AiTiles [Rev. 3] - AI Upscaled Terrain Tiles for Falcon BMS
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Okay, I have uploaded Rev. 1 (the screenshots have also been updated)– I don’t think I’ll make significant changes to the architecture now, but more training should help. Try it and let me know what you think! (Note: There’s some artifacts around tile borders of the tiles – they’ll be fixed with the next revision.)
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The link suffers from its success =).
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I’d be happy to help host a torrent.
Cheers, Uwe
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I just tested it today and I noticed ; some tiles are missing and we can see the border of each tiles ( visible with the LGB training TE)
original:
Mod:
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Some of the night tiles were porked. Maybe not present in the new “mod” set.
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I just tested it today and I noticed ; some tiles are missing and we can see the border of each tiles ( visible with the LGB training TE)
@tad:
Some of the night tiles were porked. Maybe not present in the new “mod” set.
Oops, I think I forgot to copy the old tiles into the modded tiles for Rev. 1 – I don’t touch the tiles that aren’t 512x512 (I think there are 200 tiles that are either larger or smaller than that out of ~7100), so not all tiles get upscaled. I’ll post a version that has this fixed in a few hours. (The tile borders thing is mostly an artifact from not having enough context, but I’m working on fixing that too.)
Thanks for the feedback!
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The tile borders thing is mostly an artifact from not having enough context, but I’m working on fixing that too
Perhaps to save on your time this could be solved by knowing how the seamless borders are obtained in the basic/original set.
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@tad:
Perhaps to save on your time this could be solved by knowing how the seamless borders are obtained in the basic/original set.
In the original, I think the tile creators just build as a set of 16 – that’s not something I can do, though. (It wouldn’t fit in the GPU to begin with.) The network sees a context of 48x48 pixels for each pixel at low resolution, so it can get a little confused at the edges (where half of that information just doesn’t exist).
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Finally I can download. But I suppose it’s a matter of hours before I redo it.
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Ahhh, I think I exported the night tiles wrong in the alpha channel – shouldn’t be too hard to fix. (Sorry, I’ve never worked with DDS files before.)
*EDIT: Actually, it’s just doing weird things and outputting non-zeros when it shouldn’t. I’m going to use the bilinear as a zero mask for the night tiles for now. (This is from not having used any night tiles for training – it’s something I’ll revisit once the day tiles have been done to my satisfaction.)
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IIRC night tiles do not use any alpha channel.
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@tad:
IIRC night tiles do not use any alpha channel.
Yeah – they are DXT1. Anyway, the night tiles issue has been fixed in Rev. 2. I’m going to be testing some solutions to the edge issue (they won’t be as bad as in sukhoi’s screenshots – most of that was the night tile issue), and I hope to have another revision out later today or tomorrow. You probably won’t notice the edges unless you’re over water, though.
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nice mod, but i got a lot of stuttering while moving the cockpit view
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I just tested it today and I noticed ; some tiles are missing and we can see the border of each tiles ( visible with the LGB training TE)
original:
http://puu.sh/HIxAl/b4c7c359b0.png
Mod:
I can see lots of errors on the image…
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Your system could be very valuable in removing tall buildings from satellite photos. As you can see in the 1st sample photo tall buildings are never straight and they also have bad shadows. For 3D cities we just need streets and flat footprints in highrise areas. Smaller buildings have not that much of the problem.
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Okay, Rev. 3 has been released – the water tile border issue has been fixed (though it’s more of a hack than a proper solution).
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passes my eye tests and looks Fantastic! … but 9 gigs shesh!! I used windows disk compression to keep them from taking up my SSD (reduced to 3.5gb) seems to be unaffected by this but test it if you not sure disk compression can be turned off easily if it causes you prob`s
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Really, 9 gigs? That is 6 times the standard tile set, could explain why some people experience stuttering, the sheer amount of I/O
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On new systems with HDD and win10 having files compressed with new win10 compression is faster at loading, cause reading a smaller file and decompressing it it’s faster than loading a bigger uncompressed file.
This when you have many kinda small files.
And as always flight Sims demand a higher level of pc hardware, and power users for the os.9GB are nothing for a large area of terrain.
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