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God of War: Ghost Of Sparta - using ESRGAN
07-22-2019, 08:49 PM
Post: #6
RE: God of War: Ghost Of Sparta - using ESRGAN
I assure you I didn't speak some BS, but checked and most of the files in your "texture pack" are duplicates that differ only via texture address while sharing exactly same hash. PSP games often keep trash data inside the texture causing hash to also change which makes some textures harder to work without duplicates, but that wasn't even the case here.
It looks like you simply dumped everything with default options without checking that you're dumping duplicates and trying to learn how to avoid it, then processed the whole thing still without actually checking the results. That's why I stand by calling it the most lazy texture pack I ever seen.

In a game like this, a much better way would be to use a better texture hash like xxh64 with an option to ignoreAddress=true added to textures.ini that would end up creating a lot less files to process which then should be organized properly through textures.ini(and that would be much easier without duplicates) to avoid scaling things which will end up awful via such algorithm, or at least checking the results and removing those ugly things like lights or character skin which sharpened with artificial details that should never exist added look retarded.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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RE: God of War: Ghost Of Sparta - using ESRGAN - LunaMoo - 07-22-2019 08:49 PM

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