Comments (4)
Personal test using RRDB_PSNR_x4
.
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.
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:
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×).
from quake2-neural-upscale.
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.
from quake2-neural-upscale.
@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.
from quake2-neural-upscale.
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