PolymerRTX
#181 Posted 07 December 2018 - 12:34 PM
#182 Posted 07 December 2018 - 12:46 PM
Paul B, on 07 December 2018 - 12:34 PM, said:
#183 Posted 07 December 2018 - 01:10 PM
Tea Monster, on 07 December 2018 - 10:09 AM, said:
The...Five finger...em...Death... Punch?
#184 Posted 07 December 2018 - 01:35 PM
This post has been edited by Mark: 07 December 2018 - 01:37 PM
#185 Posted 08 December 2018 - 10:43 AM
1. It all begins with an ambitious objective full pf promises, usually very specific, not easily scalable or completely cross-platform, which needs a lot of work for even its planned first step.
2. Then, development is an one-man businness, with no open access repository to work on it.
The inevitable outcome is that when the developer quits, no one can possibily catch up to it. And it happens all the time.
Take HRP as a counterexample. HRP is a HUGE project which 1. could be started even with one single, proof of concept updated art and 2. everyone can contribute to some extent.
Consider also Polymer. It already runs on every (powerful enough) machine, and its source its completely open. Every effort put into Polymer will have immediate repercussions on the userbase using it.
The take away message is: beware of the projects described above. To me, it is MUCH more enjoyable to put hope inside a slow, minor but well-posed project instead of hanging on somebody's word.
My 2 cents.
#186 Posted 08 December 2018 - 12:16 PM
This post has been edited by Mark: 08 December 2018 - 12:17 PM
#187 Posted 08 December 2018 - 01:55 PM
#189 Posted 08 December 2018 - 04:03 PM
#190 Posted 08 December 2018 - 04:38 PM
#191 Posted 08 December 2018 - 06:34 PM
This post has been edited by MusicallyInspired: 08 December 2018 - 06:35 PM
#192 Posted 21 January 2019 - 01:49 PM
This post has been edited by icecoldduke: 21 January 2019 - 01:49 PM
#193 Posted 21 January 2019 - 01:56 PM
icecoldduke, on 21 January 2019 - 01:49 PM, said:
Wow !!! I don't have an artistic eye and I can clearly see the difference! That's amazing!
#195 Posted 21 January 2019 - 02:31 PM
#196 Posted 21 January 2019 - 03:29 PM
icecoldduke, on 21 January 2019 - 01:49 PM, said:
Can you please share those sprites with the community? Or just me is fine
#197 Posted 21 January 2019 - 10:38 PM
Photonic, on 21 January 2019 - 03:29 PM, said:
They're upscaled by the engine during run-time. He doesn't have a library of upscaled sprites....at least I don't think he does. If he did why would he even post this as "progress?" His renderer is upscaling the low-res vanilla sprites on the fly.
#198 Posted 22 January 2019 - 12:12 AM
#199 Posted 22 January 2019 - 12:24 AM
MusicallyInspired, on 21 January 2019 - 10:38 PM, said:
To be clear, this isn't real time. So yes I have a huge collection of AI upscaled tiles sitting on my hard drive. So why is this "progress"? I actually started doing this because I wanted to figure out how the core part of DLSS could work(since there really isn't a lot of documentation on how it works). There are tools out there now, that you can use to do AI upscaling, but I guess the cool part is, I figured it out myself , which isn't something I should have called "progress", so sorry, but I'm excited that I figured it out(yay me ) Also this is my first time using a neural network that generated some pretty cool results, that executes on the RTX hardware.
But no I'm not releasing a sprite dump because I'm pretty sure that's illegal .
Let me catch everyone up on what I've been up too. This past month has mostly been about, how can I use RTX as a development acceleration tool. So a couple things came to mind for testing, image upscaling(see above) and lightmapping. Both bits have been done for years, but not with hardware acceleration. So I made a Return to Castle Wolfenstein lightmapper that can fully light a map, that has 571 lights, in about 6.5 seconds, at 4k. The lighting results in this scene don't match the original(I'm doing some testing where I needed to exaggerate some lights, I post some more stuff when I get back to the U.K.). The trashed looking triangles are because I'm not handling Quake's tessellated surfaces properly.
So how does all of this apply to PolymerRTX? I'm trying to see if I can expand the renderer out, so devs might require a 2080 to make a map for PolymerRTX, but you can use a 2060 to play. Essentially light baking using a properly trained neural network. I don't know if this can work, I'm essentially in uncharted territory. So basically the above two projects are basically me trying to learn two very complicated concepts, and coming with a new type of rendering idea, and it might not work out, but what I learn here can translate into something more tangible.
I have to head out to my flight, but I'll try to catch you guys up on the idea when I can, I'm sorry I've just been traveling all over the place as of late.
This post has been edited by icecoldduke: 22 January 2019 - 01:54 AM
#200 Posted 22 January 2019 - 11:50 AM
Release it under the HRP license.
hrp_art_license.txt (3.47K)
Number of downloads: 146
#201 Posted 22 January 2019 - 02:08 PM
Photonic, on 22 January 2019 - 11:50 AM, said:
Release it under the HRP license.
But it's not the HRP, it's the actual game textures upscaled. When they made the HRP they were specifically told not to simply upscale images -- I'm pretty sure the HRP license was negotiated only for the HRP.
#202 Posted 22 January 2019 - 05:15 PM
icecoldduke, on 22 January 2019 - 12:24 AM, said:
Oh.
#203 Posted 22 January 2019 - 07:55 PM
This post has been edited by Vagan: 22 January 2019 - 07:57 PM
#204 Posted 22 January 2019 - 09:23 PM
icecoldduke, on 21 January 2019 - 01:49 PM, said:
What renderer are you using for those pics? I assume it's not polymerRTX.
#205 Posted 31 January 2019 - 09:23 PM
icecoldduke, on 22 January 2019 - 12:24 AM, said:
Any distribution of copyrighted materials is illegal, but in practice, plenty of people are using ML to upscale textures and releasing mod packs left and right.
https://captrobau.bl...a-released.html
Even if you don't release your pack, someone else may end up recreating them and releasing them.
#206 Posted 10 March 2019 - 12:37 PM
As I side note, I must have played the intro cinematic 1000's of times as a kid, and I never realized there was a smiley face easter egg on the radar screen, that represented the planet the ship was about to destroy. I've found quite a lot of interesting things running various games through this tool.
This post has been edited by icecoldduke: 10 March 2019 - 12:38 PM
#207 Posted 10 March 2019 - 02:40 PM
I take it you’ve spent your time on the upscale side, as opposed to the ray-tracing side?
This post has been edited by Micky C: 10 March 2019 - 02:40 PM
#208 Posted 10 March 2019 - 03:25 PM
icecoldduke, on 10 March 2019 - 12:37 PM, said:
How does this relate to PolymerRTX, exactly? Phredreeke has a good process now for producing 2X upscales of sprites using ESRGAN and lots of post-processing steps, which some of us are already using. Maybe what you are doing is even better, I dunno, but I'm just confused as to how PolymerRTX suddenly became an upscaled sprite project.
#209 Posted 10 March 2019 - 05:32 PM
#210 Posted 10 March 2019 - 05:35 PM
icecoldduke, on 22 January 2019 - 12:24 AM, said: