icecoldduke Posted October 3, 2019 (edited) Hey, I added Contrast Adaptive Sharpening to Prey and Quake 4. I turn it on and off during gameplay in these videos so you can see what it does. Let me know your thoughts. If the Quake 4 video is too dark look at the Prey video since Roadhouse is more lit. 1 Share this post Link to post
icecoldduke Posted October 3, 2019 (edited) Because youtube compresses videos like garbage, heres a pic comparision. Image should say CaS Sharpen, not upscale, did it too quickly :). 1 Share this post Link to post
icecoldduke Posted October 3, 2019 (edited) Here's the github: https://github.com/jmarshall23/idTech4CaS/tree/master 1 Share this post Link to post
Shep Posted October 8, 2019 (edited) Hello again! Wonderful execution. What are the chances of a Doom 3 adaptation? I'm currently exploring using ReShade for this purpose but only as far as knowing its has AMD FildeilityFX built in now, thus no results just yet. Thanks! EDIT: Cannot achieve ReShade compatibility with fhDoom or Dhewm3, thus far. Edited October 9, 2019 by Shep 0 Share this post Link to post
icecoldduke Posted October 24, 2019 (edited) I have done a lot more work on doing Quake 4 HD work. I've been doing a bunch of memory injection, code detours, and such, I now have a Framebuffer Object that all of the world renders into, the first render texture in the render target is a HDR 16bit image which is used for lighting, the second render target is for the 8bit albedo. With the lighting and the albedo seperate, the lighting looks A LOT better compared to the original. Then on top of that, CaS is now applied to the Albedo render target, and yields way better results. Also I ran the textures through ESARGAN as well. https://github.com/jmarshall23/idtech4_pbr/tree/master/quake4 0 Share this post Link to post
YukiHerz Posted October 24, 2019 Damn, Quake 4 is looking smexy. Here's hoping someone joins in to help with PBR textures for it. 1 Share this post Link to post
icecoldduke Posted October 24, 2019 Just made a quick video showing the above features and talking about the stuff I'm doing with Quake 4. 1 Share this post Link to post
icecoldduke Posted October 25, 2019 Quake 4 opt in bloom. With sikkmod they basically bloomed the entire framebuffer(or opted to bloom based on how bright a pixel is, instead were able to opt materials in for bloom. Normally this would require engine source, but with the memory detouring stuff I've done, it made opt-in bloom really easy to add. 0 Share this post Link to post