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But in it time ufff what good videos
https://i.imgur.com/0i8hqn8.jpg
Basicly they just did this:
for f in *.bik;do ffmpeg -i $f -c:v libvpx -vf scale=660:600 -qmin 0 -qmax 50 -crf 5 -b:v 2M -c:a libvorbis -ar 48000 ${f//bik/wbm};done
The game is good sure.
Using the 1.69 4:3 (800x600 biks):
for f in *.bik;do ffmpeg -i $f -c:v libvpx -vf "scale=1280:720:force_original_aspect_ratio=decrease,pad=1280:720:-1:-1:color=black" -qmin 0 -qmax 50 -crf 5 -b:v 2M -c:a libvorbis -ar 48000 ${f//bik/webm};done
You could also try using frame by frame exports, then upscale each frame with an AI upscaler, like gigapixel A.I. or ESERGAN, something like that, then put it back together in a video editor on the timeline matching the frame rate of the original video. That too can sometimes give better quality results. A lot of work, but if done correctly definitely worth it.
But like Ser Pounce a Lot said, if it is indeed the game engine itself causing some quality problems, not sure what can be done about it. I am still in awe that the stuttering and jitters happening when assets and characters come into view, is still occurring even in EE. Seems to be a memory cap issue, back then I think I used a 64mb GPU, and that the texture memory was indeed capped at that for the engine, but been so long. It's even worse when using the new Beamdog HD Armors and such that just released.
D/L link in the comments section of Symphony's Overkill Cinematics[neverwintervault.org]
(To install, unzip the "movies" folder into your Documents/Neverwinter Nights directory.)