Re: 3xBR-noblend Sprite Upscales [Update: It's getting BRUTA
Posted: Wed Dec 04, 2013 11:35 am
heres that brutal addon link for you guys sense all the other links are dead
https://dl.dropboxusercontent.com/u/176 ... nm12v1.pk3

Discussion about ZDoom
https://forum.zdoom.org/
just wanna add that I cannot agree with that statement. the edge interpolation of xBR is definitely superior and the difference to hq4x is clearly visible.Immortal Destroyer wrote:I forgot to tell about this mod; Awesome work. I don't think it's pretty needed in OpenGL users, just use HQ4X and the sprites will look absolutely the same.
Why does the rightmost look like an upscaled 3xbr instead of a 4xbr?Sp00kyFox wrote:here is a direct comparison
well, because it is 3xBR.Blox wrote:Why does the rightmost look like an upscaled 3xbr instead of a 4xbr?
not really. I guess you used the tool ImageResizer for that. a few things are wrong with that comparison. first thing is that the xBR implementation there is only lvl3 and not lvl4. second point: xBR leads to color blendings unless you use the noblend variant which produces jagged edges at even scale factors. your result doesn't use the original color palette anymore (it uses 1289 colors instead of the original 103). which brings me to the last point, this sprite of the cacodemon uses some blackish rgb(31,23,11) as transparency. in combination with the color blendings you get these dark pixels at the edge of the sprite. which disqualifies itself for usage in game.Blox wrote:https://dl.dropboxusercontent.com/u/631 ... scales.png
Now that's more like it.
Now THAT was a good try to play this... And it worked. From my part, i didn't use HQ4X because my current Laptop is creepy and that's why i will play this Add-OnSp00kyFox wrote:just wanna add that I cannot agree with that statement. the edge interpolation of xBR is definitely superior and the difference to hq4x is clearly visible.Immortal Destroyer wrote:I forgot to tell about this mod; Awesome work. I don't think it's pretty needed in OpenGL users, just use HQ4X and the sprites will look absolutely the same.
otherwise I wouldn't have made these sprite upscales in the first place. here is a direct comparison:
I guess I don't have to tell you which one is which
xBR outperforms hqNx even at a lower scale factor easily.
You're comparing hq4x to 3xbr. That's a completely off comparision because THE LATTER ONE IS NOT AT ITS NATIVE RESOLUTION UNLIKE THE FORMER.Sp00kyFox wrote:well, because it is 3xBR.
Only for the hq4x one because I didn't have it handy.Sp00kyFox wrote:not really. I guess you used the tool ImageResizer for that.
holy fucking shit it's almost like hqnx is palette-compliant (and it's not like the upscales of 3xbrnoblend you have don't suffer from 'color blending', which is why I point out that your comparision is wrongfully done.)Sp00kyFox wrote:second point: xBR leads to color blendings
yes, and? this is exactly what I wanted to do. why should I use other scale factors when I wanted to demonstrate to Immortal Destroyer that 3xBR lvl4 noblend does a better job than hq4x at interpolating edges.Blox wrote:You're comparing hq4x to 3xbr. That's a completely off comparision because THE LATTER ONE IS NOT AT ITS NATIVE RESOLUTION UNLIKE THE FORMER.
3xBR-noblend doesn't suffer from color blendings, hence the name. But in this comparison picture I needed to upscale the 3xBR one with a factor of 4/3, so that all versions have the same size. Since this is not an integer number I can't use nearest neighbor for that. And that bilinear upscaling is definitely not palette-compliant is common knowledge. Do I really have to explain this to you? I could've upscaled 3xBR with nearest neighbor to 6x and scale it down to 4x with bilinear though, that probably gives a truer perception to the original.Blox wrote:holy fucking shit it's almost like hqnx is palette-compliant (and it's not like the upscales of 3xbrnoblend you have don't suffer from 'color blending', which is why I point out that your comparision is wrongfully done.)
yeah, and that's also off-topic. 4xBR-lvl3 isn't used in this thread. no reason to get so snippy here just because you failed at smartassing.Blox wrote:holy shit it's actually 4xbr lined up with hq4x and not 3xbr+1.33xbilinear lined up with hq4x
Upscale 3xBR with a factor of 4 in nearest neighbor, and the hq4x with a factor of 3. Bam. Both are the same size now!Sp00kyFox wrote:3xBR-noblend doesn't suffer from color blendings, hence the name. But in this comparison picture I need to upscale the 3xBR one with a factor of 4/3, so that all versions have the same size. Since this is not an integer number I can't use nearest neighbor for that.
I work with Sprites for years, if you want i can send you more, and before you made Sprites with this program, edit them too (I don't want to make you work harder, but, if you follow this tip, you're sprites will look absolutely awesome) i like my Cacodemon frame, because THAT'S is called "HD". If you don't want to, just send it to me, and i can work on it. I like to help people in such thingsSp00kyFox wrote:@Immortal Destroyer
I'm not a sprite artist, so I don't have the intention to manually rework the sprites. Overall I'm petty satisfied with the automatic result, even if there are some little flaws here and there. If you wanna edit some things and fix artefacts, feel free to do so. You have my support if you need help with the ripping or batch upscale process.
Of course, but even with the half trick still a little bit over the top with the size. This whole discussion slowly becomes absurd and goes beyond what's reasonable. I just wanted to make a comparison shot to demonstrate the clearly visible difference between those two scaling algorithms what I successfully did. There is no need for perfect pixel illustration here since the visual perception doesn't really differ at same display size.Gez wrote:Upscale 3xBR with a factor of 4 in nearest neighbor, and the hq4x with a factor of 3. Bam. Both are the same size now!
me too. I really have no interest in further working on these sprites (not that I have in the first place). and you can't be serious calling this rework HD. HD is something like the sprite work done in SSF2T HDR where the whole image is artistically remade and not some upscales where you remove some little flaws. that's still only an upscale.Immortal Destroyer wrote:I work with Sprites for years, if you want i can send you more, and before you made Sprites with this program, edit them too (I don't want to make you work harder, but, if you follow this tip, you're sprites will look absolutely awesome) i like my Cacodemon frame, because THAT'S is called "HD". If you don't want to, just send it to me, and i can work on it. I like to help people in such things. I just need time, because i'm busy in other projects too.
it's a commandline tool by hyllian the author of xBR. pretty straight forward, there is nothing to configure. just throw your png file at it.Immortal Destroyer wrote:What is that program? I use SpriteBomb for HD Sprites.
Hey Brutal Doom v20 is coming out soon and it would be great to get those sprite in 5x xbrZ with the new blur feature maybe. I tried checking out Hylian thread and reading and reading and downloaded a lot of different programs, but not one I can just plug the shaders in and start batching away.Sp00kyFox wrote: Of course, but even with the half trick still a little bit over the top with the size. This whole discussion slowly becomes absurd and goes beyond what's reasonable. I just wanted to make a comparison shot to demonstrate the clearly visible difference between those two scaling algorithms what I successfully did. There is no need for perfect pixel illustration here since the visual perception doesn't really differ at same display size.
3xBR-noblend Sprite Upscales
I think the point of these is that ZDoom/GZDoom does not contain this specific filter.
it isn't supposed to be HD and it doesn't even try to compete with handmade sprites.