In early Microsoft acquired Playfaba company that provided tools for back-end games support via the cloud. Two years on, Playfab founder James Gwertzman is still working as the General Manager of the team, which leverages the power of Microsoft's Azure network. How does Playfab help game developers, though? Gwertzman shared some insights on that in a lengthy interview with the press, transcribed by GamesBeat.
For example, he revealed that one of Microsoft's internal Xbox Game Studios is attempting to use Machine Learning models to upscale textures in real time through AI.
AI Upscaled Half-Life 2
Apparently the results are so identical to the native assets that low resolution textures could be shipped and simply upscaled on the fly. One of the studios inside Microsoft has been experimenting with using ML models for asset generation. Like literally not having to ship massive 2K by 2K textures. You can ship tiny textures. Think of it more like a magical compression technology. We could be providing technologies like this to everyone to level the playing field again.
An Xbox Game Studio Is Experimenting with Shipping Low-Res Textures To Be AI-Upscaled in Real Time
In this case, it only works by training the models on very specific sets. One genre of game. That would be kind of magical. It may not work so well for a fantasy art style. Art, physics, geography, UI, psychology, operant conditioning. All these things we have to master. At heart, Microsoft is a productivity company. Our employee badge says on the back, the company mission is to help people achieve more.
How do we help developers achieve more? It would be an amazing tool for indie developers, no doubt. This also makes us wonder what else Microsoft could be doing when it comes to Machine Learning and gaming. By Alessio Palumbo. Share Tweet Submit.Menu Menu. Log in. Top Bottom. Video Games Hangouts. EtcetEra Hangouts. Hide Images. Dark Theme. Light Theme. Gaming Forum. Gaming Hangouts. EtcetEra Forum. Trending Threads. Latest Threads. Thread starter vestan Start date Dec 20, Forums Discussion Gaming Forum.
Below we've cataloged all the AI upscaling mods we know of so far with notes on how far textures have been upscaled from the originals, the machine learning framework used to create the new images, and of course a link to download and try them yourself. Some mods are complete overhauls, while others only replace background images, UI elements, or characters. We've given a quick overview for each on what you can expect them to handle.
Download here Tech not listed Resolution not listed. New Vision 2. While the original New Vision version is a project that replaces the majority of Deus Ex's textures with new versions created by artists, New Vision 2. The creators say that while both versions will remain available as options, New Vision 2. Doom's neural upscale is an interesting case in which the creator originally upscaled Doom's textures to 8x the original resolution than then downscaled back to 2x in order to regain the pixelated look of the original game.
The creator also provides the 8x and 6x original files created by the AI before being retouched for others to experiment with. The creator mentions in the comments that they are also attempting to upscale environment textures but have so far not had luck importing the new textures in either the Prepare to Die or Remastered versions of Dark Souls. The Morrowind Enhanced Textures mod replaces percent of Morrowind's game textures. If you're looking to return to Morrowind with a fresh face before the Skywind project comes out, this is a good way to do it.
Download here Gigapixel AI 4x Original. The detail added especially in FFVII's backgrounds is particularly impressive, though the process needed to properly upscale its full-motion videos is worth noting as well. Now they actually have a HD resolution of x The amount of detail added by AI is particularly impressive in all the natural, green environments. It does a bit more than textures though, also adding in 15 new soundtracks by Pontus Hultgren.
Download here Tech not listed 4x Original. This upscale mod for Vice City replaces most of the game's textures. Interestingly, not all original textures come from the PC version of Vice City. Some textures from the Xbox, PS2, and mobile versions of Vice City were used as they had higher resolution than the native PC counterparts. In order to use the upscaled textures for the Steam version of Vice City, you'll have to downgrade your game version to 1. This upscale mod is for the Half-Life: Source version of Valve's classic.
It uses Gigapixel AI to create textures at 4x the original resolution and replaces all of the default textures from the game. According to its description, this mod upscales more than textures for Hexen. Modder Red11by has created two different mods, one for Knights of the Old Republic and its sequel.
Both should upscale textures for all NPCs in each game and all armors. As with other upscale mods increasing detail on human faces, it's a bit eerie seeing higher resolution faces on lower polycount character models. This mod for the Resident Evil HD Remaster replaces almost all of the textures in the new version of Resident Evil with upscaled and then manually corrected versions.
However it doesn't replace rooms that were created in 3D for the remaster. In the future, modder Shiryu64 is planning to update the game's UI, background textures, and cutscenes as well.
The Gigapixel AI upscaled mod for Red Faction is supposedly complete, including upscaled versions for all of the game's textures. This upscale mod for Jedi Knight: Dark Forces II is usable as-is though modder "TreeMarmot" cautions that they have not been retouched to correct and visual oddities.
They intend for this mod to be used as a jumping-off point for other modders to create their own high resolution versions with corrections and touchups. This mod for Sonic Adventure Battle 2 upscales level textures by 4x original resolution and skybox textures by 8x. This mod for upscaling Turok 2 isn't well-documented but claims to include textures for the entire game. Lauren loves long books and even longer RPGs. She got a game design degree and then, stupidly, refused to leave the midwest.Become a member today and start sharing your creations!
Sign up Receive these membership benefits:. Limit to:. Supported Games. Expanded Collapsed Hidden. Left Right. Small Regular. Click Hover. Left Center Right. Fixed Floating. Update 2. All original textures increased 4 times in resolution with Topaz Gigapixel AI. It interested me, so I decided to make a fix for HL2: Update and upload the mod here with the permission of the author, because this mod deserves attention. Report any bugs and flaws you found, I'll be grateful.
Download from the Alternate File Sources. Download the mod. Half-Life 2: Update: 2. MMod: 3. Download MMod patch. Manual Download. Add Comment Sign up to access this! Nickademus Joined 16d ago. URL to post:.
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Paran Joined 3mo ago. Load More.Select File. Using the latest Deep Convolutional Neural Networks. It intelligently reduces noise and serration in images to enlarge them without losing quality. See demo images. With other software such as PS, enlarged images still look fuzzy, and have visible blur and noise. Colors are well kept, and almost no gitter or doubling is visible. More importantly, the noise, which seriously influences quality, cannot be seen in result images.
Anime images and illustrations are nearly perfectly processed, colors, details and edges are all well kept. Regular photos are supported as well. Estimated remaining time will be showed once the process starts. The actual processing time is usually shorter than that estimated.
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Using AI to upscale textures
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Image links are encrypted, unless you share it yourself, or else other people can nott download the image. Current Plan: Free.OP Dynamiquel.
It would basically be a cheap remaster, but a cheap remaster is better than no remaster. Especially since we will not be seeing a 'Halo: Reach Anniversary'. It is not difficult to do. Tile mapping may be an issue for some textures, but for the vast majority of textures, tile mapping won't be required. It would make the game look more updated since most textures within Halo: Reach are p and I doubt there are any textures above p that i has access to.
Like an HD Texture Pack. I feel like it would be very disappointing if i did not use AI up-res within Halo: Reach as it a very simple technology to use and can give great quality improvements, especially since Halo: Reach consists of very low-resolution textures.
I have used NVIDIA Ansel in the past and the results were amazing, the AI managed to give fine detail that was essentially unnoticeable in the original image 4x up-res?? Yes, please! Show More Show Less. From what I heard, they are using the original assets for Reach PC which are more detailed than the downscaled ones for console.
When the modding support comes out you can be sure that the community will take care of cranking up the visual fidelity of the whole game. Ya, regardless of what does, modders will definitely create hires texture packs using AI.
Using that AI gimmick to upscale textures that are already HD will just lead to the games being oversize. Just because your favorite company is releasing single games that take up to 60 gigabytes of hard-drive space doesn't mean that a package release of 3 games from 10 years ago need to take up six times the size they did back on their heyday. PurpleHaze wrote:. Gotta love keyboard warriors that think it's so simple to integrate bleeding edge methods of game development to a decade old game that is having to completely reconstruct and painstakingly piece back together on a totally different computing architecture compared to the original and have the entire program not blow up.
This is not new technology. This is not a new game. I'm sure the development tools they started with are archaic compared to what they are using for something like Halo Infinite. It's most certainly a bit application at heart and that most certainly is a huge limiting factor. I'm sure a huge chunk of development time in the beginning merely went into getting the codebase behaving with more up-to-date development tools and working in a manner that makes sense for Here I am just hoping that we can force texture filtering and MSAA through the graphics card driver, and this guys is asking for full AI texture upgrades lol.
Dynamiquel wrote:.PC modders have a history of fixing and improving ports of Japanese games, and the latest case is one of the coolest, most exciting applications of technology to old games I've ever seen.
We recently wrote about how some people are using neural networks to upscale the backgrounds of Final Fantasy 7and in just a few weeks these projects have made enormous gains in quality and complexity, and for more than just Final Fantasy 7. Anyone can use these tools, and as a result we're at the start of what feels like a renaissance for PlayStation-era 2D art.
A little background: When 3D was in its infancy, PlayStation game developers compensated for the hardware's shortcomings by pairing 3D character models with pre-rendered 2D backgrounds. Many of them, from series like Final Fantasy, are still stunning today: Detailed, stylized, beautiful works of art you could walk through as you went on an adventure. But the art files on those discs were naturally low resolution, and sloppy archival meant that when Square Enix finally ported games like Final Fantasy 8 and 9 to PC in "HD" form, it didn't have the original art files to use for modern high-res displays.
Square simply upscaled the low-res files from the original games to p and called it a day. The results weren't great. The backgrounds can be blurry or oversharpened—just like if you opened a jpeg in Photoshop and tried to blow it up to four times the original size.
OK, that name is a mouthful, and I'm not about to pretend I fully understand how it works. But there's a whole field of study around the concept of perceptual super resolutionand competing AI implementations for how to upscale images with the best results. Game fans have latched onto this technology and are dialing in how to best use it for low-resolution background images.
This forum thread compiles even more examples of the AI applied to different game backgrounds and textures. The most exciting project to me right now is for Final Fantasy 9, one of my favorite games and one with phenomenal art that doesn't look too hot upscaled to p.
Modder Ze PilOt is using this technique to upscale FF9's backgrounds and other textures, which is much more involved than upscaling a jpeg:. Inside the engine, a background looks like this. As he tweeted in December, "every frame of the animation is on a different layer. Lighting is mixed with the background. I need to separate all these frames into single images. But he's made huge progress already, and is rapidly iterating on a mod implementing these new backgrounds and making other touches, like throwing in the old PS1 font to replace the PC version's bland new one.
You can grab version 4 of the mod, Moguri Memoriahere, and follow its development in this forum thread. These upscales will, of course, never be as good as having the original art assets in high resolution.
They'll be blurrier in places and lose detail in others. Purists can argue they distort the original artistic intent, and a poor implementation definitely can. But from what I've seen, these AI-driven upscales are vastly better than the pixelated versions we've seen in some official releases, and could be the best way to modernize games with pre-rendered backgrounds for modern displays. For a long time, emulators have been able to greatly enhance 3D graphics but rendering them in higher resolutions—we're just beginning to see how technology can help us do the same with 2D graphics without destroying the style of the original artwork.
Please deactivate your ad blocker in order to see our subscription offer. Final Fantasy 9 with AI-upscaled backgrounds and a light Reshade mod, via kennybones on Qhimm forums.
Via kingdomakrillic. Wes Fenlon. See comments. Topics JRPG.