The Evil Within
The game's 1080p pre-rendered cutscenes upscaled to 4K with the same Topaz Video AI pipeline as the Silent Hill Homecoming remaster — a video asset mod that leaves gameplay untouched.
- Game
- The Evil Within
- Tool
- Topaz Video AI
- Output
- 4K
- Type
- AI Upscale
- Source
- Low-res cutscenes
- Published
- Nexus Mods
About this project
The Evil Within's in-game cutscenes were encoded at 1080p (1920x1080). On modern displays they look degraded compared to the game running at higher output resolutions. This project uses the same Topaz Video AI pipeline as the Silent Hill Homecoming remaster: AI upscaling to 4K, and auto-colour correction. As the in-game Bink video player was locked at 30 FPS, it was virtually impossible and pointless to frame interpolate the pre-rendered cutscenes.
This is a video asset mod — it replaces the game's cutscene files with upscaled versions. It does not change gameplay, mechanics, or any other part of the game. The mod is published on Nexus Mods.
The Evil Within - 4K Remastered Pre-Rendered Cutscenes
Pipeline & Process
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Step 01
Topaz Video AI Upscaling
Each cutscene was processed through Topaz Video AI to upscale from the original low resolution to 4K, with the AI handling deblocking and detail recovery from the compressed source material.
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Step 02
Colour Correction
A colour correction pass was applied after upscaling to bring the output in line with the original game's look. As with the Silent Hill project, AI upscaling can shift the colour profile away from the original, requiring correction work to match the game's intended appearance.
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Step 03
Frame Interpolation — Ruled Out
The game's Bink video player is locked at 30 FPS, so any interpolated frames would simply be dropped on playback. Interpolation was left out of this pipeline and the effort went into the upscale and colour passes instead. The Silent Hill remaster is where that step applies.
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Step 04
Mod Distribution
The output files replace the game's original cutscene files. The mod is distributed through Nexus Mods with installation instructions.
What Went Wrong (And What I Learned)
The core constraint on this project was the game's video playback path. The in-game Bink player is locked at 30 FPS, so frame interpolation, which made a visible difference on the Silent Hill remaster, would have produced frames the game could never display. It was ruled out early and the time went into the upscale and colour passes. The heavily compressed source also caps how much genuine detail the upscaler can recover, so the result is cleaner and sharper rather than transformed.
The colour correction step required comparison work against the original game footage. Topaz's upscaling shifts the colour profile in ways that are subtle on a single frame but noticeable across a full cutscene. The goal is for the upscaled cutscenes to feel continuous with the game rather than visually separate from it.