Jump to content

【80s VC】100% Realistic Ultra-HD Overhaul (Next-Gen Visuals)


Recommended Posts

80s Reimagining Vice City: The Pinnacle of Visuals in 24 Years.

 

After years of secret development, I am proud to present this project. This is not just a simple texture pack; it is a 1:1 realistic reconstruction of the city, to create the most detailed, realistic, and visually stunning remaster in the game's 24-year history. Built upon 5,000+ real-world photos I personally captured, combined with cutting-edge AI technology and Google Earth data. My goal is simple: to bring Vice City up to a true Next-Gen standard.

 

This isn't just a graphics patch; it is a complete "reality transplant."

 

spacer.png

 

Core Technical Specs

  • 100% Texture Reconstruction: Based on 5,000+ real-world photos sampled at 8K resolution.

  • AI Deep Restoration: Utilizing state-of-the-art AI(nano banana pro) to eliminate blur and redraw micro-details.

  • Google Earth Calibration: Restoring the authentic vegetation palette and atmospheric lighting of Miami.

  • Urban Construction: Refine every detail of the city to the extreme, reset every corner in accordance with real-world standards, and perfectly preserve the game's sense of immersion while achieving photorealism.

 

spacer.png

 

A Revolution in Micro-Details:

100% Texture Restoration Take a look at the comparisons below. We have restored every texture in the game—from the natural cracks in the concrete and the grain of the asphalt to every single button on indoor equipment. These are no longer blurry mosaics; they are tangible, realistic materials.

 

spacer.png

 

spacer.png

 

spacer.png

 

Immersive Experience:

Restoring the "Air" of the 80s Beyond textures, we have reshaped the vegetation and architectural lighting. New palm tree models, combined with color grading calibrated via Google Earth, bring back that hot, humid, and neon-soaked Miami vibe. Every leaf has been manually adjusted to simulate Subsurface Scattering (SSS), showing a natural transition from deep green to tender yellow-green.

 

spacer.png

 

spacer.png

 

Reinventing Physical Textures

  • Perfectly Imperfect: The glass curtain walls are no longer rigid planes, generating complex diffuse reflections and bloom.

  • Road Narrative: Every patch and crack on the asphalt is based on real-world photogrammetry.The sunlight on the glass curtain wall achieves the standard of a modern  title.This makes the city look "lived-in and maintained" .

 

spacer.png

 

spacer.png

 

spacer.png

 

Micro-Detail

100% Texture Restoration Take a look at the comparisons below. We have restored every texture in the game—from the natural cracks in the concrete and the grain of the asphalt to every single button on indoor equipment. These are no longer blurry mosaics; they are tangible, realistic materials. This is the promise of an "Ultra-HD Overhaul."

 

spacer.png

 

spacer.png

 

spacer.png

 

Street-Level Immersion

The Unprecedented "Gritty Reality" True realism often hides in the corners no one notices. To break the artificial "gamey" feel, I haven't overlooked a single blind spot.

Thick dust accumulated in wall corners, weeds growing in sidewalk cracks, randomly scattered trash and newspapers... These details transform the city into a lived-in, dirty, and authentic ecosystem.

The roads are no longer perfect slabs. You will witness water puddles in potholes, the rough grain of worn asphalt, and weathered road markings. This is the first time in Vice City's history that such unprecedented ground detail has been presented.

 

spacer.png

 

spacer.png

 

Project Status & Release Plan

 

This project is currently under active development. I will be posting continuous updates, dev logs, and new screenshots right here in this thread.

  • Current Progress: 75%

  • Estimated Release: Mid-2026 Please hit the "Follow" button to stay updated, and feel free to discuss or ask questions below. Your support is what drives me to complete this massive undertaking!

  • In pursuit of the ultimate visual performance, this project will likely be ported and adapted to last year's Vice City Nextgen Edition (RAGE Engine).

 

  • 3 weeks later...

Great project! I hope I don't miss the release. :)

 

I'd love to see a video of how it looks in-game. The screenshots look fantastic, but does it translate well when you're walking or driving along the street?

On 2/23/2026 at 1:27 AM, Stahli said:

Great project! I hope I don't miss the release. :)

 

I'd love to see a video of how it looks in-game. The screenshots look fantastic, but does it translate well when you're walking or driving along the street?

Sure, I'll record a video and post it on YouTube in a few days.

Looks really beautiful and way too photo-realistic but wouldn't it create a sort of "uncanny valley" effect or a weird look with other stuff in the world? Like the npc/ped models or some of the buildings that do not have a lot of depth, or even the small map? But I am looking forward to see this. It is impressive this is even possible on GTA Vice City to get modded this much, usually with these old ones if I added too much they started having issues.

Edited by 44Orca
1 hour ago, 44Orca said:

Looks really beautiful and way too photo-realistic but wouldn't it create a sort of "uncanny valley" effect or a weird look with other stuff in the world? Like the npc/ped models or some of the buildings that do not have a lot of depth, or even the small map? But I am looking forward to see this. It is impressive this is even possible on GTA Vice City to get modded this much, usually with these old ones if I added too much they started having issues.

No, because I’m working on the characters and the vehicle at the same time. The final result will be similar to the character visuals in GTA IV-GTAV.

spacer.pngspacer.png

spacer.png

Can't believe that it can be done by texturing only.

What about high poly models?

So far I`ve read, you only mentioned "New palm tree models"

4 hours ago, ZAZ said:

Can't believe that it can be done by texturing only. Can't believe that it can be done by texturing only. 真不敢相信这只靠纹理就能做到。

What about high poly models? What about high poly models? 那么高多边形模型呢?

So far I`ve read, you only mentioned "New palm tree models" So far I`ve read, you only mentioned "New palm tree models" 到目前为止,我所读到的内容里,你只提到了“新型棕榈树模型”

high-precision models will be used for some buildings, characters, and environmental objects, and the overall final effect shall prevail.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.