Upscaled Baldur’s Gate II city rooftops

A hand-kept field log

BG2 HD Visual Project development progress.

Progress by asset domain

Figures updated
6,368Visual assets trackedIncludes 331 creature variants with usable native sources; 130 IDs without source BAMs and 4 Icewind IDs without usable native sources are excluded.
1,256Retained results400 maps · 246 animations · 331 Q3M creature variants · 275 effects · 2 UI groups · 2 video method checks
1,254Explicit in-game QA400 maps · 246 animations · 331 Q3M creature variants · 275 effects · 2 UI groups
234Zone packs approvedAnimation packs approved for the local alpha; they are not added to the asset total.

Overall project progress

Two phases to the final release.

60.3%of the whole project

01Visual production and integration75.4% complete · 80% of the projectCurrent phase
02Final validation and deployment0% complete · 20% of the projectFrom 2027
Phase 1 · In progress

Visual production and integration.

This phase covers every asset treatment, its technical integration and all the checks currently shown on this page.

Phase 1 progress

Production in progress.

75.4%of Phase 1

Within this phase, base maps and their water treatment share 10% of the work. Q3M sprites account for 5%, sprite engine integration 5%, water engine design 5%, animations 32.5%, and effects 32.5%. UI and HUD, videos, icons, projectiles and the cursor set share the remaining 10%. Q3M advances by fully accepted families: each unfinished family contributes 0%. Water-map work stays within the map scope; the final Q, rain and night review belongs to water engine design.

Visible in-game result

What the game already shows.

90.9%visible in game

Base maps account for 45% of this view, water-map treatment 10%, animations 25% and Q3M sprite families 10%. Effects, UI and HUD, videos, icons, projectiles and the cursor set share the remaining 10%. Q3M counts only fully accepted families. Water variants remain a subset of maps. Videos and stored icon proposals contribute 0% to this in-game view.

The local alpha contains the retained maps, animations and Q3M sprites. Public release qualification is still pending.

Maps

400 map variants
100%
  • 400 built
  • 400 accepted in game
  • 399 in the local alpha payload
  • OH6460 shares the OH8100 tileset

Water engine design

Engineering milestone · pipeline and engine handling
95%
  • 95% of the water engine design complete
  • All 8 liquid families and the main ×4, 30 FPS engine path exercised in game
  • Final per-map Q, rain and night review folded into engine tuning

Maps · water treatment

63 active WED water variants · subset of maps
100%
  • 63 / 63 processed through the current A → B → C chain
  • 63 / 63 complete chains accepted in game
  • 63 / 63 final water assemblies in the local alpha · already included in the map scope

Animations

246 BAM resources
100%
  • 246 / 246 x4 results retained
  • 246 / 246 current QA selections accepted
  • 246 / 246 resources in the local alpha payload
  • 234 zone packs approved for the local alpha
  • 0 zone packs awaiting release approval

Sprite engine integration

Q3M engineering milestone
100%
  • 100% of engine integration complete
  • Q3M rendering exercised in game
  • Asset coverage and final release tracked separately

Creature sprites · Q3M

15 native families · ×2 upscale
100%
  • 15 / 15 families fully accepted in game
  • 331 / 331 creature variants in the retained native scope accepted
  • Latest accepted families: Character (78 variants), Monster (77) and Icewind (40)
  • 253 variants use improved Q3M · 78 retain the accepted Character Q3M V6
  • 4 Icewind IDs without usable native sources excluded
  • 0 remaining families in the retained scope
  • 331 / 331 creature variants in the local alpha payload
  • 81 acquired paperdoll files also included, counted separately
  • Earlier xBR and first-generation ReboutCX results are excluded from progress

Effects

494 assets
55.7%
  • 275 / 494 retained results
  • 275 accepted in game and installed in the development game
  • 3 in the local alpha payload

UI & HUD

1,672 assets
0.1%
  • 2 menu groups retained
  • 2 accepted in game
  • 2 in the local alpha payload

Videos

50 assets
4%
  • 2 upscale + interpolation methods validated
  • No game or release integration yet

Icons

2,931 assets
0%
  • 1,484 proposals stored, awaiting in-game QA
  • 0 completed results · installation restored
  • No release integration

Projectiles

243 controllers
0%
  • Not started

Cursor set

1 BAM set
0%
  • Not started
Phase 2 · 20% of the project

Final validation and deployment.

Planned from 2027

This phase will begin after asset production. It will review the entire project in its final configuration without hiding the detailed results from Phase 1.

01

Complete map review

Every map will be checked individually in its final version.

02

Corrections and final approval

Remaining defects will be corrected before approved assets are frozen.

03

Performance optimization

FPS, memory use, loading times and file sizes will be measured.

04

Installer finalization

Installation, updates, removal and restoration will be checked.

05

Linux compatibility

A Linux deployment will be investigated and validated where the environment allows it.

06

Regression testing and final release

Compatibility, transparency, palettes, occlusion and distribution archives will be checked together.