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protoBelisarius

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protoBelisarius

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About this mod

WIP 4k texture pack which adheres strictly to the original color palette and style/pattern. The upscaling artefacts are removed with Stable Diffusion and further guided into the actual material the texture is supposed to be.

Permissions and credits
protoFaithful 4k/16x(+) texture pack
-- this is very much WIP and a hobby project, so no concrete timeline or anything, this is mostly a placeholder and in case someone wants to try it out --

Why am I doing this?
I spend a lot of time with upscaled images and have come to recognize the typical appearance of images made with current GAN based upscalers. I also like hires textures and cant quite get over how mushy the originals appear in game, but I also dont like the currently available texture packs. So im making my own, and while im still using GAN based upscalers as a starting point out of necessity, I then use a second pass of img2img to guide the upscaled texture. With this sd kind of redraws the textures in the style of the material I input, but only with very slight variations. This preserves the original pattern but erases almost any upscaling artefact and gives each texture their unique look, not the samey upscaled look.

[340 textures repaired total]

Im using OpenMW without any mod managers and as such wont offer any support/info/guide for these things. (writing a path into the  openmw.cfg doesnt need a guide)

b1 contains:
(only original game textures)
all 512px textures to 4096 and repaired with sd
all other textures scaled 16x with SwinIR

b2 contains:
adjustments
most dirt/stone/grass textures repaired with sd

b3 will contain:
most wood textures repaired



My hardware consists of a Ryzen 3700X, RX 6800XT and 32GB Ram. If it runs on my machine im happy, currently consumes about 8-9GB VRAM with my settings. (25 Cells viewing distance)



Ive currently just brute force upscaled most textures with the large SwinIR model (003_realSR_BSRGAN_DFOWMFC_s64w8_SwinIR-L_x4_GAN) by 16x.
This is ok/good for stone or wood, because its a great general purpose upscaler, but it cant/doesnt really recognize fabric in such low resolutions and as such cant really invent the correct material.

For the 512px fabric wallcarpets/banners I used a specialized fabric upscaler model, which improved the results by quite a bit when combined with sd.
(https://i.ibb.co/Lhv18S7/banner-comparison.webp)

Im currently sorting all the textures by material (eg, wood, stone, dirt, parchment, etc.) so I can then batch upscale them with SDUpscale.
Each texture takes 5mins though and with seamless textures it takes 10-15min each.