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Eonfge avatar Eonfge commented on May 29, 2024

Personal test using RRDB_PSNR_x4.

a_shells
a_shells_rlt

I tried using Manga109Attempt but I was missing some parameters; conv_first.weight and conv_first.bias. Can you tell me what you used?

from quake2-neural-upscale.

Calinou avatar Calinou commented on May 29, 2024

I've tried several ways to upscale UI elements, but I'm not sure if a neural network approach is ideal for Quake 2's 2D art. Manga109Attempt tends to introduce noise on its own, which means I'd have to run a denoise pass that will remove some of the detail.

Maybe we should settle on a simple 4× HQX filter. It gives decent results when used in Q2PRO:

Q2PRO with 4× HQX

However, another concern remains: if you use a 2D scale factor different than 4×, it will look ugly due to scaling artifacts. Even if we settled on 2× HQX, it would look ugly at a 3× scale factor (which many people use in 1920×1080). We might be able to solve that concern by including separate 2D downloads (one for 2×, one for 3×, one for 4×).

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Eonfge avatar Eonfge commented on May 29, 2024

In such a scenario, I would just use provide 4x HQX and leave it at that. Storage space is not much of a concern, as we're talking about only a few kilobyte per texture.

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Calinou avatar Calinou commented on May 29, 2024

@Eonfge The scaling issues aren't related to storage space. They're related to how a texture that's larger than the size it's displayed at will display on the screen.

If you display a 64×64 texture over a 48×48 area on the screen, it will most likely look ugly.

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