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Thread: Thief 3 ESRGAN Textures & Videos Pack

  1. #51
    Quote Originally Posted by lowenz View Post
    Have you set the viewportscale to 100 in SU/default config file, right?

    EDIT: "no rotation blur" in Sneaky Tweaker
    No, I didin't... finally, man. It doesn't look as good as I'd like, but what can we do with this janky engine, huh.

  2. #52
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    If you want I can post my SSDO parameter values (see the screenshot before) if you're interested.

  3. #53
    Quote Originally Posted by lowenz View Post
    If you want I can post my SSDO parameter values (see the screenshot before) if you're interested.
    Sure, I should've asked first. ^^"

  4. #54
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    My ReShade.ini and Thief preset (RS4.ini)
    Just remember to change this lines in ReShade.ini (to be fitting to your system)

    CurrentPresetPath=E:\Thief - Deadly Shadows\System\RS4.ini
    EffectSearchPaths=C:\ReShade 4\Shaders
    TextureSearchPaths=C:\ReShade 4\Textures

    reshade.ini

    Code:
    [DX9_BUFFER_DETECTION]
    DisableINTZ=0
    PreserveDepthBuffer=1
    PreserveDepthBufferIndex=0
    UseAspectRatioHeuristics=1
    
    [GENERAL]
    ClockFormat=0
    CurrentPresetPath=E:\Thief - Deadly Shadows\System\RS4.ini
    EffectSearchPaths=C:\ReShade 4\Shaders
    FPSPosition=1
    NewVariableUI=0
    NoDebugInfo=0
    NoFontScaling=1
    NoReloadOnInit=0
    PerformanceMode=1
    PreprocessorDefinitions=RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=1000,RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=0,RESHADE_DEPTH_INPUT_IS_REVERSED=0,RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=0,RESHADE_DEPTH_MULTIPLIER=2
    PresetTransitionDelay=1000
    SaveWindowState=0
    ScreenshotFormat=1
    ScreenshotIncludePreset=0
    ScreenshotPath=
    ScreenshotSaveBefore=0
    ScreenshotSaveUI=0
    ShowClock=0
    ShowFPS=1
    ShowFrameTime=0
    ShowScreenshotMessage=1
    TextureSearchPaths=C:\ReShade 4\Textures
    TutorialProgress=4
    
    [INPUT]
    ForceShortcutModifiers=1
    InputProcessing=2
    KeyEffects=35,0,0,0
    KeyMenu=36,0,0,0
    KeyNextPreset=0,0,0,0
    KeyPreviousPreset=0,0,0,0
    KeyReload=0,0,0,0
    KeyScreenshot=44,0,0,0
    
    [STYLE]
    Alpha=1.000000
    ChildRounding=0.000000
    ColFPSText=1.000000,1.000000,0.784314,1.000000
    EditorFont=
    EditorFontSize=13
    EditorStyleIndex=0
    Font=
    FontSize=13
    FPSScale=1.000000
    FrameRounding=0.000000
    GrabRounding=0.000000
    PopupRounding=0.000000
    ScrollbarRounding=0.000000
    StyleIndex=2
    TabRounding=4.000000
    WindowRounding=0.000000
    RS4.ini

    Code:
    PreprocessorDefinitions=
    Techniques=PPFXSSDO,FXAA
    TechniqueSorting=DisplayDepth,PPFXSSDO,DELC_Sharpen,FXAA,PPFXBloom,EyeAdaption,MXAO,PerfectPerspective,FilmGrain,FilmGrain2,PPFX_Godrays,HDR,LeiFx_Tech,AdaptiveFog,ChromaticAberration,FilmicPass,Mode1,FilmicAnamorphSharpen,Bloom,AdaptiveSharpen,ADOF,MotionBlur,Mode2,Mode3,ASCII,GaussianBlur,AmbientLight,Lightroom,AspectRatioPS,GlitchB,HQ4X,HighPassSharp,HSLShift,Border,BloomAndLensFlares,Layer,Cartoon,SSR,Chromakey,ReflectiveBumpmapping,LevelsPlus,CA,Tint,Levels,LightDoF_AutoFocus,LightDoF_Far,LightDoF_Near,LumaSharpen,LUT,CinematicDOF,MagicBloom,LiftGammaGain,SMAA,MultiLUT,Before,Monochrome,Nightvision,StageDepth,Clarity,ColorMatrix,After,SurfaceBlur,Colourfulness,Nostalgia,Technicolor2,AdvancedCRT,Technicolor,Curves,Tonemap,TiltShift,Daltonize,TriDither,UIDetect_Before,UIDetect,Deband,UIDetect_After,UIMask_Bottom,UIMask_Top,KNearestNeighbors,Vibrance,Vignette,Depth3D,NonLocalMeans,DepthHaze,RingDOF,MagicDOF,GP65CJ042DOF,MatsoDOF,MartyMcFlyDOF,DPX,Emphasize
    
    [FXAA.fx]
    EdgeThreshold=0.125000
    EdgeThresholdMin=0.000000
    Subpix=0.250000
    
    [PPFX_SSDO.fx]
    pSSDOAmount=1.000000
    pSSDOAngleThreshold=0.400000
    pSSDOBounceLOD=0
    pSSDOBounceMultiplier=0.000000
    pSSDOBounceSaturation=0.100000
    pSSDODebugMode=0
    pSSDOFadeEnd=1.000000
    pSSDOFadeStart=0.900000
    pSSDOFilterRadius=4.000000
    pSSDOIntensity=2.000003
    pSSDOSampleAmount=16
    pSSDOSampleRange=20.000017
    pSSDOSourceLOD=0

  5. #55
    Thanks, that makes it look way more natural. With PPFXBloom's HDR it almost looks like The Dark Mod.





    It seems like SSDO isn't without its quirks, though.


  6. #56
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    It's absolutely expected BLEEDING (that's the name): remember that's a postprocess effect totally over the already rendered frame.

    It's totally unavoidable (but you can mask it with some blending)

  7. #57
    Member
    Registered: Feb 2012
    Location: Russia
    Thanks for all the instructions, I managed to config Reshade for Thief 3. The problems were with DisplayDepth, there I wasn't able to see anything. I changed something and it worked)
    I disabled ingame Bloom, forced everything AA and multisampling related from Nvidia control panel and used ReShade
    In Reshade I used FXAA, Bloom and PPFX SSDO.
    MXAO, Raytracing and SMAA crashes the game for now, so don't use them. All the other shaders in Reshade are just for brightness, color adjustments and do not add anything special.
    I did enabled FakeHDR in Reshade, but it's just for my tastes. I think we need to describe Reshade right configuration for Thief 3 in PC Gaming Wiki, for easy installation for new people.

  8. #58
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    If you use ReShade FXAA please don't use MSAA (in-game slider or driver level-forced), it's an overkill and remember that MSAA and ReShade depth buffer access/reconstruction are in mutual exclusion (in *every* game)

  9. #59
    Member
    Registered: Feb 2012
    Location: Russia
    I have one brilliant idea. Since I tired of waiting for loadings ingame I decided to do one thing - create a light version of mod.
    Basically I just want to downscale all the upscaled textures x2 downsize.

    A little glimpse of history:
    The fact is that Thief 3 uses XBOX low-resolution textures. Let's say it's 256x256.
    Developers for the PC version of the game just upscaled this XBOX textures x2 with the simplest algorithm so there is literally no difference between XBOX 256x256 texture and PC 512x512 texture. Also they introduced a lot of DXT compression artifacts, and compression itself was done in not the best possible quality.
    What I've done for the full scale ESRGAN mod: I de-artifacted all the textures. Downsized them back x2 to original sizes. And ESRGANed them. So basically it's de-artifacted PC 512x512 downsized to 256x256 and ESRGANed to 1024x1024.
    So the idea of Light mod is to downscale x2 this ESRGANed 1024x1024 back to 512x512. But: it would be the real restored 512x512 size not fake 512x512 like original textures. With DXT compression done with the best settings. With restoration of normal maps and all the Matlib editings.

    This way we could get fast loading Thief 3 with better look than the original one with restored normal maps in MatLibs. And I will continue to support full-sized ESRGAN mod for the times when Thief 3 would load it fast or for good screenshots.

    BTW, normal maps examples of restoring artifacted original ones to better looked ESRGANed versions (found two new models which upscale normal maps far better than previous ones).
    https://imgsli.com/MTg5NzE
    https://imgsli.com/MTg5NzE/2/3
    https://imgsli.com/MTg5NzE/4/5
    https://imgsli.com/MTg5NzE/6/7
    https://imgsli.com/MTg5NzE/8/9
    https://imgsli.com/MTg5NzE/10/11
    https://imgsli.com/MTg5NzE/12/13

    What do you thing? I'm playing Thief 3 right now and it's really uncomfortable to wait for loadings every time.

  10. #60
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    If can procede with the 2 versions in parallel.....well do it

  11. #61
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    About loading times, did you have already enable this option?


  12. #62
    Sneaky Upgrader
    Registered: May 2007
    I'm sure I tried that setting and it didn't help.

    I also had a brief look at the texture loading, hoping to catch something stupid going on, but no luck. It's still weird - aren't DXT texture data basically passed on to the graphics card as-is?

  13. #63
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by Akven View Post
    Developers for the PC version of the game just upscaled this XBOX textures x2 with the simplest algorithm so there is literally no difference between XBOX 256x256 texture and PC 512x512 texture.
    There ought to be a law against that.

    So the idea of Light mod is to downscale x2 this ESRGANed 1024x1024 back to 512x512. But: it would be the real restored 512x512 size not fake 512x512 like original textures. With DXT compression done with the best settings. With restoration of normal maps and all the Matlib editings.
    Sounds like this could be an excellent compromise indeed.

  14. #64
    Member
    Registered: Feb 2012
    Location: Russia
    I tried this option to no effect
    For now I'm experimenting with different versions of light mod. I reduced size to about 300 Mb, but loading is still a little issue.
    I am trying to found a compromise in size of the mod and quality.
    I am leaving some textures upscaled (for example, all the 64x64, 32x32, 128x128 textures and so on)
    The real issue in light version is a huge amount of squareness, introduced in normal maps upon downscaling. DXT compression began to destroy normal maps quality starting out with 512x512 size. It depends on specific normals, not every normal affected the same way.
    One of the ideas is to remove upscaled menu screens completely (it saves about 90Mb) and by this left some normal maps untouched from the big version.
    From my tests is seems the game began to run just fine with the size of the mod in about 250Mb.
    And the screenshot comparisons between vanilla and light mod still show some improvements in visuals.

  15. #65
    Member
    Registered: Feb 2012
    Location: Russia
    Ok, try this
    Thief 3 ESRGAN Pack v3 Light version

    https://cloud.mail.ru/public/Fytx/4yjE1hDVw

    Unpack everything to:
    c:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Collective Texture Pack\

    I will do screenshots later. Its loads fast and looks slightly better than the original game

  16. #66
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Quote Originally Posted by Akven View Post
    Ok, try this
    Thief 3 ESRGAN Pack v3 Light version

    https://cloud.mail.ru/public/Fytx/4yjE1hDVw

    Unpack everything to:
    c:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Collective Texture Pack\

    I will do screenshots later. Its loads fast and looks slightly better than the original game
    Really *slightly* better than the original look, comparing with the full resolution pack
    The normals make some differences.

  17. #67
    Member
    Registered: Feb 2012
    Location: Russia
    All the screenshots are:
    Vanilla game vs Light mod
    Vanilla game vs Full mod
    Light mod vs Full mod

    Vanilla game vs Light mod. Fixed normals
    https://imgsli.com/MTkxNDY/0/2
    Vanilla game vs Full mod
    https://imgsli.com/MTkxNDY/0/1
    Light vs Full
    https://imgsli.com/MTkxNDY/2/1

    Better wood and speculars on floor
    https://imgsli.com/MTkxNDY/3/5
    https://imgsli.com/MTkxNDY/3/4
    https://imgsli.com/MTkxNDY/5/4

    Nothing to see here)
    https://imgsli.com/MTkxNDY/6/7
    https://imgsli.com/MTkxNDY/6/8
    https://imgsli.com/MTkxNDY/7/8

    Vanilla vs Light. You can clearly see the differences in Matlibs. Ceiling had bumps which wasn't. Metal surfaces had speculars
    https://imgsli.com/MTkxNDY/9/10
    Vanilla vs Full
    https://imgsli.com/MTkxNDY/9/11
    Light vs Full
    https://imgsli.com/MTkxNDY/10/11
    Last edited by Akven; 17th Jul 2020 at 00:44.

  18. #68
    Member
    Registered: Feb 2012
    Location: Russia
    Too dark, nothing visible)
    https://imgsli.com/MTkxNTY
    https://imgsli.com/MTkxNTY/0/2
    https://imgsli.com/MTkxNTY/1/2

    Better wood
    https://imgsli.com/MTkxNTY/6/8
    https://imgsli.com/MTkxNTY/6/7

    Ceiling improved much even on Light version. I also found a bug with normals on the walls which I will fix. It was in the original game, they just didn't turned on this particular normal in MatLib.
    https://imgsli.com/MTkxNTY/9/11
    https://imgsli.com/MTkxNTY/9/10
    https://imgsli.com/MTkxNTY/11/10
    Last edited by Akven; 17th Jul 2020 at 00:45.

  19. #69
    Member
    Registered: Feb 2012
    Location: Russia
    You can see improved texture on hands and better normals
    https://imgsli.com/MTkxNTc/0/2
    https://imgsli.com/MTkxNTc/0/1
    https://imgsli.com/MTkxNTc/2/1

    Not much to see
    https://imgsli.com/MTkxNTc/3/5
    https://imgsli.com/MTkxNTc/3/4
    https://imgsli.com/MTkxNTc/5/4

    Slightly better normals and some textures
    https://imgsli.com/MTkxNTc/6/8
    https://imgsli.com/MTkxNTc/6/7
    https://imgsli.com/MTkxNTc/8/7

    My favorite screenshot. Statue didn't had normals in original game
    https://imgsli.com/MTkxNTc/9/11
    https://imgsli.com/MTkxNTc/9/10
    https://imgsli.com/MTkxNTc/11/10

    Better wood. And I think some crates didn't had normals at all
    https://imgsli.com/MTkxNTc/12/14
    https://imgsli.com/MTkxNTc/12/13
    https://imgsli.com/MTkxNTc/14/13

    I didn't searched for ideal places to do screenshots. Just random save games through walkthrough. In my subjective opinion, Light mod deal with a lot of small artifacts here and there with less broken normals like on body screenshot. Full mod may be not so visible on screenshots, but during gameplay you constantly notice improved quality overall. But loading times.........

  20. #70
    Quote Originally Posted by Akven View Post
    In my subjective opinion, Light mod deal with a lot of small artifacts here and there with less broken normals like on body screenshot. Full mod may be not so visible on screenshots, but during gameplay you constantly notice improved quality overall. But loading times.........
    I wouldn't give it much thought if the problem is the weight of the textures, nothing can be done about that unless snobel or someone else explains what's the problem, at the very least. Eternal loading times would make the game as tedious as if it still had the loading zones in The City.

  21. #71
    Member
    Registered: Feb 2012
    Location: Russia
    imgsli is down for some reason, so here just screenshots

    Original KEPbeamA_D without normals enabled


    Broken enabled original normal


    Fixed normal

  22. #72
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Good!

  23. #73
    Member
    Registered: Feb 2012
    Location: Russia
    I improved one more texture, and I think that is all for now. I still don't see any bugs in my playthrough and I don't see any ways to improve textures any further (maybe just the keeper statue textures).
    So I think it is time to release to ModDB. Anyone has any issues with mod?

  24. #74
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Please release both versions (light and full) !

  25. #75
    Member
    Registered: Feb 2012
    Location: Russia
    Of course

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