(11-19-2018, 11:36 AM)SCOTT0852 Wrote: If you're looking for high-poly models, unfortunately that's totally impossible. It's still a GCN/Wii, so you can't do things that they couldn't (aside from overclocking the cpu). You can get high-res texture packs though. I'd recommend cranking the IR as high as your computer can handle (but not higher than your monitor's resolution) and using an HD texture pack for the best look, depending on the game maybe increase something like AA or adding shaders.
(11-19-2018, 04:01 PM)MayImilae Wrote: Project M did replacement models, so no. It's just hard. REALLY hard. And requires modifying the game ISO.
There is no reason to AI anything here. Tessellation is already designed to use data from higher polygon models to allow for actually adding detail. That said, there's no way to integrate that into GameCube games without rebuilding the game's engine, and that is not something Dolphin can do.
Besides, if you already have better models built, then just swap them in by editing the ISO. There's no need for AI or tesselation or game engine modding or anything! It just all comes down to the labor cost of making high quality 3D models and assets. It's just hard, and no one is willing to do that. I'm certainly not going to spend hundreds of hours on that.
My reply was more of an academic answer than a practical one.
In other words, I guess you could ask:
Can you do to vertex data what anti-aliasing does to pixel data?
Can you automatically subdivide vertices in a way that is generally pleasing to the human eye
and does something akin to 2D upscalers that detect known shapes from withing pixellated messes?
I doubt you can do it in real-time but an offline baking program might be able to do it.
I guess I just threw in the AI Learning part because that's how things are done these days but it's
even possible that a bunch of clever math could achieve this geometric upscaler approach.