The Curse of Monkey Island

The Curse of Monkey Island

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Showing 1-12 of 12 comments
Big Boss Bam Jun 18, 2019 @ 4:20pm 
Any idea how to get this in the game?
TROGDOR Aug 6, 2019 @ 12:54pm 
This is incredible, the de-dithering alone would fix most of my image quality issues playing with the reshade CRT filter, and there's far fewer upscaling artifacts than I'd expect having used waifu2x in the past. Now all we need is a similar treatment on the animation frames & someone with the technical knowledge to make this happen.

At the very least, I can get some high-resolution prints of the art of my favourite game now.
MyIndieWishlist Aug 7, 2019 @ 11:48am 
Originally posted by TROGDOR:
This is incredible, the de-dithering alone would fix most of my image quality issues playing with the reshade CRT filter, and there's far fewer upscaling artifacts than I'd expect having used waifu2x in the past. Now all we need is a similar treatment on the animation frames & someone with the technical knowledge to make this happen.

At the very least, I can get some high-resolution prints of the art of my favourite game now.
https://www.youtube.com/watch?v=PsUhQl81BHE
TROGDOR Aug 7, 2019 @ 4:03pm 
Originally posted by MyIndieWishlist:
Originally posted by TROGDOR:
This is incredible, the de-dithering alone would fix most of my image quality issues playing with the reshade CRT filter, and there's far fewer upscaling artifacts than I'd expect having used waifu2x in the past. Now all we need is a similar treatment on the animation frames & someone with the technical knowledge to make this happen.

At the very least, I can get some high-resolution prints of the art of my favourite game now.
https://www.youtube.com/watch?v=PsUhQl81BHE
Yeah I saw this, it looks like it's just a screencapture of the intro fed through ESRGAN though rather than an actual in-game modification. The intro screen, being static, upscaled perfectly
ancalimon Sep 27, 2019 @ 7:19pm 
How do we implement this the game?
Kiradu95 Oct 23, 2019 @ 5:27am 
up
Dimi Dec 8, 2019 @ 11:42am 
Originally posted by ancalimon:
How do we implement this the game?


Originally posted by YoutubeKiradu95:
up

You can't implement this. While this indeed upgrades all the backgrounds it won't do you any good because this also means that the placement of all objects need to modified to match with the new background. Also there has been no work done on the characters themselves.

So NO it is not possible in it's current state to implement this and would require a LOT of work including programming.
EyeSurgeon Sep 29, 2022 @ 5:33pm 
Bummer
Zaxx Sep 30, 2022 @ 9:47am 
Well, to be fair those upscaled assets could be implemented the same way some emulators can load up high res assets, it's just that ScummVM is kind of behind the times in quite a lot of things.

Even when it comes to scaling you can only get xBRZ upscaling support in some outdated fork that sadly doesn't have the iMuse improvements the mainline version has. So that's one bummer, the other is that even shaders aren't really supported, you can use ReShade with ScummVM but that's kind of it.

Your best bet if you want "high res" is to use the ScummVM core in RetroArch and then apply RetroArch's own shader kit. The ScaleFX +rAA shader looks excellent so if you can take the slightly buggy nature of the ScummVM core then go for that one.
Last edited by Zaxx; Sep 30, 2022 @ 9:49am
EyeSurgeon Oct 1, 2022 @ 6:06pm 
Originally posted by Zaxx:
Well, to be fair those upscaled assets could be implemented the same way some emulators can load up high res assets, it's just that ScummVM is kind of behind the times in quite a lot of things.

Even when it comes to scaling you can only get xBRZ upscaling support in some outdated fork that sadly doesn't have the iMuse improvements the mainline version has. So that's one bummer, the other is that even shaders aren't really supported, you can use ReShade with ScummVM but that's kind of it.

Your best bet if you want "high res" is to use the ScummVM core in RetroArch and then apply RetroArch's own shader kit. The ScaleFX +rAA shader looks excellent so if you can take the slightly buggy nature of the ScummVM core then go for that one.

Any reason why using the ScummVM core in retroarch would give better results than using Reshade? Just curious, I don't really know how these work.
Zaxx Oct 1, 2022 @ 10:52pm 
Originally posted by EyeSurgeon:
Originally posted by Zaxx:
Well, to be fair those upscaled assets could be implemented the same way some emulators can load up high res assets, it's just that ScummVM is kind of behind the times in quite a lot of things.

Even when it comes to scaling you can only get xBRZ upscaling support in some outdated fork that sadly doesn't have the iMuse improvements the mainline version has. So that's one bummer, the other is that even shaders aren't really supported, you can use ReShade with ScummVM but that's kind of it.

Your best bet if you want "high res" is to use the ScummVM core in RetroArch and then apply RetroArch's own shader kit. The ScaleFX +rAA shader looks excellent so if you can take the slightly buggy nature of the ScummVM core then go for that one.

Any reason why using the ScummVM core in retroarch would give better results than using Reshade? Just curious, I don't really know how these work.
RetroArch has the ScaleFX shader that imo gives the best results in upscaling graphics currently (other than AI):
https://www.youtube.com/watch?v=PdJXYA8Wmj4
EyeSurgeon Oct 2, 2022 @ 9:36am 
Originally posted by Zaxx:
Originally posted by EyeSurgeon:

Any reason why using the ScummVM core in retroarch would give better results than using Reshade? Just curious, I don't really know how these work.
RetroArch has the ScaleFX shader that imo gives the best results in upscaling graphics currently (other than AI):
https://www.youtube.com/watch?v=PdJXYA8Wmj4

Nice! I'll give this a try with ScaleFX +rAA and see how it looks.
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