I've been looking to introduce Curse of Monkey Island to my wife and while I think the original CMI can look beautiful, perhaps some graphical upgrades may improve the enjoyment for a new player now that we're in the future year of 2021.
Along with AndywinXp's new work on fixing iMuse issues within CMI and ScummVM, I wanted to test out the two current options for improving the looks of CMI within ScummVM compared to the standard edition.
0. No Filter.
1. Graphical Filtering (ScummVM built-in smoothing).
2. Experimental xBRZ add-on for ScummVM (Written up by Dimi on Steam, using the "xBRZ" filter by Zenju)
Comparing the Difficulty screens:
0 and 1 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=357b115a-4d54-11eb-83c8-ebb5d6f907df
0 and 2 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=709b23c2-4d56-11eb-83c8-ebb5d6f907df
1 and 2 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=123c35b8-4d57-11eb-83c8-ebb5d6f907df
Comparing the LucasArts Presents Map:
0 and 1 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=505a378c-4d57-11eb-83c8-ebb5d6f907df
0 and 2 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=6b8d6e70-4d57-11eb-83c8-ebb5d6f907df
1 and 2 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=8581193a-4d57-11eb-83c8-ebb5d6f907df
Comparing the Part One screens:
0 and 1 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=0a4d4696-4d5a-11eb-83c8-ebb5d6f907df
(NOTE: I was also preparing to compare the "Part 1" screen but I couldn't get a proper screenshot of that when using the xBRZ filter for some reason.)
Comparing the Guybrush and Wally dialog screens - Probably Most Interesting One
0 and 1 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=aed24c28-4d57-11eb-83c8-ebb5d6f907df
0 and 2 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=cb13434c-4d57-11eb-83c8-ebb5d6f907df
1 and 2 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=2b74bcc0-4d58-11eb-83c8-ebb5d6f907df
(NOTE: Differences in spacing of "Hello. Please don't kill me." is likely due to ScummVM engine being used follwoing the xBRZ tutorial.)
Comparing the Inventory screens:
0 and 1 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=6f31066c-4d58-11eb-83c8-ebb5d6f907df
0 and 2 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=7d5891d8-4d58-11eb-83c8-ebb5d6f907df
1 and 2 - https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=9d420ace-4d58-11eb-83c8-ebb5d6f907df
So far, as I have been playing with this, I feel that the simpler ScummVM Graphic Filtering choice from within it's Loader is the best. The animated cutscenes seemed to suffer more under the xBRZ filter and turned moving items into colored blobs. For instance, during the opening cinematic, as we're zooming in on Monkey Island, the "carnival" on the right-side is a blur until we've zoomed in enough that it is showing in better resolution and moving less. I don't have my capture cards up and running just yet in order to show this visually, but if there's interest I can see about doing so after I move houses.
Maybe more to come? Also, you can make your own, free, lovely comparisons at https://juxtapose.knightlab.com/