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Can you do that JonnyWang13? Because i´ve been looking for decent 4k dragons textures, i´ve been using 4k dragons textures from oldrim but for some reason they looks like s#*! and some others like plastic. ;/
Ah, pretty little lie... You did a great work with upscaling, that's true, but vanilla textures was never been so blurry. You are confusing people about level of improvements your mod brings.
Your "vanilla" textures:
Vanilla textures, leaked minute ago from BSA archive:
The comparison shots are against the source material from Oldrim, upscaled in GIMP using image > resize, so that the images don't change size when you tab back and forth. SSE has their own upscale. The textures are usually much lower quality than the Oldrim source material so I didn't think to compare them. https://amp.reddit.com/r/skyrimmods/comments/59va9l/skyrim_se_texture_report/
We'll throw up some comparison shots against SSE. Again, they're usually much lower quality than Oldrim so I didn't think to compare. Thanks for letting us know.
as always, perceptual sharpness is too strong by default with ersgarn but it's parametrable with the network interpolation setting. If you care, jonnywang
ersgan as this bad tendency of pushing white/black sharpness too high, this local contrast creates an aliased feeling on the texture.
"We show the smooth animation with the interpolation parameters changing from 0 to 1. Interestingly, it is observed that the network interpolation strategy provides a smooth control of the RRDB_PSNR model and the fine-tuned ESRGAN model." https://github.com/xinntao/ESRGAN
another solution is to use a very soft gaussian blur on the tex afterward...Lol.
Anyway, it's clearly billions times better than before, thank you :)
It depends on the texture. We have a ton of different models that we use. And I make a number of adjustments afterwards, including overlays of smoother model outputs when necessary. A guassian blur is an extremely lazy way to mitigate excessive contrast and sharpness. Furthermore, you see only the mip maps, not the base layer, unless the object is two inches in front of your nose. Those mip maps smooth out the texture exponentially with distance.
if your lodbias is lower than 0, it becomes quite a big problem. The close up is over sharpened and the mid distance may be too sharp compared to others textures. This is why a normal texture is usually soft, to blend relatively well with surrounding elements/objects/terrain at all range. All other texs are also mipmaped and blended over distance, with too sharp textures as base, the difference is still noticeable on medium range by comparaison with the surrounding elements.
There the texture is used for small objects so it's not really a bother, as we wont notice it (unless we push lod bias to -2 but it will shimmer anyway so nobody does that). But the mipmap explanation doesnt work ^^
The "Before" image looks like a Gaussian Blur effect added over the "After" image, going by how the lines surrounding the images themselves are blurry. If its merely the textures that were low in quality, the file itself shouldn't essentially be. They don't appear to be any lower resolution, but again. just blurred over?
is not it untrue jonny? the color tone doesnt match the vanilla files. Maybe you upscaled the original oldrim textures instead? (if there is a difference between SE and oldrim for thoses textures?)
Thanks, you made something very complicated slightly less complicated but still quite complicated haha. Will check it out. What this GUI really needs is a button that says, "MAKE TEXTURE LOOK GOOD", I dont have any need for cropping or merging. I have no idea how to do Python or Scripting or anything. So this really doesnt help me :| Thanks tho. Hopefully in the future someone packs it as a .EXE where you can just input the file, press a button, and get the output, without having to take a degree in Python coding.
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The author has locked this comment topic for the time beingYour "vanilla" textures:
Vanilla textures, leaked minute ago from BSA archive:
We'll throw up some comparison shots against SSE. Again, they're usually much lower quality than Oldrim so I didn't think to compare. Thanks for letting us know.
Texture/clutter/ingredients/moratapinellabits
textures/landscape/trees/treepineforestaddon
textures/landscape/trees/treereachaddon
ersgan as this bad tendency of pushing white/black sharpness too high, this local contrast creates an aliased feeling on the texture.
"We show the smooth animation with the interpolation parameters changing from 0 to 1. Interestingly, it is observed that the network interpolation strategy provides a smooth control of the RRDB_PSNR model and the fine-tuned ESRGAN model."
https://github.com/xinntao/ESRGAN
another solution is to use a very soft gaussian blur on the tex afterward...Lol.
Anyway, it's clearly billions times better than before, thank you :)
There the texture is used for small objects so it's not really a bother, as we wont notice it (unless we push lod bias to -2 but it will shimmer anyway so nobody does that). But the mipmap explanation doesnt work ^^