The Curse of Monkey Island

The Curse of Monkey Island

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目前顯示第 1-12 則留言,共 12
Big Boss Bam 2019 年 6 月 18 日 下午 4:20 
Any idea how to get this in the game?
TROGDOR 2019 年 8 月 6 日 下午 12:54 
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 2019 年 8 月 7 日 上午 11:48 
引用自 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 2019 年 8 月 7 日 下午 4:03 
引用自 MyIndieWishlist
引用自 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 2019 年 9 月 27 日 下午 7:19 
How do we implement this the game?
Kiradu95 2019 年 10 月 23 日 上午 5:27 
up
Dimi 2019 年 12 月 8 日 上午 11:42 
引用自 ancalimon
How do we implement this the game?


引用自 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 2022 年 9 月 29 日 下午 5:33 
Bummer
Zaxx 2022 年 9 月 30 日 上午 9:47 
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.
最後修改者:Zaxx; 2022 年 9 月 30 日 上午 9:49
EyeSurgeon 2022 年 10 月 1 日 下午 6:06 
引用自 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 2022 年 10 月 1 日 下午 10:52 
引用自 EyeSurgeon
引用自 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 2022 年 10 月 2 日 上午 9:36 
引用自 Zaxx
引用自 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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張貼日期: 2019 年 5 月 30 日 下午 5:24
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