One thing about assets started to bother me a lot: some textures use bad jpeg-like compression called "DXT5 Crunched". Base game mostly used it for outlines and some insignificant stuff, while DLC content started to use it on most assets.
So was anyone bothered by this room?
View attachment 4159788
Dots at both sides of the door and flawed gradient on door and reddish wall. That's the result of that texture compression. I understand why they used it, since it actually saves RAM/VRAM, probably by a lot. But all rooms use that compression. So if you see some stuff like this, that's the reason.
Now, it's not much, but this is my edit:
View attachment 4159795
Cleaned it up a bit, made new gradient. Now, room assets comes with a big Atlas textures with 4096x4096, maybe with mipmaps attached (I redo them in Nvidia's Texture Tool) and texture format is probably need to be BC7 to avoid more artifacts. How will it affect VRAM usage at the end is a mystery.
Edits are handmade at this point, I did try some upscaler algorithms to improve it but unless it's a very specific algorithm to reduce "artifacts" it will do more harm. Increasing overall resolution is also a no-go. The point is to clean up assets, not to upscale them.
If there's people who want to give a try with cleaning up room assets and maybe some slave assets (if I'll find these unusable in the future) - please let me know. I also attached original room asset and my edit in attached section if you want to look at it.