Amplify Texture 2
What is Amplify Texture?
Amplify Texture is a Unity extension that allows users to use virtually unlimited amounts of textures per-scene, with complete disregard to typical memory constraints enforced by Unity and current mainstream hardware. These constraints are one of the largest barriers to artistic freedom in computer game and simulation development.
We believe our ability to simulate reality, or create massive virtual unique worlds, is directly proportional to the efficiency of our production pipelines and our ability to deploy high fidelity data. These products are the result of our efforts to bring down these barriers, made possible using a technique commonly referred to as Virtual Texturing.
These are the main points to keep in mind when considering Amplify Texture:
- No video memory limitations
- Use textures larger than 4096×4096 pixels
- Complete control over texture density
- Zero loading times for all virtualized textures
- Improved performance due to reduced draw calls
- Smaller builds due to more efficient texture compression
Is Amplify Texture hard to use?
Absolutely not. We make it our mission to build our products as simple and easy to use as humanly possible. Our approach is one where not a single line of code is required. All our products, including Amplify Texture, are designed to be Drag & Drop and WYSIWYG (“what you see is what you get”).
Please refer to the Online Manual for a quick introduction.
Which version of Amplify Texture is right for me?
Amplify Texture 1 will be discontinued right after version 2 is launched. As such, we encourage you to take advantage of the 20% we currently offer for pre-orders. Upon receiving your order confirmation, we will grant you immediate access to version 1.5, as well as development builds for version 2 as they become available, through our automated download system.
For pre-order information please refer to the product page.
We’re a small developer. Is Amplify Texture useful for smaller projects?
Yes. Some of the main features claimed are very suited to smaller developers, casual games and/or smaller projects. Specifically, those related to improved texture compression, zero loading times, large texture usage and low memory requirements. All of these, especially if combined, will most certainly result in quicker development and testing iterations.
You will be able to deploy high quality looking game across an entire range of mainstream hardware configurations.
We’re a medium/large developer. Does Amplify Texture scale to larger projects?
Absolutely. Using Amplify Texture you will be able to take the next step in quality and performance. Using our technology, you can forget about common limitations and create your next masterpiece. We provide easy synchronization of virtual texture cache data across collaborating machines using version control, as well as a public API aimed at automated build processes.
If you’re working on a extremely important project with high requirements and need help or additional features, we’re available for customized premium support and services. Additionally, we offer very competitive team/volume and source code licenses. Please contact us for more information.
Is Virtual Texturing just for terrains or can I use it on everything?
You can take advantage of our technology on any type of object, be it static or moving, solid or deformable/skinned, opaque or alpha-tested. The only restriction is related to semi-transparent or alpha-blend surfaces (e.g. glass), which cannot be virtualized using our technique, but still work using Unity’s default texturing in parallel with our technique.
Will the storage requirements increase?
Not necessarily. Amplify Texture employs efficient variable bit-rate compression algorithms that preserve texture quality while reducing storage requirements, sometimes dramatically. While typical texture compression ratios using block-compression (e.g. DXT) hover at around 4:1 to 6:1, our VBR compression can go as low as 20:1 or 30:1. As an example, a scene using 28 GB of raw/uncompressed textures that would inevitably take around 8 GB using standard block-based DXT compression, could be reduced to as low as 1.5 GB with very good quality, or even less depending on your ability to trade off quality and storage.
What’s all this about “Artistic Freedom” and “Amplify Texture adapting to my workflow”?
Artistic freedom basically means they can create without limitations. In a standard pipeline, artists will create the highest possible version of the required art only to inevitably scale it down due to limitations or fears of compromising performance. In Amplify Texture we’ve gone to lengths to be able to encourage our customers to build only one asset to fit all hardware. Give your artists some piece of mind regarding the memory budget.
Amplify Texture adapts to your workflow, meaning you can work as you always did. Import your textures as you always did, use the appropriate Amplify Texture shaders and all the work will be done in the background, without writing a single line of code. In addition to not having “special requirement or rules” we also strive to simplify your workflow, be it in whatever production method you require.
For example, Amplify Texture 2 will automatically import Multi-Tile UV collections in an automated fashion. By simply selecting the first MARI UDIM tile, Zbrush, Mudbox or compatible naming conventions all tiles will be imported to the virtual texture and applied to their appropriate UV coordinates.
In the future, we will keep improving our third-party integration. We plan to add support for World Machine, Baked Algorithmic Substance, Alloy Physical Shaders, Marmoset Skyshop, ShaderForge and many others.
Can I use my own shaders?
Yes. You can convert any of your existing shaders to support texture virtualization, except semi-opaque/transparent. We provide a conversion pack to demonstrate how a default Unity shader like “Bumped Specular” can be adapted to work with virtualized textures.
For more information, please refer to the section “How To Convert Your Own Shaders” section of our Online Manual – Amplify Texture.
What platforms are currently supported by Amplify Texture?
Amplify Texture currently supports Windows, OSX and Linux for 32 and 64 bit targets. Amplify Texture 2 will extend platform support to Mobile, including iOS, Android and Mobile Phone. In the future, we plan to add support for SteamOS and Consoles.
For Console support information please contact us.
Is there a full feature list?
Anyone else using Amplify Texture aside from the samples on the Product Showcase?
We have been in touch with many prominent developers; we count licensees such as NASA JPL, SAFRAN Sagem, Nurulize, ZeroLight, Blackbird Interactive, Aurecon and CBS Digital among many others. Unfortunately, we can’t reveal much for now as most of the projects are still in development. Rest assured we will start posting some awesome work done by our partners any time soon. We might even drop a jaw or two, who knows!
I’m a sort of indie developer or small company and I would love to use your technology, can we make a custom deal?
We are certainly open to discuss it. Please do not hesitate to contact us about it.
Will an SDK be available for other engines in the future?
We currently have no plans to release a multi-engine SDK but please, do get in touch if you’re interested in supporting a specific engine or authoring tool. We also offer on-site assistance and integration if necessary. Source code licensing is also a possibility if you’re interested in expanding over our Unity code base.
How can I get in touch in case I have additional questions?