Upscaling of assets
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- Dominant language
- Python
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Description
We had a discussion in chat, I want to put that in an issue for later.
Basically someone on reddit was using some algorithms to upscale AoE2 assets.
See here:

He was using this tutorial with Python.
The idea was then, to use an upscaling algorithm in the assets converter or live in-game.
@TheJJ was proposing xBRZ for in-game use, which is really nice.
Another parallel option would be to use ESRGAN/SFTGAN for upscaling inside the assets converter. Because we don't want to require CUDA, we could change a config value from
device = torch.device(‘cuda’)“ -> “ device = torch.device(‘cpu’).
I would propose that we ask the user for the upscaling algorithm and the quality like 0 (copy - fastest), 1 (copy & xbrz/in-game - faster), 2 (esrgan/sftgan-cuda, fast), 3 (esrgan/sftgan-cpu, slow). For CUDA we could just test and give an infobox to manually install CUDA if wanted (option 2 greyd out) and run the converter again afterwards (conversion stopped) or go for option 3 instead. Nevertheless, we would require pytorch then, if not already required elsewhere.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No source file or test is named. Start by locating the assets converter and the in-game asset-rendering entry point, then review the proposed xBRZ and ESRGAN/SFTGAN approaches. Done requires a settled scope for algorithm and quality selection, CUDA handling, CPU fallback, and dependency requirements.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- python, pytorch
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100