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kartoffel

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Kartoffels

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About this mod

Upscales the armour and clothes (anything your character equips except weapons) by a factor of x2 to better match the quality level of the faces. (mildly outdated)

Permissions and credits
Changelogs
NOTE:

Q> Does this mod still work? 
A> Yes, but it may have more errors. Errors in this case refer to texture issues (See comments sticky). This mod can't break your game as far as I'm aware. You can look at some of the bug reports to see some of the textures issues. There are people who still use this mod today and are perfectly happy, but you have to decide if the trade offs are worth it.

Q> Would you consider updating it?
A> I'm not playing BG3 or modding it, so I don't really want to update this. If I was to do it again I would be packing everything as new virtual textures entries to take advantage of the shaders and to avoid any UUID collisions with other modders or with any larian update. That's a lot of work.

As always if someone wants to update this or modify it any form they are more than welcome to.


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TL;DR:
Upscales all the armour and clothes I could find (anything your character equips except weapons) by a factor of x2 to better match the quality level of the faces. (WIP)


WHAT:
Covers anything I could find** that contains the string "*ARM*" for armour and "*CLT*"  + (some others I found manually) which includes:
  • Head slot (helmet, circlet, hood, etc.)
  • Chest slot (armour, robes, etc.)
  • Feet slot (boots, shoes)
  • Camp Clothing slot (camps clothes)
  • Camp Feet slot  (camp shoes)

Furthermore, anything that was already 4k (4096x4096), I don't want to increase to 8k (8096x8096), as it is waste of space

WHY:
For the most part I don't think BG3 needs an upscale due to having top-down gameplay, but you get close-ups with the characters quite often and it is jarring to see the HD heads with LD armour. This is a pretty easy fix with presumably low impact on the game (See FAQ for specifics).

This is an example of the dye mapping as that was the most egregious (This controls the color of armour and was similar to pixel art).

fig 1.  MSK texture map comparison


fig 2. in-game comparison of MSK difference.


INSTALL:


  • Open Zipped folder downloaded from this nexus, which will have "Generated" folder inside.
  • Place "Generated" folder inside "Baldurs Gate 3\Data\" folder. For steam this is "SteamLibrary\steamapps\common\Baldurs Gate 3\Data".
  • Profit.

FAQ:

why BC1/BC3 not BC7? 
Despite being a DX11/DX12 game, a lot of the shaders don't accept BC7. Leaving it uncompressed bloats the file size by a factor of 4 so I just went with BC1 or BC3. 

performance impact?
Probably only initial zone load times (meaning slightly longer loading screens), although you might stutter if the GPU doesn't have enough VRAM. The amount of VRAM used for specifically armour/clothing will be increased by a factor of 4. e.g.: If Gale's armour was 5MB in VRAM before using this mod, after it would be 20MB of VRAM. This is probably negligible (non-issue) for any newer card with 4GB or more VRAM (unless you are playing in 4k resolution, in which case I recommend using NVidia DLSS (specifically replace the current BG3 DLSS version with the ones mentioned in this thread: PSA for DLSS )).

upscaling method?
Using ESRGAN model in CHAINNER:
Cleaning: BCGONEV4 1x on each channel (R,G,B)
Upscale: lollypop 4x on each channel (R,G,B,A (if A exists)),
Colourmatch Upscale to Cleaned version (lollypop introduces slight colourshift)
Downscale: 0.5x box to get to x2 the original size
Compress using microsoft texconv (cuttlefish texture tools didn't seem much better tbh) to BC1/BC3 w/mipmaps

texture mass:
original mass: ~??GB
upscaled mass: ~16GB
Remember resolution scale factor effects both width and length, resulting in a squared increase: (n^2)(s), where n is scale factor, and s is size. So, n=2, s=2GB: (2^2)(2GB) = 8GB, minus 853MB for the 18 8k textures I had to remove, so about 7GB.
zipped mass: ~1GB

not all the armour is better!
Believe me I know. I am still digging.

Some of the armour looks different!
I had to redirect VTEX to DDS, and because of that I couldn't use some VTEX exclusive shaders (90% of shaders had a 1-1 match tho).  Which means certain armour doesn't shade correctly (see sorcerer metal bits on the armour) I'm looking for a better solution. Decide what you like more, HD textures or metallic shaders.

credit:
shinyhobo; bg3-modders-multitool
joey; chainner
xinntao; ESRGAN
Mutin Choler; BCGONE models
LyonHrt; lollypop model
norbyte; lslib/exporttool

permission:

I don't care what you do with this.