Cave Story with XBRZ filter

Jul 6, 2021 at 2:20 PM
Neophyte Member
"Fresh from the Bakery"
Join Date: Jul 6, 2021
Location:
Posts: 2
I applied the 4xXBRZ filter to all the sprites.
The filter was applied in blocks of 16x16 pixels, instead of applying it to the entire spritesheet. This avoid bleeding of pixels from nearby sprites.

You can see the video here if you are interested.

Below are some screenshots of the results.

cave_story_xbrz.png


xbrz2.png
 
Last edited:
Jul 9, 2021 at 4:35 AM
Based Member
"Life begins and ends with Nu."
Join Date: Dec 31, 2011
Location: United States
Posts: 2326
Age: 28
Pronouns: he/him
You can probably put that second screenshot in your original post instead of making another post.

In any case, not bad. It's hard to replicate a human touch, but this is an interesting experiment. Though not quite as detailed, some of the tiles and backgrounds look pretty good, for a machine up-scale. The characters don't look that great, though- they look kinda blocky. That's the kind of thing that it's hard to upscale without really adding some thoughtful detail.
 
Last edited:
Jul 9, 2021 at 4:49 AM
Neophyte Member
"Fresh from the Bakery"
Join Date: Jul 6, 2021
Location:
Posts: 2
Thanks for your reply. Fixed the screenshots.
Yeah, XBRZ can't add new meaningful pixels. Still looks nice while respecting the original though.
I'm making improvements to how it looks.
 
Last edited:
Back
Top