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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

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:
And the results are kinda impressive, this is Full throttle Original with Upscaling vs the Remastered edition

Would this work with Q1 textures like Vores, everyone's favorite lava god, or the Boneaerc textures?
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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. 
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. 
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.

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. 
I've been toying with those

Yamagi supports high res as Q2XP and such 
Cool Stuff 
Perhaps a fun project for someone with time on their hands would be to try and create a neural network for converting full-colour textures into 8-bit palette texture. Sort-of like the inverse problem, would be helpful for using Q3 texture sets in Q1. 
someone applied a similar concept for a Blood1 upscale but using the waifu2x upscale and retouching by hand.

This one I understand has been trained specifically on/for gamey/pixelly graphics and not manga like waifu2x

Cool stuff, and yes better results whilst truly keeping the original feel of the gfx. 
Aformentionned Project 
From It's Own Thread..... 
Neural Network Textures "remake"
Posted by AAS on 2019/01/06 18:08:17
Few days ago I read about crazy stuff in the doom communuty:

I registered om nVidia Nividia's GameWorks SuperResolution page in order to get a copy of the tool, but they said "all tickets are sold, wait for a final release" :(

Similar work ( ) people do in Morrowind and Max Payne:

Can we have that in Quake?
Someone must be doing this! 
Quake Enemies Upscaled 2X 

Lately I've played around with waifu2x. Here a first test .pak

Please try it and give feedbacks.

Nice Work, Icaro! 
Yes! Icaro did what everyone's been thinking about but been too lazy to actually do anything about (well, the laziness part applies at least to me). Thanks for going through the trouble! :)

Nice work with the upscaling; looks pretty much like Quake as we remembered it. That is to say, you don't even notice it unless you get up close and personal to the monsters. I think it's even less noticeable here compared to the upscaled Doom sprites because of the 3D polygonal nature of Quake enemies.

That made me wonder, whether anybody's tried neural upscaling of polygon count. I'd imagine that combined with upscaled texels would produce some serious 'wow' reactions from me. :D

So Icaro... Now that you've upscaled the monsters, how about the rest of the textures? ;D Would love to see you continue your good work! 
That Enforcer 
Looks bang on to me. The next level up in quality and fidelity from the normal GLQuake version. Certainly still fits in perfectly with the Quake graphical norm, could possibly go even further and still be good. 
Creating upscaled versions as replacement content conflicts with other replacement contents (e.g. Chillo's enforcer) and will lack some artistic cohesion anyway.

Upscaling and custom filtering should be implemented at the engine level, preferably as plug-ins (DLLs, scripts, etc.). Some Nintendo 64 emulators does this already, for example. 
Impressive Stuff 
It looks very, very close indeed to the original. But it got me thinking... I reckon I can beat that.

I tried a little experiment - instead of playing with one of these fancy upscaled textures, I tried just playing with the original unchanged texture, and what happened next blew my mind.

Instead of just being very, very close to the original, it turns out that playing with the original was exactly like playing with the original. It was bloody awesome, and I'll definitely be replacing all the original skins and textures with the original skins and textures as soon as I get a spare moment. 
U Bellend. 
It's the same but different. And more betterer. 
New Stuff 
Here all the upscaled models in ID1

here the upscaled textures of the start map:

My aim is to highlight how powerful this tool is. I personally agree with Mankrip. The upscale should be implemented at the engine level; I don't wanna spent my life converting textures every time a map is released!!

I might also try a 4x .pak. For models is tricky, because it seems that there is a maximum size possible. For textures it seems to work pretty smooth. 
I think you should try with TopazAI too

its a 30 day trial, but the results are really impressive 
Reconverting the images back to Quake's 256-color palette kills the color interpolation, retaining only the shapes. This makes those packs looks like posterized painting.

It would be more appropriate to pack the results as 24-bit color external replacement textures. 
To clarify: Color interpolation gets lost when the palette doesn't have any appropriate color for the resulting midtone. This forces the midtones to be replaced by the base colors, effectively killing the interpolation. The purple sky is a very good example of this.

As a general rule, the lower the difference between two different colors, the less palette colors are available for the midtones between them. White and black have effectively 253 potential midtones, while mixing colors such as 47 and 208 can hardly result in any other color.

A good comparison is between tech01_1 (great results!) and metal5_4 (looks cartoony). 
I See Your Point! 
I'm trying to find a solution :-) 
Heres my experiment with everyone's favorite boss 
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