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Amplify Motion

Postby elija » Sun Oct 20, 2013 12:09 pm

Hello,

I have a few question about the motion blur:
* what kind of overhead should I expect when initializing 300-400 dynamic objects?
does the number of static/dynamic object influence performance(both initialization and runtime) considerably?
* I'm currently using unity's built-in sample based MB. what should I expect in regards to performance?
* Is there a way to handle particles effectively?
* Has it been tested in linear color space?
* what other consideration when moving from sample based MB to vector based MB.

thanks
Elija
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Re: Amplify Motion

Postby Diogo Teixeira » Sun Oct 20, 2013 2:49 pm

Hi Elija,

The overhead will essentially be one extra draw call (low cost fillrate, however) per moving object, or more in case of multiple draw calls per-object. As such, the number of objects will affect runtime performance, albeit slightly. It's recommended that you add the Amplify Motion Object scripts at edit time, to all objects intended for active movement, this will speed up initialization considerably.

Performance different will depend on the number of samples. Amplify Motion enables high quality, smooth results with minimal sampling.

The is currently no support for particles. We might look into it soon.

AM will work in any color space.

If you're considering purchasing, please feel free to give it a try first and find out if Amplify Motion fits your requirements. Our trials are unlimited and contain only a small watermark in the corner:
http://amplify.pt/download/
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Re: Amplify Motion

Postby elija » Sun Oct 20, 2013 4:50 pm

Thanks,
So static object has no extra draw call?
Is there any api call needed for static objects?
So for moving object, is it extra draw call per prefab or per instance?

Btw, I aim for pc only.

Thanks
Elija
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Re: Amplify Motion

Postby Diogo Teixeira » Sun Oct 20, 2013 9:24 pm

Exactly, static objects are all done in the same full screen pass, therefore cost no additional draw calls.

There are no API calls to include static objects. Just make sure they're "static" property is checked.

Dynamic objects at rest also don't cost any additional draw calls. So it's an additional draw call per instance that is actually moving.
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Re: Amplify Motion

Postby elija » Mon Oct 21, 2013 4:57 am

Thanks,

I've download the trial and installed the package.
Everything went well though it is not clear to me how exactly should I use the Quality Steps and Max velocity params.
I've went wild with them and got something to work but it'll be nice if you can elaborate a bit on this regard and how they
might affect performance.

Thanks
Elija
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Re: Amplify Motion

Postby Diogo Teixeira » Mon Oct 21, 2013 1:25 pm

For every quality step, AM does 5 samples on standard+ and 3 samples on mobile. Samples are accumulated so 2 quality steps will be roughly 25 samples. This setting affects performance of the actual motion blur passes, although each step is fairly quick due to low sample count. This value can be modified at game config stage or even at runtime to improve performance on slow machines/mobile or quality on high end machines.

Max Velocity does not affect performance. It merely clamps the blur distance to prevent undersampling during high speed movement. When using high values for Max Velocity, you might want to increase the Quality Steps to prevent aliasing.

Please let us know if you feel the product should be improved and how. Your feedback is very important to us.
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Re: Amplify Motion

Postby elija » Mon Oct 21, 2013 7:11 pm

The effect visual is a top notch MB no doubt.
Performance is great. draw calls hit is minor in my case. on my rig(I7+Nvidia 670) i can pull quality steps up to 200 before
seeing some performance hit.

My main concern is tuning. Unity MB seems much more easy to tune(only a single parameter).
It is not a big issue as I'm prepare for trial & error, though it would be friendlier to have a way(like simple/advance mode) to get it where(or at least close) to where you like it to be.

Particles support would be awesome.
Bloom/Glow support would be awesome too.
Fast low quality MB support for the above two would be happily acceptable.

I'll keep you updated.
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Re: Amplify Motion

Postby Diogo Teixeira » Mon Oct 21, 2013 7:25 pm

Boom/Glow should be supported. The range of the input image should be preserved across to the blurred version. No clamping is being done. That includes HDR targets.

We'll be looking for options regarding particle support.
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