Or we could try some more machine learning tools that seem to be trained specifically for removing image artifacts like JPEG compression.
https://github.com/DmitryUlyanov/deep-image-prior
Honestly, I don't know as I haven't tried it out yet. I just suggested it because it's one that I've been keeping an eye on for the last few months, and its the only one I know of that can do JPEG artifact removal.This is perfect, thanks. Not about to do artifact removal 1 by 1 on 2,000 images.
Which model specifically is for jpeg artifact removal?
Do we know if adobe is working on integrating this tech into any of their apps? Photoshop or premiere?
These latest ones do look really impressive. I don't think any professional develoeprs would do a remaster ENTIRELY on just throwing an AI at all these assets and calling it a day, but I imagine it could fill in for a lot of the legwork artists would normally have to do in re-touching or remaking 2D assets like this. I imagine they'd selectively apply AI to assets and then still have human hands touch them up where needed afterwards.
Still seems to be the least effective on actual 2D pixel art games.
If you want the right experience for 2D Sprites.
Cheapest method for a selection of games would be Softmodded Wii with VC at 240p + Wii Component Cables + OSSC (Open Source Scan Converter) on an OLED TV. It comes very close to a CRT. I tested this with a DLP Projector at 12ft, and man, I was blown away.
Do we know if adobe is working on integrating this tech into any of their apps? Photoshop or premiere?
Would love to see some N64 games get this treatment, which are known to be blurry as all hell. That Ocarina one is insane.
Wow the N64 texture is microscopic! Given what it had to work with, the ESRGAN result turned out great. That bandage texture!I don't have an N64 emulator installed but I took this texture from here : Texture Website and cut out the Whomp texture (I don't even know if it is the exact same from the game tbh)
Screenshot comparison:
Super Mario 64 Whomp Texture Comparison
Top left is that original texture, next to it the first upscaled image via Manga-ESRGAN 02 Inter.
The "On Mouse Out" Image is the original top left image upscaled via GIMP (no-halo-setting) to match the size of the final result.
The "On Mouse Over" Image is the first Manga-ESRGAN 02 Inter. upscaled image upscaled again with Manga-ESRGAN 02 Inter. and then I made a 100% ESRGAN (also from the first upscaled image) and overlayed that onto that with 50% in GIMP to get tiny little bit more sharper detail (didn't really work as well as I thought tho).
Holy shit, that comparison is like putting on bifocals.I don't have an N64 emulator installed but I took this texture from here : Texture Website and cut out the Whomp texture (I don't even know if it is the exact same from the game tbh)
Screenshot comparison:
Super Mario 64 Whomp Texture Comparison
Top left is that original texture, next to it the first upscaled image via Manga-ESRGAN 02 Inter.
The "On Mouse Out" Image is the original top left image upscaled via GIMP (no-halo-setting) to match the size of the final result.
The "On Mouse Over" Image is the first Manga-ESRGAN 02 Inter. upscaled image upscaled again with Manga-ESRGAN 02 Inter. and then I made a 100% ESRGAN (also from the first upscaled image) and overlayed that onto that with 50% in GIMP to get tiny little bit more sharper detail (didn't really work as well as I thought tho).
Heart of Darkness (psx), interpolation between Manga and ESRGAN models, also adjusted contrast slightly to compensate for its loss during upscaling.
Why don't use the PC version? Shouldn't be better? BTW I just played a bit of the game the other day (PC), almost 20 years has passed since the first time I played it and this game is still incredible... it really deserve a remake but it's probably too hard to make it.
I don't have an N64 emulator installed but I took this texture from here : Texture Website and cut out the Whomp texture (I don't even know if it is the exact same from the game tbh)
Screenshot comparison:
Super Mario 64 Whomp Texture Comparison
Top left is that original texture, next to it the first upscaled image via Manga-ESRGAN 02 Inter.
The "On Mouse Out" Image is the original top left image upscaled via GIMP (no-halo-setting) to match the size of the final result.
The "On Mouse Over" Image is the first Manga-ESRGAN 02 Inter. upscaled image upscaled again with Manga-ESRGAN 02 Inter. and then I made a 100% ESRGAN (also from the first upscaled image) and overlayed that onto that with 50% in GIMP to get tiny little bit more sharper detail (didn't really work as well as I thought tho).
I don't have an N64 emulator installed but I took this texture from here : Texture Website and cut out the Whomp texture (I don't even know if it is the exact same from the game tbh)
Screenshot comparison:
Super Mario 64 Whomp Texture Comparison
Top left is that original texture, next to it the first upscaled image via Manga-ESRGAN 02 Inter.
The "On Mouse Out" Image is the original top left image upscaled via GIMP (no-halo-setting) to match the size of the final result.
The "On Mouse Over" Image is the first Manga-ESRGAN 02 Inter. upscaled image upscaled again with Manga-ESRGAN 02 Inter. and then I made a 100% ESRGAN (also from the first upscaled image) and overlayed that onto that with 50% in GIMP to get tiny little bit more sharper detail (didn't really work as well as I thought tho).
That's a waste of effort considering that the HD project also has improved model detail, UV mapping fixes, and other tweaks that go beyond just new textures.Some of these results are mind-blowing.
Has anyone done this with RE4 and compared it with the Resident Evil 4 HD Project stuff? :D
Oh, right. Speaking of which, couldn't you also train a NN to upscale/detail-increase 3D models? 🤔That's a waste of effort considering that the HD project also has improved model detail, UV mapping fixes, and other tweaks that go beyond just new textures.
I'm planning on doing a full HD re-texture mod for Metroid Prime using this, but my one concern at this point is alpha textures. If anyone knows a workaround that allows ESRGAN to work with transparent PNGs, please PM me. The results are going to be awesome either way, but I'd like to upscale water textures and effects too if possible.
Makes sense. Sadly, the green screen method probably wouldn't be feasible to automate since you'd have no way of knowning which shade to use as the key unless you wrote a fancy color detection script. My plan right now is to just write a simple script that checks for an alpha channel in the dumped textures and omits them from the build.The only workaround is to save them as non-transparent images (replace the transparent background with a flat primary color that's different from the colors the texture is using. Same as chroma key/green screen), and then manually make it transparent again after processing. I've heard people have found it helpful if they keep a duplicate of the alpha layer from the original and then simply do a separate upscale of that (since the alpha would just be a simple monochrome silhouette you could probably settle for a simpler upscaler like waifu2x to handle that)
Oh, right. Speaking of which, couldn't you also train a NN to upscale/detail-increase 3D models? 🤔
Wish these modders would do high-poly deformed models instead of this weird mishmash of proportions that don't match.A user on Qhimm that goes by Satsuki is currently playtesting their mod using these techniques combined with a higher poly models mod in FF7 and posted some in-game screenshots:
More here in their thread.
I *think* they just scaled the bones along their axis, but they've got the same amount of bones as the regular models.Did they completely redo all the skeletal rigging for the models in that FF7 mod? I can't imagine that just swapping models would work out well, animation wise, right?
Im not sure but I suspect there wasn't much touching of the rigs and it has its pros and cons.Did they completely redo all the skeletal rigging for the models in that FF7 mod? I can't imagine that just swapping models would work out well, animation wise, right?
Im not sure but I suspect there wasn't much touching of the rigs and it has its pros and cons.
A pro is that a good deal of animations surprisingly end up looking visably clearer due to the models having longer limbs. For instance something like characters scratching their heads look much better communicated with these models where before it looked like a jumble of polys vibrating into eachother.
An obvious con is how the arms sort of stick out now in the default idle pose because it was intended for the huge Lego brick hands.
Alright.Current models were trained mostly on natural images and/or hand drawn art and don't work all that great with pixel art.
Did you try this out eventually? I can't imagine how the scumm editor would support importing images of higher resolution than the originals - without scaling them back to the original 320x200 size that is.Ok, I checked it and it is really cool to see all the files etc. but as far as I can see, there is no way to import them back to the game. I found another program called Scumm editor (https://github.com/mmoreira2000/scummeditor ) which can actually import the improved images back but it only supports games up to scumm v6. CMI is Scumm v8. I wonder if there is another program out there which can do this trick with CMI. Otherwise, it would be interesting to edit the fate of atlantis as well (which scumm editor supports).
This is frustrating to watch because he's just playing Half-Life like normal and not really SHOWING what's different. He stops and looks at a couple of surfaces, but usually for a brief second (like, literally, an actual full second) otherwise this is just normal gameplay footage from someone who's played Half-Life more than twice
No, I didn't have the time yet. I found another interesting program though, which allows to create your own scumm game https://github.com/AlbanBedel/scummc. It is open source, so I assume one can modify the resolution and rebuild one of the older games with high resolution images with it. But that would probably need a lot of effort and I know I won't have time for it.Did you try this out eventually? I can't imagine how the scumm editor would support importing images of higher resolution than the originals - without scaling them back to the original 320x200 size that is.
If you want to use them as wallpapers, you'd be better off starting with the original background paintings and upscaling those: https://mixnmojo.com/media/galleries/Monkey-Island-2-LeChucks-Revenge-Concept-ArtHere are few more MI2 upscales. I was especially happy with the result created by the map upscales, as they can now be used as a wallpaper.
So uh, for everyone saying devs should use this for remasters, well, all evidence points to the team that ported Catherine to PC having used Waifu2x to upscale the 2d assets.
A guy on Twitter did it for every FFIX backgrounds (and says it plans to improve/fix them) :
Link to: imgur gallery