Amplifying your potential.

Amplify Texture


Amplify Texture

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The leading technology for Virtual Texturing in Unity

Amplify Texture is our proprietary technology that allows real-time applications to present scenes without any sort of texture limitations imposed by GPU memory limits. Virtual texturing enables up to 1 TB of unique texture data per-scene, or the equivalent to a resolution of 5 Km^2 at 1 texel/cm, without compromising performance. Our use of high-quality, more efficient texture compression will reduce your build size significantly. This is your chance to build unique, beautiful worlds in Unity.

Amplify Texture 2 Trial

* Desktop Development Build, Mobile & Console support currently in development.
 *Currently in development, check the Specifications Tab for a full list of currently available features.

Virtual Texturing means freedom!

Freedom for artists
Instead of spending the day crushing, reducing and optimising textures, they can concentrate on what they do best, to create, without limitations. Amplify Texture is so easy to add to your project and to use, artists may do so without any additional technical support. Artists will be able to continue to use their current workflow (limitations removed) without any long and tedious learning curve.

Amplify Texture works with both static and dynamic models, this includes any type of object, such as characters or vehicles.

Freedom for Programmers
Your technology developers and programmers in general won’t need to worry about texture streaming or GPU memory budgets, Amplify Texture takes care of that for you and with great efficiency. Integrating Amplify Texture is as easy as dragging and dropping the Virtual Texture Manager into your scenes. Amplify Texture also supports Custom Shaders, with only minor adjustments needed.

At Amplify Creations we strive for perfection, in this case we wanted the technology to be seamless.

It Just Works.

What is Amplify Texture? In short, it’s Virtual Texturing for the masses. We decided to start our adventure by adapting our technology, with great results, to Unity3d, one of the most popular 3d engines widely available, now with over 2 Million Registered Developers.

Although Amplify Texture is highly portable, we will continue to explore future versions and enhancements for the large Unity Community.  

 Understanding Virtual Texturing and why you want it

How does it work?

Virtual texturing works by slicing all your textures into smaller tiles (or pages) and store them in large files optimized for streaming. At runtime, the view from your camera is analyzed and visible tiles are requested and streamed from disk in the background. Because you only see a portion of the scene with full level-of-detail at any given time, the system is able to balance hardware resources very efficiently. Very large scenes and wide area views also work great, by streaming the data with our Virtual Texturing technology, there won’t be any impact in performance or compromise in the visual accuracy. tiles3

This would be impossible without Virtual Texturing technology, the texture data simply would not fit on your GPU memory.

Efficient compression! With standard gpu compression you would normally get a 6:1 compression ration, using our technology you might go up to 15:1 without any noticeable quality loss. You might even take compression further for lesser detailed virtual textures with ratios up to, or beyond, 30:1.

This will directly have an effect on the size of your virtual textures, resulting smaller and more manageable files.

DXT compression could easily be 2x to 4x larger than what Amplify Texture can achieve.

How do you use it? To use this plug-in and take advantage of virtual texturing you don’t have to change the way you assemble your scenes. Amplify adapts to your workflow, and not the other way around. There’s is no need to setup UVs any differently. Amplify replicates all your existing texturing using virtual textures, including repeat/tiled surfaces. While you edit your scene, the system incrementally builds the virtual texture so you can instantly preview the results right there in the editor. We invested time and effort trying to make the transition to virtual texturing as simple and transparent as possible. The following video demonstrates the typical Amplify workflow. As you can see, the main difference from the regular workflow involves selecting an Amplify shader for any material or surface eligible for virtualization.

 

Virtual Texturing in Action

We’ve built a tech demo to demonstrate an extreme case in which we used roughly 10 GB of raw texture data, most of it uniquely painted, in a relatively small scene. If you look closely, at certain viewpoints you can actually see most of the textures in the scene without it affecting performance.

Due to extremely high texture density and variation, this demo would not be feasible even on a recent high-end GPU without resorting to Amplify Virtual Texture technology. This video was recorded at HD resolution (1280×720) on a 8800GT which is capable of running this demo, using full post-processing effects, full dynamic lights, at an average of 50 frames per-second (Unity 3.x).

Did you notice anything, Textures popping into the scene or weird texture swaps?

Exactly! Even though the scene is using 10GB of texture data, the transitions are seamless. You work as you always did and the technology takes care of all the backend work, completely invisible.

Just remember this: The only limit is your imagination.

Check out our Showcase for more examples and Client Projects.

Legacy Amplify Texture 1
  • Drag & Drop Integration, no coding required
  • Up to 512K x 512K of Virtual Texture space per-scene or level
  • No texture size limits; it’s a big texture (512K) made of smaller ones of any size (e.g. 1K, 32K, 128K)
  • Seamless integration with Unity Editor, no need to change your workflow
  • Real-time WYSIWYG editing
  • Per-material diffuse+coverage, normal and glossiness textures
  • Per-material textures larger than 4K x 4K, those limitations are thing of the past.
  • Unlimited number of textures, everything is kept on the hard drive and streamed dynamically as required.
  • Textures may be repeated / tiled
  • Trilinear filtering
  • Variable bit-rate texture compression (similar to JPEG) resulting in up to 4x smaller build sizes while preserving quality and detail.
  • Support for dynamic surfaces
  • Custom shaders
  • Works with both Static and Dynamic geometry, such as characters or vehicles.
  • Streamlined, Automated incremental builds and deployment
  • Efficient Multi-threaded parallel processing
  • Additive scene loading and unified texture streaming with zero loading times.
  • High performance
  • Higher fidelity texturing using less video memory; it is optimized for what you actually see and with a
    Low memory footprint
  • Windows, Mac and Linux support *

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