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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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fredspider Agent

Joined: 22 May 2013 Posts: 17 Location: Brazil  |
Posted: Mon Apr 08, 2019 5:30 pm Post subject: Goldeneye with AI Upscaled Textures |
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Hello everyone! I've been experimenting recently with softwares that uses neural networks (AI) to upscale and enhance low resolution images. There are many projects on the internet using those software to make HD versions of classic games like Doom, Metroid, Max Payne and many others.
I decided to give it a try on Goldeneye. The textures were dumped, upscaled by 2x using Gigapixel AI and re-imported into the game. The dumping was made using Glide64 Final version running on Project64.
Note: Only some textures were selected to be upscaled to compare the results.
Results:
Folder - before
Folder - HD
Textures upscaled: Background, folder, paper clip and Dam photo
Note: "OHMSS" and "CLASSIFIED" texts were upscaled but with no visible results
Dam - before
Dam - HD
Textures upscaled: Rock montain and yellow stripes
Dam gate - Before
Dam gate - HD
Textures upscaled: The gate, Rock montain and yellow stripes
Dam guard - before
Dam guard - HD
Textures upscaled: Guard's face (front and sideways) and suit
Dam corridor - before
Dam corridor - HD
Textures upscaled: Concrete walls, blue lights, rock walls and yellow stripes
Facility vents - before
Facility vents - HD
Textures upscaled: Metal parts
Facility bathroom - before
Facility bathroom - HD
Textures upscaled: Floor tiles, ceiling, walls (concrete and tiles) and bathroom door
Facility Sign - Before
Facility sign - HD
Textures upscaled: The sign, walls (concrete and tiles) and main bath door
Facility guard - before
Facility guard - HD
Textures upscaled: Guard's, hat, suit and bathroom walls
Note: The AI made the scratches on the wall more visible
Facility bathroom - before
Facility bathroom - HD
Textures upscaled: Floor tiles, ceiling, walls (concrete and tiles) and bathroom doors
Note: The AI made the bathroom doors a lot more "dirty" than before
Bonus: Surface Trees - Before
Bonus: Surface Trees - HD
A little crop on the top part, but the trees seems to be less blurred
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fredspider Agent

Joined: 22 May 2013 Posts: 17 Location: Brazil  |
Posted: Mon Apr 08, 2019 5:33 pm Post subject: |
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Conclusions: Some results are realy cool, like the menu folders, Dam rocks and concrete walls. The textures still need some polishing because you can see some color pixels (blue and purple) on the snow rock in some edges.
On facility the vents seems to be more realistic. The ceiling and the floor looks very good. The concrete wall above the white tiles doesn't seem to be infinite anymore because the edges are now visible. The bathroom white wall and blue doors were not so good, because they seem a lot more ugly than before.
Gigapixel AI is a software that is already pre-trained with hundreds of tons of images, so the program doesn't have many options besides choosing the scale size, noise and blur levels. The texture enhancing is a very quick process of just drag-and-drop, enhance and save.
Next: I will try enhancing the same textures on ESRGAN
What do you guys think about the result? |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Mon Apr 08, 2019 6:43 pm Post subject: |
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Meh. Original is better. I like my games to look how I remembered them. Not how they would look in this crappy generation. _________________ "The Eye of Thundera, give me sight beyond sight!" |
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Lazlo52 Secret Agent


Joined: 18 Nov 2017 Posts: 336 Location: N.J.  |
Posted: Mon Apr 08, 2019 10:42 pm Post subject: |
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The one you used seems to excel in photo-type images, considering how good Dam's icon and the tree stumps appear to be. It also appears to do well when lighting is involved, such as with the Dam's corridor.
I never looked into this stuff before, but it is certainly pretty fascinating to see in action. I wonder how Aztec's walls would turn out... _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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Thundera8589 Secret Agent


Joined: 12 Aug 2015 Posts: 355
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Posted: Tue Apr 09, 2019 7:54 pm Post subject: |
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Lazlo52 wrote: | The one you used seems to excel in photo-type images, considering how good Dam's icon and the tree stumps appear to be. It also appears to do well when lighting is involved, such as with the Dam's corridor.
I never looked into this stuff before, but it is certainly pretty fascinating to see in action. I wonder how Aztec's walls would turn out... |
True. Those texture designs that are hard to make out would look much better on this. I may not be crazy about HD textures but they can come in handy for textures like Lazlo mentioned. Also for those textures that don't look well aligned. Don't take what I said wrong. The textures look great and you can definitely see the differences in the comparisons. I just like that old school arcade like look to old games. _________________ "The Eye of Thundera, give me sight beyond sight!" |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Thu Apr 11, 2019 2:57 am Post subject: |
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I keep wondering if an AI could be used as a post-processing effect to boost the graphics on old games at runtime. Perhaps things aren't powerful enough for that yet, but give it time! _________________ No Mr. Bond, I expect you to be re-coded! |
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mcbrainlegend Agent

Joined: 20 Oct 2007 Posts: 79
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Posted: Mon Apr 29, 2019 1:33 pm Post subject: |
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looking good |
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