I haven't tried ESRGAN but it's popular for game upscaling.
If you have any version other than the latest, download Update 1.05 (56MB) and unzip it into your EQ folder overwriting what's there to bring you up to the latest version.
The goal of this project is to improve the image quality of EQ while maintaining the spirit of the “classic” EQ experience by using the original EQ textures.īased on the original EQ textures in Titanium EQ Classic Enhanced uses modern AI (artificial intelligence) upscaling software to improve the quality of all zone textures used on Green (68 zones / 204 files).
The R300 and R400-based cards (Radeon 9500+ and X500+) are incapable of generic NPOT usage, despite allegedly supporting OpenGL 2.0 (which requires full support). While it is possible to have arbitrary sizes of these textures, you generally should keep them at a multiple of four in size. Most of the non-generic compressed texture formats are based around 4x4 blocks of pixels. Render targets are a common place where you want to have a specific, arbitrary size for your textures. Mip-mapping with such textures can have slightly unintended consequences, compared to the power-of-two case. While modern hardware no longer has the power-of-two limitation on texture dimensions, it is generally a good idea to keep using power-of-two textures unless you specifically need NPOTs. These will work for any kind of Texture, from Cubemap Textures (though the width and height of these must be the same) to Array Textures. Using this is easy simply pass arbitrary sizes when allocating Texture Storage.