Vanilla ×1 / patched ×4
Looping playback stays synchronized on both sides of the slider, so the change can be inspected in motion.

Before & after archive
Matched BG2EE comparisons, grouped by discipline and designed to make every x4 map, animation, ×2 creature sprite and visual correction easy to inspect.
In-game
Two matched captures, one vanilla and one patched. Drag the handle while the loop plays to reveal the treatment frame by frame.
Looping playback stays synchronized on both sides of the slider, so the change can be inspected in motion.
The dwarf uses the xBR2x pipeline; the sahuagin uses ReboutCX. Looping playback stays synchronized on both sides of the slider, so the change can be inspected in motion.
Vanilla ×1Upscaled ×4
Matched source crops for close inspection of the map render, with the original pixels preserved on both sides.
Maps in context
Matched gameplay captures keep the same interface and viewport, so the treated maps and animations can be inspected in their in-game context. Creature sprites remain vanilla.
Vanillax4 maps + animations
Environment and map animations are treated in this matched gameplay capture. Creature sprites remain vanilla reference elements.
Maps and animations treated · creature sprites remain vanilla
Vanillax4 maps + animations
Environment and map animations are treated in this matched gameplay capture. Creature sprites remain vanilla reference elements.
Maps and animations treated · creature sprites remain vanilla
Vanillax4 maps + animations
The scroll racks and the red crystal are the treated animations here, caught on the same animation frame on both sides. The interface is hidden so nothing but the render changes.
Maps and animations treated · creature sprites remain vanilla
Visual fixes
Upscaled scenery can introduce masking faults that must be corrected as they surface. Here, the foreground occlusion is restored.
Before correctionForeground masking restored
Foreground scenery once sat behind the animation; the corrected mask restores its intended depth.
Spell effects
Combat effects are treated alongside the maps and animations. Here the Horror spell — its screaming ground face and the swirling confusion auras — is caught with the interface hidden, so nothing but the render changes.
Vanillax4 spell effects
The ground face and the confusion swirls gain edge definition and internal texture, and the surrounding map and animations are treated too. The two captures share the framing, caught on slightly different animation frames.
Spell effects, maps and animations treated · creature sprites are not treated in this image
Creature sprites in game
The same party in the same scene: the vanilla x1 sprites drawn with the game’s linear and nearest texture filters, then the ×2 ReboutCX sprites.
The same party in the same scene. The two vanilla captures show the x1 sprites drawn with the game’s linear and nearest texture filters; the third shows the ×2 ReboutCX sprites. The left handle separates linear from nearest, the right handle separates nearest from ReboutCX.
Three captures aligned to the pixel · the third one is taken with the x4 map render
Creature sprites
Every frame is enlarged on its own with xBR2x, without antialiasing, keeping the palette indices the engine recolours at render time. The ×2 pixels shown here are exactly the ones the game loads, on families whose in-game QA is already accepted.
Vanilla ×1
Upscaled ×2The Athkatla jailer golem, set side by side at the same zoom. The shoulder diagonals and the outline of the face are where the gain reads most clearly.
Vanilla ×1
Upscaled ×2A large sprite is better shown whole. The eyestalks and the teeth are one or two pixels wide in the original, so a slider cuts through them instead of comparing them.
Vanilla ×1Upscaled ×2
Vanilla ×1Upscaled ×2
Vanilla ×1Upscaled ×2
Vanilla ×1Upscaled ×2
Vanilla ×1Upscaled ×2
Vanilla ×1Upscaled ×2
Vanilla ×1
Upscaled ×2
Vanilla ×1
Upscaled ×2
Vanilla ×1
Upscaled ×2
Vanilla ×1
Upscaled ×2
Vanilla ×1
Upscaled ×2
Vanilla ×1
Upscaled ×2
Vanilla ×1
Upscaled ×2
Vanilla ×1
Upscaled ×2
Vanilla ×1
Upscaled ×2
Vanilla ×1
Upscaled ×2Sprites shown at their true pixel size, enlarged by the browser without smoothing · NEAREST render filter in game
Map-render, in-game and gallery studies use direct project captures. The spell-effect study pairs two matched in-game captures on slightly different frames. The alpha study is a source-frame reconstruction; occlusion still awaits a verified in-game comparison.