Star Wars Jedi Academy Remastered Texture Patch (60.8GB)

$10
2 ratings

Star Wars Jedi Academy Remastered - YouTube

This product is optimized for 4k displays or better. Id tech 3 does not support custom texture/shader resolutions with this version of the game engine, so if you do not have at minimum a 2k display you shouldnt buy this mod. A 1080P display is simply too low resolution for it to make any sense. So just use a free mod instead if thats all you have to look at the textures with.

What if I have a super widescreen monitor? Anything over 1080P and giving me 10 bucks, is a good idea. I like money. Paid users will get access to future updates when they arise. I can definitely improve rendering performance, but the graphics im afraid cap out as is without exotic software engineering extensions that dont consistently exist at present, and may realistically never. All the PBR and real time beyond screenspace raytracing ambition stuff either doesnt exist in the public domain, or works for one specific level. So to me that means its useless.

System requirements: 6GB GPU (Lower spec machines in this range might need to enable S3TC)

Recommended: 8GB GPU or better

Raytracing requirements are variable as the provided screenspace path tracing and ray marching solution has a wide range of quality options, and can be further tweaked to the users liking. Raytracing is entirely optional and not needed. The raytracing component of this mod is also free: Master Patch + Raytracing = 120+ Games (1.99) file - ModDB

Raytracing and effects will tax compute shaders (CUDA) while the texture mod will eat memory bandwidth. Feel free to test if your GPU can handle raytracing at high resolutions.

Created with multiple AI products and handcrafted. I include a workaround (Steam version DRM) to make Large Address Aware work with this game which is why the texture size is larger than Jedi Fallen Order (2019 game) despite being stable for all level compiles using a graphics engine from 1999 which is definitely exotic unicorn technology. The GOG version already out of the box doesnt have DRM to block the 4GB patch. This is why the objectively best of the competition can only go up to 14GBs, because the game will crash without the workaround going further than that, at least using the Steam version without the fix. Multiplayer selection assets have also been carefully enhanced. Literally all surfaces at point blank are hyper detailed. It is not possible to compress PNG to lossy format without engine problems, and in the instances where TGA is present, like vegetation sprites, hand applied RLE compression is used to save video memory bandwidth. Some UI elements however do not tolerate RLE compression. All character models are 4:2:0 94% .JPG, almost all environmental textures are 4:2:0 87% with some exceptions that use custom % values to basically keep the more aggressive texture examples from exceeding 100mbs .JPG and S3TC texture compression is no longer needed thanks to the 4GB patch. Which is unique. No other texture mod in the world exploits id tech 3s true potential. Instead of the texture data having to use 2 lossy passes of information, my mod eliminates that quality loss. And obviously the texture resolutions are another Universe of quality as the size of the mod demonstrates. Almost every wall in the game is at a 16,384x16,384 resolution the id tech 3 maximum. This allows the detail you see in the image here allowing the game to be more graphically immersive than ever before.

Version 1.1 (future update):
All buyers will be given an email allowing immediate access when this launches. I will optimize each level in the editor to increase the performance and attempt to upscale the prerendered videos. Development is presently on Prey 2006 at this time, and I will not update this product until that one is completed. I will then proceed to work on Jedi Outcast. Which will be rapidly launched since id tech 3 is without exaggeration 5 to 6 times faster to work with compared to the nightmare that is id tech 4. However the very very high system requirements of id tech 4 even with a RTX 4090 forced me to learn about optimization in the editor. The development teams for id tech 3 and 4 products completely in every case neglect memory bandwidth optimization despite the editor coming with tools to exploit higher efficiencies. This is very time consuming work and no other modders are going to bother for the same reason the professional development teams didnt. Its hard to do. I have been in contact with a virtual reality developer specializing in the Quest 2 hardware domain, and im told that transfer rates especially with the original software as a baseline are not sufficient to hit the sort of performance needed to run a mod thats this crazy ambitious. But in the future I will reach out to him once the technology further matures.

Version 1.2 (Future update):
I will attempt to smooth over the low poly geometry using blender to make character models and objects in the level come across like they arent necessarily from a 2004 title.

Warnings:
1: The game engine was engineered in 1999 so it has some minor flaws when using raytracing, but if you can run at a high framerate no one is going to notice. If you are struggling to maintain 30fps then maybe, and if thats the case, just turn raytracing off. The most modern graphics cards will have zero trouble running 60fps or better anyway. Even higher framerates will make this minor issue completely invisible to humans. Essentially the raytracing information is calculated 1 frame behind what the final render output is going to be. So the the higher the framerate, the closer it lines up with the rendering information. At 120fps or higher it might as well be outputting in the same exact space. Raytracing, especially the form I am providing is overrated and eats lots of performance. Its for people with an excess of processing power wanting to get a slight improvement in fidelity.

2: The color customization for some surfaces on character models only supports black as a consequence of the way the game engine is hardcoded that I might be able to overcome in the future with blender.

3: Optimization in the editor will only accelerate memory bandwidth efficiency while doing nothing for compute shader performance.

Thank you to all that support my work. The more I receive the more incentive I have to continue producing quality technology for retro video games.

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Ive modernized the games textures radically beyond anything before

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$10

Star Wars Jedi Academy Remastered Texture Patch (60.8GB)

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