[MOD] Pure Vanilla Extract

A curated forum for approved mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
User avatar
MasonFace
Posts: 262
Joined: Tue Nov 27, 2018 7:28 pm
Contact:

[MOD] Pure Vanilla Extract

Post by MasonFace » Thu Apr 04, 2019 7:10 pm

Pure Vanilla Extract (PVE) - Graphics Upscale Mod
PVE_Logo.png
PVE_Logo.png (186.72 KiB) Viewed 2487 times
261_0-0_Compare.png
261_0-0_Compare.png (638.16 KiB) Viewed 1976 times
486_0-0_Compare.png
486_0-0_Compare.png (749.57 KiB) Viewed 1976 times

Credits:
MasonFace - Project lead
MrFlibble - AI upscaling specialist
Phredreeke - AI upscaling specialist and alpha mask generator
King of Worms- Has been instrumental in refining the upscaled MOBs


Goal:
To increase the fidelity of the vanilla Daggerfall graphics while retaining the original aesthetic as closely as possible. The source files of the upscaled results will be released to the DFU community so anyone can contribute to PVE or create unique variations for their own mods (see attribution section below).

The aim is to provide a graphical enhancement that is roughly 4x the resolution of vanilla Daggerfall. This will serve as a middle ground between vanilla and DREAM, balancing performance considerations and enhanced graphics.


Methodology:
To accomplish the goal, the artwork undergoes two distinct phases:

Phase 1: The graphic is first upscaled to 4 times its original resolution using various artificial intelligence algorithms. Settings are tweaked until the best results are achieved for each algorithm. The top results for each algorithm are then merged into one image in proportions that maximize detail and minimize noise.

Phase 2: The upscaled graphic is then processed by artists when appropriate, such as manually touching up NPC faces, cleaning up masking layers, sharpening details, or generating advanced materials for textures.


Download:

The project will be released as they near completion in a modular fashion to keep downloads smaller. This is handy for users who may, for example, be interested in the PVE textures and MOBs, but would rather use "Handpainted model replacement project" instead of the PVE sprites. Simply download the packs you want and leave the rest.

Unfortunately, only the MOB replacement pack is available at this time, but the goal will be to eventually upscale all graphics.

Windows: MOBs Pack v1p1 (Windows)

Linux: MOBs Pack v1p1 (Linux)

iOS: Link to be provided soon.


Installation:

Extract the downloaded .dfmod files into your "...\Daggerfall\DaggerfallUnity_Data\StreamingAssets\Mods" folder.


How to contribute:

Tutorials for Phase 1 (AI upscaling) and Phase 2 (artistic enhancements) will be posted below.


Attribution:
The upscaled results of this project are open source and available to anyone in the DFU community to use for their own mods if credit for prior art is attributed to the PVE Team.
Last edited by MasonFace on Wed Jun 12, 2019 3:35 pm, edited 8 times in total.

User avatar
MasonFace
Posts: 262
Joined: Tue Nov 27, 2018 7:28 pm
Contact:

Re: Pure Vanilla Extract

Post by MasonFace » Thu Apr 04, 2019 7:11 pm

Source Files

MOBs: (outdated - King of Worms has been refining the 8x set)
PNG Format
GIMP format (.xcf)

Tutorials

AI Upscaling:

Setting up Satsuki's ESRGAN utility
Setting up ESRGAN
Setting up SFTGAN
Using Topaz Gigapixel AI
Using Topaz Sharpen AI

Artistic Details:

Generating PBR material maps (height, normal, AO, metallic)
Texture optimizations
Fixing AI Upscale artifacts
Last edited by MasonFace on Sun Jun 16, 2019 12:48 pm, edited 3 times in total.

User avatar
MasonFace
Posts: 262
Joined: Tue Nov 27, 2018 7:28 pm
Contact:

Re: Pure Vanilla Extract

Post by MasonFace » Thu Apr 04, 2019 7:11 pm

*Reserved*

User avatar
King of Worms
Posts: 1626
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: Pure Vanilla Extract

Post by King of Worms » Thu Apr 04, 2019 10:58 pm

Oooooo sh!t its comming ;)
Deffo excited about this one, will believe it when I see the links tho!! ,)

User avatar
MasonFace
Posts: 262
Joined: Tue Nov 27, 2018 7:28 pm
Contact:

Re: Pure Vanilla Extract

Post by MasonFace » Fri Apr 05, 2019 3:03 am

It's released now! Download now and post some screenshots!

I thought I had the iOS build module installed, but apparently I don't so it may be a while before I can publish the iOS version of the mod.

The upscale results in PNG format and GIMP format are being uploaded now. I'll post links for them tomorrow.

User avatar
Interkarma
Posts: 4319
Joined: Sun Mar 22, 2015 1:51 am

Re: Pure Vanilla Extract

Post by Interkarma » Fri Apr 05, 2019 4:50 am

Love the name. :)

Moved to released mods.

User avatar
King of Worms
Posts: 1626
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: Pure Vanilla Extract

Post by King of Worms » Sat Apr 06, 2019 12:22 pm

Thanks for adding the source files, Ill deffo have a peak.
And congrats to the whole team for pushing this version out!
Btw, what DFMOD compression was used to create a package?

User avatar
MasonFace
Posts: 262
Joined: Tue Nov 27, 2018 7:28 pm
Contact:

Re: Pure Vanilla Extract

Post by MasonFace » Sat Apr 06, 2019 5:20 pm

I just used default compression settings. How do you change that for the .dfmod file? Do you just change it in the Unity build settings and the mod inherits that setting when it builds? I think I will try LZ4 next time.

Which compression method did you conclude worked best for you?

User avatar
King of Worms
Posts: 1626
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: Pure Vanilla Extract

Post by King of Worms » Sat Apr 06, 2019 7:08 pm

I think default is LZ4 and you need to change for LZMA or Uncompresed.
Its here:
01.jpg
01.jpg (299.21 KiB) Viewed 2289 times
I did some tests in between various methods, but its was just a basic size tests and I did not test the performance yet (its very boring to me, takes time, needs restarts of pc and other reasons..)
viewtopic.php?f=27&t=1168&start=420

I just cant see anything performing better than uncompressed. And Im 99% percent certain thats the settings I will use.

LZMA is heavy compression, and it takes over 1 minute to even get in game, thats simply not acceptable in a long term.

LZ4 is not as heavy compressed, and it can decompress at blocks. To me it means, the initialization time will be reduced, but I think as the blocks need to be decompressed for ex when you enter the dungeon etc, the loading times will still be bigger than with uncompressed.

Uncompressed it 100% performance oriented IMO. Only downsize is HDD space used. In the days where games are easily 50gb standard, 20gb is considered small, 80gb is big and uncompressed dream is bellow 5gb, it just doesnt make sense to me to use anything other than uncompressed...

User avatar
pango
Posts: 1094
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: Pure Vanilla Extract

Post by pango » Sat Apr 06, 2019 7:49 pm

King of Worms wrote:
Sat Apr 06, 2019 7:08 pm
Uncompressed it 100% performance oriented IMO. Only downsize is HDD space used. In the days where games are easily 50gb standard, 20gb is considered small, 80gb is big and uncompressed dream is bellow 5gb, it just doesnt make sense to me to use anything other than uncompressed...
LZ4 can decompress at a rate of almost 4GB/s on a single fast core (source), that can actually be faster than reading more from the disk (or even SSD).
So I will only be convinced than uncompressed is actually faster when I see benchmark results.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

Post Reply