Oh I was going to upload that but it was too large for both sites and not much improvements so I didn't bother. I updated the description, sorry for the confusion.
You want Kartoffels World Common and Housing Textures 0 Kartoffels World Textures - Normals x1 0 World Common and Housing Textures 2x Normals 1
For various reasons you shouldn't expect to see large changes in the "Kartoffels World Textures - Normals x1", but I provided them since people ask after it. The main mod you want is World Common and Housing Textures.
The armor is part of a different set, see equipment textures. For penumbra You need to make sure that you are applying to the default game set, then trigger a large zone change such as going from limsa to gridiana. If you want to see quick changes you can check on housing items (that you don't already have placed down [through the preview]) and place and replace them while toggling penumbra on and off. Then you should be able to see the difference.
after downloading 12gb in total. and messing around with priority in penumbra for 2 hours. there really no difference. this is what common and housing 0 normals x1 1 looks like. yeah it's the same blurry mess. even Vram consumption is the same. https://i.imgur.com/F0POQhD.jpeg https://i.imgur.com/pl1LmvH.jpeg
sorry, i dont get it on how to install the main files, do i need to install it all or choose only i need? or choose only one? dont know what those naming means too lol
Basically: 1 - Grab World Common and Housing Textures 2 - Grab the same one, but in 2K Normals (this is the higher quality ones but needs the originals as well 3 - Grab the World 1k Normals 4 - Grab the World Diffuse (optional but might as well)
Once these are done: - Unzip the files into their individual folders using 7zip (it's free and if you do anything on the internet with file management or mods you probably have it already). - Import the .pmp files from those unzipped folders into Penumbra via the Import option on the Mods page (This is a mod manager powered by XIVLauncher's Dalamud plugin loader. Penumbra is required for it to work, so If you don't have Penumbra, follow ReniGuide's brilliant guide to Dalamud, Penumbra, Glamourer and Mare Synchronos. https://reniguide.carrd.co) - Enable each one, but make sure priority of Common/Housing Textures is set to 1 for the 2K normals and 0 for the base textures (this forces the better textures to load first and cancel the worse ones). - Once done, teleport into a completely different zone and back into the one of choice (e.g. from Limsa to Ishgard and back) or reboot the game to force-load the new textures.
Everything this person said is 99% correct except for a minor nitpick. The files are sorted by x2 or x1 as a scaling factor not that the size of the files are all 2048x2048 (2k) or 1024x1024 (1k). So based on what the original resolution is I give you an output that is x1, x2, or x4, etc. For a x1 output that just means I cleaned the files and compressed to a less lossy format. For x2 it means 2 times the original resolution using cleaning, upscaling and then (usually) the same kind of compression as the x1.
But everything else is correct. And you can probably ignore the nitpick as it doesn't really matter much to end users. Recently I've tried to be more consistent by switching from 2x to x2 which both mean the same thing, but x2 is much less likely to be mistaken for 2k as the x is in the front. But as you can see I still mix it up due to all the models classifying as Nx and my legacy writing :X
When I refer to using ESRGAN I mean models that use the architecture of ESRGAN.
Consider it like "stable diffusion", where each iteration of "stable diffusion" is an architecture. You can use their default model, or you could use something more trained for anime or w/e.
In my case I select specific models that accomplish a specific goal. Texture maps are rather "special" so a one-size-fits-all general model like default ESRGAN, or SUPIR don't really work, as they are designed for "photorealistic images" not lossily compressed game textures.
SUPIR primarily uses stable diffusion to get it's results, it relies heavily on prompts and uses those results against an upscaler, this also means it's resource heavy. It's good for blurry photography where you don't have details to work off of to upscale in the first place, but even then primarily portrait photography. You typically would still need to use/interpolate it alongside another upscaling model to get proper results. It was not made at all for textures and even in photography upscaling it is very debatable that it is 'superior'. It is not a replacement for GANs and they do two completely different things I wouldn't even really call SUPIR an upscaler in the traditional sense.
You also have to take into account the amount of textures being processed, you need a model that is easy to use, detailed and very consistent in its results for this volume of batch upscaling since there are hundreds/thousands of textures here that also need to match up consistently to the hundreds/thousands of upscaled normals. You cannot get that from stable diffusion and prompts. A GAN model is the best option for textures and upscaling in general imo as it has built in discrimination to keep existing details as consistent to the original as possible.
Yeah that's basically it. I have to specifically pick models that sometimes more closely resemble pixel upscalers just because they are even more consistent because I need consistency across like every housing item. Also most of the textures (especially equipment), don't actually have a "traditional" image that is readable to the human eye. As in there are very few diffuse textures.
Does this still affects the ingame world just the same and improve it even after the graphical update? Amazing mod by the way for anyone thats thinking of trying it out.
297 comments
please leave the zone you are in (E.g.: limsa)
teleport to a very different zone (E.g: ishgard)
Then it will work.
I cant find it neither here nor on heliosphere.
my priority
common and housing 0
2x normals 1
normals x1 1
I don't have any texture mods
I even restarted the game
Armor looks the same
https://i.imgur.com/mmjBG7f.jpeg
https://i.imgur.com/0UIQ3xL.jpeg
Kartoffels World Common and Housing Textures 0
Kartoffels World Textures - Normals x1 0
World Common and Housing Textures 2x Normals 1
For various reasons you shouldn't expect to see large changes in the "Kartoffels World Textures - Normals x1", but I provided them since people ask after it. The main mod you want is World Common and Housing Textures.
The armor is part of a different set, see equipment textures.
For penumbra You need to make sure that you are applying to the default game set, then trigger a large zone change such as going from limsa to gridiana. If you want to see quick changes you can check on housing items (that you don't already have placed down [through the preview]) and place and replace them while toggling penumbra on and off. Then you should be able to see the difference.
this is what common and housing 0 normals x1 1 looks like. yeah it's the same blurry mess. even Vram consumption is the same.
https://i.imgur.com/F0POQhD.jpeg
https://i.imgur.com/pl1LmvH.jpeg
1 - Grab World Common and Housing Textures
2 - Grab the same one, but in 2K Normals (this is the higher quality ones but needs the originals as well
3 - Grab the World 1k Normals
4 - Grab the World Diffuse (optional but might as well)
Once these are done:
- Unzip the files into their individual folders using 7zip (it's free and if you do anything on the internet with file management or mods you probably have it already).
- Import the .pmp files from those unzipped folders into Penumbra via the Import option on the Mods page (This is a mod manager powered by XIVLauncher's Dalamud plugin loader. Penumbra is required for it to work, so If you don't have Penumbra, follow ReniGuide's brilliant guide to Dalamud, Penumbra, Glamourer and Mare Synchronos. https://reniguide.carrd.co)
- Enable each one, but make sure priority of Common/Housing Textures is set to 1 for the 2K normals and 0 for the base textures (this forces the better textures to load first and cancel the worse ones).
- Once done, teleport into a completely different zone and back into the one of choice (e.g. from Limsa to Ishgard and back) or reboot the game to force-load the new textures.
Hope this helps :)
But everything else is correct. And you can probably ignore the nitpick as it doesn't really matter much to end users.
Recently I've tried to be more consistent by switching from 2x to x2 which both mean the same thing, but x2 is much less likely to be mistaken for 2k as the x is in the front. But as you can see I still mix it up due to all the models classifying as Nx and my legacy writing :X
Consider it like "stable diffusion", where each iteration of "stable diffusion" is an architecture. You can use their default model, or you could use something more trained for anime or w/e.
In my case I select specific models that accomplish a specific goal. Texture maps are rather "special" so a one-size-fits-all general model like default ESRGAN, or SUPIR don't really work, as they are designed for "photorealistic images" not lossily compressed game textures.
E.g:
4x-Normal_RG0-BC1
- ESRGAN based architecture for Normal Maps
4x-FaceUpDAT
- DAT based architecture for Faces
If you read the credits further on heliosphere you can see the specific models I'm using.
You also have to take into account the amount of textures being processed, you need a model that is easy to use, detailed and very consistent in its results for this volume of batch upscaling since there are hundreds/thousands of textures here that also need to match up consistently to the hundreds/thousands of upscaled normals. You cannot get that from stable diffusion and prompts. A GAN model is the best option for textures and upscaling in general imo as it has built in discrimination to keep existing details as consistent to the original as possible.