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I feel like hq4x is probably a better choice for upscaling videogames, as it feels like it better maintains the original 'intent' of the art, which was, after all, designed with low-res in mind. The Microsoft algorithm, on the other hand, seems like it would be really useful for recovering graphics that have been downsampled algorithmically (as opposed to graphics originally drawn at low resolutions).


Except that the doom example in the paper (figure 11) shows that down-sampled images aren't recovered well. The posted work is designed for pixel art.




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