Author Topic: [FF7PC]FF7 SYW V3, Battle, world map and fields with ERSGAN (WIP)  (Read 45422 times)

satsuki

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As soon as possible.

As i said i don't want to release a bugged or insconstant upscale from screen to screen.
As ff7 background quality isn't constant from one screen to another in original game, the upscaled version need to be tweaked as much as possible to get a great render.
So i've done the game twice to try to find the better filtering option for each screen, i tried lots of waifu/esrgan/imagmegick combo filtering (from no filtrering at all, just esrgan, to a combinaison of about 5 filtering renders layered).

There's no more big bug ATM, and the background pack is well optimised.

But i have a great alpha tester how's doing the game right know and have found little fix and optimisation i correct while is testing (some black pixel (not missed a lot myself but he found some)) a mis-animated door ...
I'll take the time needed, but when a release will be avaible, it won't be a beta.

mikevincent

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Thats correct of you. Not wanting to release a glitchy version.
Its a shame they did not save the original files back in the days. Such a shame.

satsuki

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Its a shame they did not save the original files back in the days. Such a shame.
That's i saying to myself each time i've upscaled any graphic of the game

MarinoKadame

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Outstanding progress.

Fraggoso

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Hi Satsuki, maybe you can try this out?
https://github.com/kornelski/undither

It seems very promising on dithered color palates.

Dithered:


Filtered:


satsuki

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Thanks but waifu do a better cleaning job.
I'll try on complexe screen to see if it can boost the final quality
« Last Edit: 2019-01-29 12:18:08 by satsuki »

Clarret

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Sorry for being kinda afk. I'll clean up the vapoursynth assistant more soon, but it more or less works now.

I've tried NNEDI3 and fast denoiser with a test video recently, and I can tell you that neural network upscaling + KNLMeansCL or V-BM3D for temporal denoising looks WAY better.  And it shouldn't be too slow with a good GPU.

Also, when you say NNEDI2... are the source clips interlaced, or did you just mean NNEDI2 image doubling?

Yeah, NNEDI3 (I meant that version) would be meant here for image doubling. At its time, it was the best scaler by far, and it yielded some very light denoising and great antialiasing as a side bonus. And it was developed with neural networks.

As for M(V)Degrain3, it's just the latest motion compensated denoiser I know of. It is quite slow (much more than, say, dfttest) and at its time struck a great balance between denoising and actual detail removal. Where can I read about KNLMeansCL and V-BM3D?

nikomoral

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hy, i have just seen huge possibilities how your "IA" can recover information of images and, while i have no idea of programming im a amateur photographer and pixel peeper and i have an idea, for example get this chart https://www.dpreview.com/articles/3692631027/newreschart scan it at at least 600dpi and then with a DNG image of a camera to train the IA, this chart have much information and you can deal with big problem of photography industry, moire, nyquist frequencys, diagonal lines that seem stairs etc

satsuki

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This chart is well know (i'm doing digital reflex photo for about 15 years) but the IA need to train from real cases, this absctract chart won't help the IA rendering to my mind.
But if you provide an HQ version of it, i could try to train a model to see what it's going to do ^^

Clarret

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satsuki, do you know if is possible to make a portable version out of Steam's FF7 and mods like yours and Final Heaven's?

satsuki

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A portable version can't be easily made.
Can't be with steam version without heavy hacking.

With a converted 98 version where's may be a way:
FF7 needs registry entry and select the right audio with it's own config exe to works.
So you'll need to do a launcher witch take care of it for you them clean the registry once game over.
You'll need to found a way too for the cd verification needed at launch.

I don't have to do it right now but maybe someone'll have the time, try to post it in the game tool forum

satsuki

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here's a video test of a part of the opening, filtered from psx version then esrgan : http://wowsatsuki.free.fr/optest.mkv
don't know if i prefer the steam version or this one, mine don't have aliasing and is sharper , but steam seems to bring out more details

Kaldarasha

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The game tool forum is for releases only. But excuse me for being short not related to the topic.

The game can be made portable on an usb stick, some one had made a tool for it. But since it needs the CD check removed from the exe, it was removed from Quinn (at last the bundle with the hacked exe).

opengrip

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here's a video test of a part of the opening, filtered from psx version then esrgan : http://wowsatsuki.free.fr/optest.mkv
don't know if i prefer the steam version or this one, mine don't have aliasing and is sharper , but steam seems to bring out more details

Thats actually a much better result then what I got during testing!!! You should use the videos from http://forums.qhimm.com/index.php?topic=8414.0. I personally use Toshiba DVD<No Chibi<AC,ACC

Higher quality base, and then replace any FMV that has horrible chibis, and then finally replace anything I can with AC/ACC. This gives me the best results until some of the FMV's that had chibis are just remade... I know Echo-S is already working on a few for testing now.

AlphaAtlas

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Yeah, NNEDI3 (I meant that version) would be meant here for image doubling. At its time, it was the best scaler by far, and it yielded some very light denoising and great antialiasing as a side bonus. And it was developed with neural networks.

As for M(V)Degrain3, it's just the latest motion compensated denoiser I know of. It is quite slow (much more than, say, dfttest) and at its time struck a great balance between denoising and actual detail removal. Where can I read about KNLMeansCL and V-BM3D?

https://en.wikipedia.org/wiki/Block-matching_and_3D_filtering

https://en.wikipedia.org/wiki/Non-local_means

https://github.com/Khanattila/KNLMeansCL/wiki

https://github.com/HomeOfVapourSynthEvolution/VapourSynth-BM3D

This is a really good (but sloooooow) artifact remover too: https://forum.doom9.org/showthread.php?t=173470

Doom9 has some good threads on all of em, and the vapoursynth fatpack supports all those filters right out of the box. You can also enhance those filters by using cutting edge masks to further preserve detail, like retinex.

Someones working on a GPU BM3D, but it doesn't support temporal denoising yet, which means it really doesn't have an advantage over the ML-based image denoisers that are out there.

https://github.com/JeffOwOSun/gpu-bm3d

Also, if you think MVDegrain3 is slow, just wait until you try BM3D or Oyster on the CPU :D
« Last Edit: 2019-02-07 17:28:19 by AlphaAtlas »

satsuki

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I'm trying to filter as much elements of the game i can but i got 2 battle elements i can't found/extract from the original game.

the logo of the truck witch bump palmer in the rocket village battle:


the crackle in the stalactite at the end of the battle in gaia mountain:


Any gess ?
Thanks

Clarret

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Wait, if you can't find them in the game, how do you know you need them?

Kaldarasha

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The problem is that he can find them in the game but not in the game files.

satsuki

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exactly ^^

obesebear

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Those are going to be most likely contained within their respective model.  GKAC will be the truck, IJAC will be the icicle.  You'll need to rename them to gkac.tex and ijac.tex then download image2tex to convert them to bmp files

satsuki

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thanks for the information.I'll try as soon as possible

satsuki

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I managed to extract and convert them but in witch subfolder of my mod do i need to place them ?
thanks again

obesebear

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I don't know your folder structure nor your method of injecting these textures into the game.

satsuki

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I don't know your folder structure nor your method of injecting these textures into the game.
I only use the "mods" folder set up in "ff7_opengl.cfg"
So here's my mods folder:

Thanks again

Kaldarasha

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The textures from battle have to be placed into the battle folder. If I remember right the name structure was as following: 'texture name'_00.png. So the texture rtac would be replaced by rtac_00.png from the mod folder.