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ESRGAN-SFTGAN: Neural AI Creates Highly Detailed Upscaled Textures
So i think that everyone here has heard about the "neural AI used to create High res DOOM sprites and textures" or "Neural AI Crates High res detailed textures for Morrowind and RTCW" on PCGamer and such

https://www.dsogaming.com/news/this-hd-texture-pack-for-doom-upscales-the-textures-via-ai-neural-networks-and-looks-incredible/
https://www.doomworld.com/forum/topic/99021-v-0-95-doom-neural-upscale-2x/
https://www.nexusmods.com/morrowind/mods/46221
https://www.youtube.com/watch?v=uyRfptKJutU


Well, ever since the news break out, the anons at /v/ and /vr/ decided to play with said stuff to the point of even creating a tutorial about how to use it: https://kingdomakrillic.tumblr.com/post/178254875891/i-figured-out-how-to-get-esrgan-and-sftgan
And the results are kinda impressive, this is Full throttle Original with Upscaling vs the Remastered edition
https://imgur.com/a/U1wx3mR


Would this work with Q1 textures like Vores, everyone's favorite lava god, or the Boneaerc textures?
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Well 
I still don't understand why people would want to play a game with art generated by an algorithm as opposed to a person, but I'll admit it looks a bit better than the usual shit. 
@Kinn 
Because sometimes artistic freedom and "ILL DO BETTER" ego always comes into play, Full throttle and day of the tentacle remastered is the bonafire proof of that, the remakekilled the look of the original game with the new artstyle.

With the AI, you can work on the original source and finish up the details and polish the image, since it will be the same image from many years ago, but upscaled and more detailed.

frankly, once Nvidia Gametools is out, Many companies will use that to "remaster" old stuff. 
 
I have to say... that quake2 soldier skin (in the tutorial page) is waaaaay better than all the "HD skins packs" out there... this one looks like the original source, but more detailed, and still have that classic pixelated look that we all love. 
 
The original Q2 skins suffered from being from an awkward transition era where they still used Q1 pixel density, but out-of-the-box you played it in shitty blurry GL vision. So yeah, not hard to improve on that look really. 
@Tribal 
The method isn't perfect yet since it has too much artifacts on it, the Image on the tutorial link was made using a filtered image.
there's one pack on /vr/ that was made from the original sized pcx to tga textures unfiltered.
https://imgur.com/a/4AGHoEw

There's a guy who's working on another one using Nvidia's Gameworks tool.

the neural doom project was also made using a Paid tool along with Gameworks, and as the guy stated on the thread, it isn't perfect, it still needs optimization and retouches.

But the work is impressive, i kinda wish to see how Chthon would look like. 
 
Yeah Someone Post The Q2 Soldier. 
I have to say... that quake2 soldier skin (in the tutorial page) is waaaaay better than all the "HD skins packs" out there... this one looks like the original source, but more detailed, and still have that classic quality look that we all love.

Quoted for truth except fuck pixels.

The Q2 soldier I saw pisses all over any human-made attempts to fuck up old-skool models with uber HD textures, and for one blindingly obvious reason: Humans inevitably try to improve and tweak and fix and enhance the textures without the slightest consideration about how well their tweaks will work nor how well they will fit with the original model or indeed game world, because they're idiots doing things for the sake of it. The AI is just directly modernising the actual textures without any "artistic intent" BS getting in the way.

I, for one, would be tentatively and cautiously interested to see how this works in Queak. 
 
Q2 skins suffer because the stock engine limits their resolution to 256x256 and heavily picmips them - for compatibility with 3dfx hardware. A modded engine that removes those limits (in reality most skins are already higher resolution) is a huge improvement without needing any further upsizing. 
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