How can they patent a process that has been implemented in publicly available open source emulators for at least half a decade?
How can they patent a process that has been implemented in publicly available open source emulators for at least half a decade?
Please don't shoot the messenger. Eurogamer has an article on it. Shout at them.How can they patent a process that has been implemented in publicly available open source emulators for at least half a decade?
I think there's a way to get texture dumpingloading working in Project 64, I'll add MK Trilogy to my list of stuff to try once I finish with my current batch of Gamecube games.I'd love to see what Ultimate Mortal Kombat 3 could look like using these tools, especially since it's got digitised actors.
%UserProfile%\Dolphin Emulator\ResourcePacks
. Go into ResourcePack manager and install from there. Otherwise, you can copy the GFZE01 folder inside the zip to %UserProfile%\Dolphin Emulator\Load\Textures
The Viewtiful Joe mod is here! HENSHIN A GO GO BABY!
The video uses a combination of ESRGAN and a handmade pack that re-does UI elements, effects, items, and a handful of characters. All of the environments are ESRGAN.
Download links:
https://github.com/rapka/dolphin-textures/blob/master/PACKS.md
http://onthegreatsea.tumblr.com/post/133505457500/hypatias-viewtiful-joe-mod-download-link
Screenshots comparison:
http://screenshotcomparison.com/comparison/129069/picture:0
http://screenshotcomparison.com/comparison/129069/picture:1
http://screenshotcomparison.com/comparison/129069/picture:2
Bonus comparison of ESRGAN vs handmade hi-res textures:
http://screenshotcomparison.com/comparison/129071
While obviously the handmade ones are way better, I think it's cool that an algorithm is even comparable to the work done by a professional texture artist.
Coming soon: Tony Hawk's Pro Skater 3!
F-Zero GX HD Texture pack v1.0 is now available for download:
https://mega.nz/#!VJUCCSqa!O85Cd5dK2yK-TmNB8qSaWUUa1fT1QH_V5qbiazErHRU (585 MB, 6367 textures in DDS format)
Original textures were dumped from the NA version of the game (GFZE01). The zip is a resource pack which can be loaded If you're using a somewhat recent release of Dolphin that has support for it.
On Windows you can drop the zip into%UserProfile%\Dolphin Emulator\ResourcePacks
. Go into ResourcePack manager and install from there. Otherwise, you can copy the GFZE01 folder inside the zip to%UserProfile%\Dolphin Emulator\Load\Textures
Viewtiful Joe said:
F-Zero GX said:
I'm not shooting the messenger at all, I'm just again surprised at just how entirely dysfunctional the patent process seems to be.
(Even the details are the same -- e.g. taking a hash of the texture and using that to optionally reload and replace it after an artist provided a better one is pretty much exactly what I implemented in DSfix 7 or so years ago, and I don't think it was entirely novel even then)
So a user named Shiryu over at the RE modding forums actually went ahead and used AI Gigapixel + manual touchups to improve REmaster HD's BGs. The results are pretty damn impressive:
More pictures + download link here:
https://reupscaleproject.blogspot.com/p/screenshots.html
The aqua ring renders actually looks pretty decent now, compared to the muddy/noisy vanilla upscale that Capcom did:
Would this stuff be good at making old blurry ufo photos more clear?
something like this
So a user named Shiryu over at the RE modding forums actually went ahead and used AI Gigapixel + manual touchups to improve REmaster HD's BGs. The results are pretty damn impressive:
More pictures + download link here:
https://reupscaleproject.blogspot.com/p/screenshots.html
The aqua ring renders actually looks pretty decent now, compared to the muddy/noisy vanilla upscale that Capcom did:
The "original" screens are the HD upscale, the "detail" is a crappy edge enhancement & sharpening fitler. He shouldn't have named them the original, the original Gamecube backgrounds didn't look like that.As much as I love the upscaling tech on other screens in this thread, on these REmake screens the original looks more detailed. Just look at the loss of detail on the wallpaper designs in the upscale. Even in that first screenshot the grime on the wall near the ladder is smoothed way out and almost removed.
The "original" screens are the HD upscale, the "detail" is a crappy edge enhancement & sharpening fitler. He shouldn't have named them the original, the original Gamecube backgrounds didn't look like that.
The GMIC Anisotropic Smoothing Filter can reduce blotchy, low res compression artefacting quite well, here is a Twilight Princess Midna texture comparion:
http://screenshotcomparison.com/comparison/129244
The filter was applied before upscaling the textures but the setting/strength of the filter was reduced a bit so it wouldn't kill too much detail (which this is a bad comparison for as there is very little detail, only here and there). The models used were Reduced Color - Esrgan 04 interpolation, I also used that for the alpha textures, which was a mistake looking at the eyes, there is now a transparent ring and I also didn't up/downscale the alpha textures beforehand so they are still quite jaggy.
I think they did?Interesting. I guess the best way for them to do this REmake upscale would be to upscale the Gamecube versions.
I'm really interested in looking at Riven, unfortunately using SFTGAN (which is what I'm guessing vestan used) I don't get anywhere near the same quality. What am I doing wrong? Tested many values in ESRGAN network interpolation and that yielded nothing close to the level of clarity vestan achieved.
Original Image:
My result:
vestans result:
Finally figured out how to make this work. Is there a way you can upscale higher than 4X times the original resolution?
I'm assuming upscaling an already upscale image twice gives you bad results?
The "original" screens are the HD upscale, the "detail" is a crappy edge enhancement & sharpening fitler. He shouldn't have named them the original, the original Gamecube backgrounds didn't look like that.
You could slightly sharpen them i suppose, but just not go overboard like Capcom did.If people are worried about detail, I think layering the images and messing around with opacity could help bring back some "texture". Or even selectively applying it to parts of images.
There's clearly room for refinement with this kind of tool.
Just FYI: The validity of a patent can be challenged even after that patent has been granted.I'm not shooting the messenger at all, I'm just again surprised at just how entirely dysfunctional the patent process seems to be.
(Even the details are the same -- e.g. taking a hash of the texture and using that to optionally reload and replace it after an artist provided a better one is pretty much exactly what I implemented in DSfix 7 or so years ago, and I don't think it was entirely novel even then)
For my FF IX mod, I end up adding a lot of pre and post processing (de-dithering, sharpening, denoising) that took a long time to process.
So I'm retraining a ESGRAN network with the original background (no process) as input and the current version of my mod as output, and now, I will have a network that can get rid of dithering artefacts and have more details than the original process :
https://twitter.com/Ze_PilOt/status/1092709418276438016
I'm not sure that network will be usuable with any other kind of texture, but as many people use manga109 for stuff that are not drawed, it might work (probably for PSX textures)
For my FF IX mod, I end up adding a lot of pre and post processing (de-dithering, sharpening, denoising) that took a long time to process.
So I'm retraining a ESGRAN network with the original background (no process) as input and the current version of my mod as output, and now, I will have a network that can get rid of dithering artefacts and have more details than the original process :
https://twitter.com/Ze_PilOt/status/1092709418276438016
I'm not sure that network will be usuable with any other kind of texture, but as many people use manga109 for stuff that are not drawed, it might work (probably for PSX textures)
While it may seem like it at times, AI is not magic.
wowThe bottom one here really is spectacular; something about this process seems incredible well-suited to mid 90s - early 00s pre-rendered CG. I hope the process for setting up the software becomes a bit simpler sometime soon, I'd love to run some of the art from the Zork games through it.
I wouldn't say that enough : training your dataset accordingly to what you are upscaling is the most important thing.
Here is direct comparaison of pre-existing techniques/dataset VS custom training. Upscaled from PSX, no pre or post process.
For some reasons, Gigapixels is offsetting the image slightly. That could be a huge issue when doing games upscales.
http://www.framecompare.com/image-compare/screenshotcomparison/199JNNNU
Noise management/training is one of the important part when dealing with compressed/altered image (in our case : dithering to a reduced color palette). Here is another exemple of the different solutions dealing with a noisy image :
http://www.framecompare.com/image-compare/screenshotcomparison/Y777NNNX
I always assumed that the noise reduction was as seperate process from the upscaling part in software like Waifu2x/Gigapixel etc. because they offer 3-4 steps of noise reduction intensity, did they train that into the models? (is your model training finished?)