BLOCK_MISSION_2004 — PS2 Framebuffer Aesthetic LoRA

📧 Free 5-page LoRA training guide → https://batmanosama.kit.com/9fee60068c

To be used with the Ideogram 4.0 model. As this model is quite new, things are still experimental.

If you're looking for a ComfyUI workflow for Ideogram with lora support checkout this Reddit post

Prompt
BLOCK_MISSION_2004 - Rooftop overlooking Los Santos with lowrider, PS2 framebuffer aesthetic
Prompt
BLOCK_MISSION_2004 - Police chase downtown at night with helicopter spotlight
Prompt
BLOCK_MISSION_2004 - Grove Street cul-de-sac with homies, vertex lighting
Prompt
BLOCK_MISSION_2004 - Cluckin Bell restaurant interior, compressed textures
Prompt
BLOCK_MISSION_2004 - Drive-by shooting on strip mall street, 480i interlacing
Prompt
BLOCK_MISSION_2004 - Santa Maria Beach sunset with Ferris wheel

BLOCK_MISSION_2004 v1 (2004 PS2 real-time framebuffer aesthetic)

Download: block_mission_2004.safetensors in the Files & versions tab

A style LoRA that transforms any scene into an authentic 2004-era PS2 game screenshot. Low-poly 3D geometry, compressed textures with visible DCT blocks, vertex lighting with hard banding edges, aggressive jaggies from 480i interlaced output, and the warm orange color grading of West Coast crime games.

Training details:

  • Base model: Ideogram 4.0 (FP8)
  • Trainer: ai-toolkit (flowmatch)
  • Dataset: 66 images (17 prompts x 4 images from Google Flow Nano Banana Pro)
  • Rank: 32 | Alpha: 32
  • Learning rate: 1e-4
  • Steps: 2,500
  • Optimizer: AdamW 8-bit
  • Format: Native ai-toolkit safetensors (directly compatible with ComfyUI)

Recommended settings:

  • LoRA strength: 0.8-0.9 (model and clip)
  • Sampler: Euler
  • Steps: 20
  • CFG: 7.0 base, with CFG Override to 3.0 at 70-100%
  • Resolution: 1024x768 (landscape)

Trigger/approach: This is a style-only LoRA — no trigger word needed. Simply load the LoRA and describe your scene. The style will apply the 2004 PS2 framebuffer aesthetic to whatever you generate. Works best with prompts that include these visual descriptors:

2004 PS2 real-time cutscene, low-poly, low-res compressed textures,
vertex lighting with visible banding, baked bloom, jaggies, no anti-aliasing.
PS2 framebuffer 4:2:2 color. Interlaced 480i combing, MPEG-2 DCT block artifacts.
Warm orange color grading. No modern photorealism, no remake polish.

Sample prompts:

2004 PS2 real-time cutscene, low-poly West Coast crime game. Protagonist on a rooftop overlooking a sun-drenched city skyline with palm trees, a purple lowrider parked nearby on the concrete. Orange smog haze, vertex lighting banding on building faces, visible jaggies on all edges. Interlaced 480i scanlines, MPEG-2 compression artifacts. Warm color grading. Low-res compressed textures, no anti-aliasing.

2004 PS2 real-time cutscene, low-poly. Interior of a fast food restaurant with orange and yellow walls, protagonist at the counter. Fluorescent lighting with vertex banding on floor tiles. Low-poly character models, compressed menu board textures. Jaggies on counter edges. Interlaced 480i, MPEG-2 artifacts. Warm orange tone.

2004 PS2 real-time cutscene, low-poly. Nighttime police chase downtown, protagonist fleeing on foot between buildings. Police cruisers with red and blue lights, helicopter spotlight from above. Neon signs on storefronts. Heavy jaggies, vertex lighting on wet pavement, interlacing scanlines. Dark blues and purples with neon highlights.

Disclaimer and Important notes

The LoRAs in this repository are created for research purposes only and are not intended for commercial use. Some are based on video game aesthetics which are protected by copyright. Users utilize these models at their own risk. Users are obligated to comply with copyright laws and applicable regulations. The models have been developed for non-commercial purposes, and it is not my intention to infringe on any copyright. I assume no responsibility for any damages or legal consequences arising from the use of these models.

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