If it turns out that this can successfully upscale CG cutscenes too, this will make me a happy camper.
Holy shit, is this real? This is one of the most impressive examples yet if so.
You mean Rayman 2? That game has fairly good textures, for a game that old. Think it'd look good.have anybody tried it on Rayman for PC/PSX ?
i think it would do wonders for that game.
You mean Rayman 2? That game has fairly good textures, for a game that old. Think it'd look good.
Rayman 1 is a nay from me.
I don't think there is a way to inject textures into PSX games currently, so even if someone did an upscale of the graphics, there would be no way to play the game with those upscaled graphics.No Rayman 1 . I think the 2d art would be pretty awesome with this technic.
I've waited so far to play the game, might as well wait a bit more and see your attempt at it! :)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.
I was thinking of doing it myself, cf:
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 don't think there is a way to inject textures into PSX games currently, so even if someone did an upscale of the graphics, there would be no way to play the game with those upscaled graphics.
The PC version is written for MS-DOS and runs hardcoded in vga graphics mode making higher resolutions completely impossible.
Holy shit, is this real? This is one of the most impressive examples yet if so.
The PC version is written for MS-DOS and runs hardcoded in vga graphics mode making higher resolutions completely impossible.
The N64 version might work. The GlideN64 plugin has texture dumping/loading support, though from what I can tell so far, it's not nearly as nice as Dolphin's.aha. too bad. i think it would have been great with this system.
That would indeed work for Rayman 2, but we are talking about Rayman 1 which was not released on N64.The N64 version might work. The GlideN64 plugin has texture dumping/loading support, though from what I can tell so far, it's not nearly as nice as Dolphin's.
So, it looks like the upscale works, but a bunch of other shit gets fucked up. If there's any other version of the original MK games that have easier modding I would love to try those.I'd love to see what Ultimate Mortal Kombat 3 could look like using these tools, especially since it's got digitised actors.
Damn, the increase in detail is fantastic. But it definitely didn't like the artwork being in pieces, did it?Oops! Forgot the link:
http://screenshotcomparison.com/comparison/130521
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
Nope, but I also haven't managed to get a good upscale using Project64+GlideN64 and the user experience really sucks for it so I'm gonna just go back to doing Dolphin games for now.Damn, the increase in detail is fantastic. But it definitely didn't like the artwork being in pieces, did it?
Viewtiful Joe's already been done though? Proper UI redone by a modder, and the background rescale pack was released earlier in this thread.That's it. I'm gonna do some research on how to do this myself and get Viewtiful Joe on this. My PC may not be able to do 4K, but I'll try getting textures up to 1080p if it's possible
Viewtiful Joe's already been done though? Proper UI redone by a modder, and the background rescale pack was released earlier in this thread.
I'm not 100% sure on what the loading order is, but if you put my textures in a folder called "000" alongside all of Hypatia's textures, hers will be loaded second.Sorry for the double post, but what do I do with the Viewtiful Joe pack? Do I take Hypatia's folders and just slap them into the same folder as the AI produced backgrounds? Or do I have to take each individual file in the original Hypatia Mod and put it in the AI modded folder?
lolThey're remastering her...
and then they're going to remaster me!
Oh my Godddddddddddddd
Impressive, although some results would need some considerable manual cleanup to get rid of the line artifacts.
What exactly was your source here, if you don't mind me asking? (it's not the PSX trial backgrounds in 320 x 240 nor the Dreamcast 640x480 (compressed to hell and back))
Also, did you try the mymanga250000 model?
Edit: scitek answered my "which version" question, just looked that up - It's gotta be the PC version, looks way cleaner than the Dreamcast backgrounds.
GameCube 640x480 backgrounds, from what I recall they're more or less the same quality of PC backgrounds. I've resized them to 2560x1920 for the sake of comparing them with the ESRGAN 2560x1920 upscales.Which version did you use as a source? Just asking because the PC version used less compressed 640x480 backgrounds.
GameCube 640x480 backgrounds, from what I recall they're more or less the same quality of PC backgrounds. I've resized them to 2560x1920 for the sake of comparing them with the ESRGAN 2560x1920 upscales.
Do you have a link to the mymanga250000 model?
GameCube 640x480 backgrounds, from what I recall they're more or less the same quality of PC backgrounds. I've resized them to 2560x1920 for the sake of comparing them with the ESRGAN 2560x1920 upscales.
Do you have a link to the mymanga250000 model?
Hmm, not sure if this is the right link, the google drive link only shows these models:
Once you've opened the zip files, there are variants in those folders. But you are still right, the complete file name is "mymanga109_250000.pth". As for all the other models, at least for prerendered backgrounds I didn't have much luck with those, they looked all worse. But I also didn't try them out as much as the older models. Maybe you find something more interesting there?Hmm, not sure if this is the right link, the google drive link only shows these models:
Maybe you meant mymanga109? I'll give it a go when I have the time and upload a comparison image.
Laser Man can you re-upload your reduced colors model? The Manga one isn't giving me very good results for Star Fox 64.
These are some problematic raw textures:http://www.mediafire.com/file/oecs2g06yqiawmd/ReducedColorsAttempt.pth/file
https://kingdomakrillic.tumblr.com/post/181294654011/a-collection-of-great-art-oriented-models-not
(It's from the OP, I never trained a model myself!)
Do you have an example texture that is particulary difficult? I'm interested in testing on how to make it work, if possible at all I mean!
These are some problematic raw textures:
The skyboxes might be a game-specific issue since what I think the engine does is extend the last row of pixels below where the skybox is being rendered to create the fog effect. The first texture ends up with a bunch of noise being inserted so that it actually looks worse than the original image in game:
Overall though, there's just a bunch of textures that have way more noise in them than I would've liked and they don't fit the game's artstyle too well. From what I'm seeing with N64 games, a persistent issue is that a lot of larger textures are split up into multiple files, which makes seams much more visible after each individual part is upscaled. You can see the same issue with the character portraits here.
My plan is to just ignore the black and white texture since the original looks perfect for the use case, but ideally the post-esrgan version should look pretty much identical to normal upscaling.The black&white image is a binary bitmap, you could scale it up regulary in PS/GIMP etc 400% using no interpolation at all and it would look the same. I'm not sure there will be a huge difference ingame after upscaling tho, you'd have to try it out, depending on how the engine is rendering that texture there might be no difference at all (I assume it's used for the pattern on the far right in your screenshots).
I've scaled the sky-textures up two times using mymanga250-esrgan-02 and used Ians Fast Denoise (gmic )to make them smoother overall, I don't know how feasable it is manually editing textures in that game, don't know how many there are in this game. I think it looks a bit better than simply upscaling them without any editing afterwards but it's not a day&night difference.
For the seams I first though you were talking about UV seams in which case you could have tried to add additional padding to the textures yourself using an image editor (if the space on the texture allowed for that to be possible) as far as I know that could be caused by mip mapping and not enough padding, but the portrait images don't even seem to be a 3d model so that might be a completely different problem. You can see the seams in both images aleardy so not sure how to fix that. If they are seperate image tiles on a texture you maybe can first merge then together in an image editor and stamp/content aware fill/brush/smudge over the seams (if you can identify them using this method) and when you are happy you could split them up again and place them back on the texture where they belong... sounds like a ton of work tho.
Here's the main cockpit texture:You can get rid of the noise with a denoiser like IansDenoiser. But as you mentioned, that is only part of the problem, if the lines in the grassy areas are not UV related then I think they appear because the upscaler increases the contrast at the edges of the texture, making them non-tileable. And you could only prevent those lines by manually making them seamlessly tileable again after upscaling. There are simple make-tileable-texture-blending filters for that, they pixeshift the entire image 50 percent horizontally and vertically and blend out where they touch in the center lines. If that's not enough, content aware fill or resynthesizer/heal selection those areas. Pixelshift back and the problem could be fixed. That should work pretty good for N64 textures where there is no text or other easilly identifiable patterns that would get destroyed. I guess it would also work for the street texture. It's all theory tho until you actually tried it out to be sure. Can you post the cockpit texture? I'd like to see what it looks like unfiltered.