNs3FAoA!sa2_hbDf46EvowN6zHKs1XQRAPzX0NF3MKOAm_WA3Do
Screenshots: http://screenshotcomparison.com/comparison/130135
Gameplay vid:
Coming soon: Melee!
A couple hours for the upscaling script and another couple hours for converting to DDS format. I usually let jobs run overnight or when I'm at work so I don't have exact times. The longest part was playing through the grindy slog that is Weapon Master mode to make sure everything gets dumped.
A couple hours for the upscaling script and another couple hours for converting to DDS format. I usually let jobs run overnight or when I'm at work so I don't have exact times. The longest part was playing through the grindy slog that is Weapon Master mode to make sure everything gets dumped.
Probably, but I really doubt it's going to be better.Does anyone know if this could be used on the PC version of Final Fantasy XII: The Zodiac Age? I really would love to see that re-done better than the remaster did.
Yes, this is more what I meant. While the characters textures aren't perfect, they don't stick out as much as the environment textures do.I doubt it's much about the model textures as much as the environment textures, which in places can look extremely rough.
As for texture modding: Looking it up, the game does have a Nexus and texture change mods are available, so yeah it is definitely possible.
Texture pack for Soulcalibur II (Gamecube version):
https://mega.nz/#!PNs3FAoA!sa2_hbDf46EvowN6zHKs1XQRAPzX0NF3MKOAm_WA3Do
Screenshots: http://screenshotcomparison.com/comparison/130135
Gameplay vid:
Coming soon: Melee!
Probably not for screenshots/videos, but the results are more inconsistent than other games so you could definitely get better overall results by mixing and matching things.Amazing work as always :D Really excited at all these GC games getting this treatment, helps that era hold up even better at higher resolutions.
re: Melee, you going to be mixing that with one of the current Melee UI texture mods like you did with Viewtiful Joe?
Apologies if posted already but I saw this buried in a Reddit thread - someone created a blog and trained a bunch of models about a month ago, including an alternative calculation of the Manga109 dataset and new ones based on Disney films and Donald Duck comics.
https://esrgan.blogspot.com/2019/01/blog-post.html
This is phenomenal. I find that I prefer many of these to their official remake counterparts, such as Day of the Tentacle, as the network renders avoids looking like vector clipart, and retain much of the old art's character.Apologies if posted already but I saw this buried in a Reddit thread - someone created a blog and trained a bunch of models about a month ago, including an alternative calculation of the Manga109 dataset and new ones based on Disney films and Donald Duck comics.
https://esrgan.blogspot.com/2019/01/blog-post.html
You planning on sharing that? I'd be interested in it.For more Resident Evil/Biohazard, I did a run of Code Veronica X in Dolphin and then ran all the textures through Gigapixel, and edited some of the UI assets to look better in HD (also changed the Battle Game ending graphics to the HD remake versions--they're just better):
Here are some comparisons:
http://www.framecompare.com/image-compare/screenshotcomparison/Y7PWNNNX (UI Elements)
http://www.framecompare.com/image-compare/screenshotcomparison/1921NNNU (Textures)
Some perhaps minor improvements, but I also took the opportunity to fix the typo in the original textures on the above Battle Game profile picture, which originally said 'ID Nunmber' instead of 'ID Number'.
I do think you better have a guide to not miss some of the cards in the game, but missing them wouldn't be a huge loose.As someone who hasn't played Baten Kaitos het and wants to try this on that game, can I go in mostly spoiler free to try my hand at this, or is waiting for a potential other party to do the game a better idea?
But I honestly can't say how long it will take me before I seriously start replaying the game to dump all the textures, could be a couple month...I really like my results with Baten Kaitos ( other than the need to tinker manually with transparency for some elements, would need a tool/script to automate it ... )
3 in game comparison : http://screenshotcomparison.com/comparison/127238
This looks like a decent improvement, nice job! Would love to give these a try if you're able to share please!
You planning on sharing that? I'd be interested in it.
Also, no pressure, but Mario Kart Double Dash is one of my favorite games to just pop out and play on Dolphin and enhaced textures would be great :P
Sure, here's what I threw together:
Code Veronica X (GC) Gigapixel Textures
You'll want to also use the HD UI Text Mod by Hyperspeed to get the text looking the way it should. My files (should) only cover textures ingame, and Gigapixel doesn't work great with transparent text anyway:
Hyperspeed's post for the UI Stuff
If for some reason files overlap however, I'd recommend not replacing any of the files from my .rar just in case.
Sure, here's what I threw together:
Code Veronica X (GC) Gigapixel Textures
You'll want to also use the HD UI Text Mod by Hyperspeed to get the text looking the way it should. My files (should) only cover textures ingame, and Gigapixel doesn't work great with transparent text anyway:
Hyperspeed's post for the UI Stuff
If for some reason files overlap however, I'd recommend not replacing any of the files from my .rar just in case.