TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 1 of 3 123 LastLast
Results 1 to 25 of 62

Thread: Deus Ex: Invisible War ESRGAN Upscale Attempr

  1. #1
    Member
    Registered: Feb 2012
    Location: Russia

    Deus Ex: Invisible War ESRGAN Upscale Attempr

    Well, since it's the same engine as in Thief: Deadly Shadows. And all the tools from snobel are working here as well. So I can try to improve textures and cinematics in this game.

    I already dumped all the materials file from the game and extracted all the textures. They are all the the same quality as in Thief 3 - so a lot of 2x downscaling/4x upscaling will be done in time.
    Will try to post news and examples as the work goes.
    Materials dump:
    https://docs.google.com/spreadsheets...-foNMty-zm6XV0

  2. #2
    Member
    Registered: Feb 2012
    Location: Russia
    First textures upscaled using different models. Only the best results are shown
    https://imgsli.com/MTYzNTA
    https://imgsli.com/MTYzNTA/2/3
    https://imgsli.com/MTYzNTA/4/5
    https://imgsli.com/MTYzNTA/6/7

    The results are like with Thief 3 - they look better, but overall not so better. Commonly, blurred and jagged lines more looks like lines.
    Final results in game will be slightly more crispier in environment with better signs/portraits/character textures.

  3. #3
    Member
    Registered: Feb 2012
    Location: Russia
    Example of good results from ESRGAN
    https://imgsli.com/MTYzNTQ
    https://imgsli.com/MTYzNjM
    Last edited by Akven; 15th May 2020 at 15:46.

  4. #4
    Member
    Registered: Feb 2012
    Location: Russia

  5. #5
    Member
    Registered: Feb 2012
    Location: Russia
    Give it a try
    https://mega.nz/file/r1sE0SgQ#Si6PRs...oDFnrezVRPqL8I

    312 upscaled textures (of overall 1800) complete

  6. #6
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Will test!

  7. #7
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Folder Structure?

  8. #8
    Member
    Registered: Feb 2012
    Location: Russia
    I think it
    \Games\Deus Ex - Invisible War\Content\DX2\Textures\DynamicallyLoaded\

  9. #9
    Member
    Registered: Feb 2012
    Location: Russia
    Interesting thing about the cinematics:
    There are 3 copies of each cinematic in game files, all slightly different in size. I think they were used in localizations. GOG version of the game
    For example:
    Intro with 29,97 fps, english sound
    Intro with english hardcoded subtitles and engligh sound, 30 fps
    Intro with 30 fps, english sound

    Anybody knows what was the original framerate? I don't think it is neccessary to upscale all 3 cinematics, Just upscale one with subtitles and one without.
    Also I think I will convert 30 fps to 60 fps. DAIN is working pretty fast on my PC.

  10. #10
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Thief DS's intro (the one found in DXIW) is only one or it got several versions too based on DXIW version? It is using hardcoded subtitles or no? So do the same of the one you're using for Thief!

  11. #11
    Member
    Registered: Feb 2012
    Location: Russia
    I don't think you'll found subtitles in Thief Trailer)))

  12. #12
    Member
    Registered: Feb 2012
    Location: Russia
    Here is the list:

  13. #13
    Member
    Registered: Feb 2012
    Location: Russia
    I think I will upscale the one cinematic from each duplicate with higher bitrate.
    As for subtitles... I don't want to reupscale the whole video just for subs. Maybe I'll insert them in srt files and check if it works ingame.

  14. #14
    Member
    Registered: Feb 2012
    Location: Russia
    In case you are still interested - I still work on Deus Ex 2)
    1134 textures are upscaled (it's all the DXT1 textures with the exception of 300 normal maps which I'm doing just now)

    Basically only 152 DXT3 textures left
    And 141 DXT1 textures, but they are from HUD so I can't say without tests if they even will work ingame (I doubt).

    Comparison to Thief 3 this game is much structurally solid with precise names and overall order in files. Much easier to mod. It's strange cause Thief 3 released later but with chaos in game files.

    There is also MatLib editings to do, but after a while. I think they will be easier too.

    And very strange thing - for some reason Deus Ex 2 with ESRGAN textures loads muuuuuch faster than Thief 3. Like with no impact with or without textures. And it's a 700 Mb Deus Ex 2 ESRGAN Pack vs 1Gb Thief 3 ESRGAN Pack. Not a big difference.

  15. #15
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Of course we're interested man!

  16. #16
    Member
    Registered: Feb 2012
    Location: Russia
    First test. I upscaled all the DXT1 textures (1430 completed). Only 151 DXT3 textures left and some optimization.
    https://imgsli.com/MTg4Njc
    As with Thief 3 changes are not so visible. There are less square artifacts on the ceiling. And the wall edge near the bottom of the screen is much crispier.

  17. #17
    Member
    Registered: Feb 2012
    Location: Russia
    And loading time increased after I inserted upscaled normal maps

  18. #18
    Member
    Registered: Dec 2001
    You know that .dds textures are compressed and have compression artifacts? That applies to normal maps in particular. By upscaling and saving them again, you introduce even more artifacts. Also, from what I've seen so far, upscaling to 2k and above doesn't make much sense, because no algorithm can guess what kind of surface details authors had in mind when doing low-res textures (128 and 256 px in particular). That's why it just makes big textures with blurry shapes.

  19. #19
    Member
    Registered: Feb 2012
    Location: Russia
    DDS textures uses DXT1, 3 or 5 compression. BUT: there is a ESRGAN model that mostly removes whose compression artifacts.
    And saving bigger resolution texture make fewer visible compression errors than saving smaller one. I'll post an example

  20. #20

  21. #21
    Member
    Registered: Feb 2012
    Location: Russia
    The bigger the resolution the fewer artifacts are visible cause they occur on 4x4 blocks.
    It's clearly visible on the examples. Upscaled textures compressed too, but you don't see such big blocks of artifacts like in the original.
    Last edited by Akven; 12th Jul 2020 at 17:08.

  22. #22
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Are you re-compressing in DXT5 (if there's an alpha channel) to minimize the artifacts?

  23. #23
    Member
    Registered: Feb 2012
    Location: Russia
    I recompress textures with alpha channel to DXT3 (as they were ingame originally). I can do DXT5 if you want but I don't think it will be much difference

  24. #24
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Your call man, if you think there's no visual difference do as you prefer!
    Last edited by lowenz; 13th Jul 2020 at 04:44.

  25. #25
    Member
    Registered: Dec 2001
    It's still kind of brute-forcing through it, as you get a large and blurry textures with sort of like emboss filter applied to them. With textures this large you can easily have really detailed surfaces, but you'd have to author them manually. At some point, increasing the texture size will just increase strain put on your hardware, not much else.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •