I used the Post Effect, as Deferred did not create any noticeable effect when using baked GI.
I did some more tests, all possible combinations of per pixel normals and realtime / baked GI, and found additional (but different) artefacts, for example when running the built game with a lower ...
Search found 17 matches
- Mon Dec 26, 2016 1:58 am
- Forum: General Discussion
- Topic: Amplify Occlusion question
- Replies: 7
- Views: 7310
- Sun Dec 25, 2016 8:12 pm
- Forum: General Discussion
- Topic: Amplify Occlusion question
- Replies: 7
- Views: 7310
Re: Amplify Occlusion question
I played with the trial version. I like it, the AO looks awesome and the range of parameters is great.
I built a quick scene that represents the typical graphical style I am currently working on. I found an issue, you can see two pairs of 4 dark and exactly horizontal lines in the upper half of the ...
I built a quick scene that represents the typical graphical style I am currently working on. I found an issue, you can see two pairs of 4 dark and exactly horizontal lines in the upper half of the ...
- Sun Dec 25, 2016 6:52 pm
- Forum: General Discussion
- Topic: Amplify Occlusion question
- Replies: 7
- Views: 7310
Re: Amplify Occlusion question
Yes, there it is
Thank you very much, I will give it a try.
- Sun Dec 25, 2016 12:06 am
- Forum: General Discussion
- Topic: Amplify Occlusion question
- Replies: 7
- Views: 7310
Amplify Occlusion question
Hello,
I like the videos about Amplify Occlusion for Unity. As there is no trial version (at least I did not find one), I would like to find out if it works in latest Unity (5.5) and with directional lightmaps.
Thanks!
I like the videos about Amplify Occlusion for Unity. As there is no trial version (at least I did not find one), I would like to find out if it works in latest Unity (5.5) and with directional lightmaps.
Thanks!
- Mon Nov 02, 2015 8:29 pm
- Forum: General Discussion
- Topic: Graphite's "patent for Texture Streaming System"
- Replies: 3
- Views: 4033
Re: Graphite's "patent for Texture Streaming System"
Hi Ricardo,
sorry for being imprecise, I was referring to a publicly available release of AT2.
I know that you are (and have been) working hard behind the scenes. I am sure that most potential customers are waiting for some kind of final result because the price is above the usual asset store ...
sorry for being imprecise, I was referring to a publicly available release of AT2.
I know that you are (and have been) working hard behind the scenes. I am sure that most potential customers are waiting for some kind of final result because the price is above the usual asset store ...
- Mon Nov 02, 2015 4:42 pm
- Forum: General Discussion
- Topic: Graphite's "patent for Texture Streaming System"
- Replies: 3
- Views: 4033
Graphite's "patent for Texture Streaming System"
Hi there,
while waiting for a release of Amplify Texture 2 ( has it been a year now ? :shock: ), I found another product doing basically the same thing. Now that's not too surprising, but on one of their pages they state to have a pending patent for this type of texture streaming system. Does this ...
while waiting for a release of Amplify Texture 2 ( has it been a year now ? :shock: ), I found another product doing basically the same thing. Now that's not too surprising, but on one of their pages they state to have a pending patent for this type of texture streaming system. Does this ...
- Thu May 14, 2015 10:10 pm
- Forum: General Discussion
- Topic: Which texture size is better for performance?
- Replies: 6
- Views: 5638
Re: Which texture size is better for performance?
A quick note, the 16k limit per-texture is only temporary, as soon as we introduce our proxy import system users will be able to import textures up to 32k.
Yeah, I saw a hint at the proxy system in the specs - this will be a great addition, making the texturing work quicker and easier as well, I ...
Yeah, I saw a hint at the proxy system in the specs - this will be a great addition, making the texturing work quicker and easier as well, I ...
- Thu May 14, 2015 8:03 pm
- Forum: General Discussion
- Topic: Which texture size is better for performance?
- Replies: 6
- Views: 5638
Re: Which texture size is better for performance?
Hi Konstantin,
I assume you are asking about AT2 performance.
if I understood the basic principle of AT2 correctly, it should not make any difference, because AT2 generates its own texture file at build time and streams the texture as tiles from this file at runtime. So the generated texture file ...
I assume you are asking about AT2 performance.
if I understood the basic principle of AT2 correctly, it should not make any difference, because AT2 generates its own texture file at build time and streams the texture as tiles from this file at runtime. So the generated texture file ...
- Tue May 05, 2015 5:31 pm
- Forum: Amplify Texture 2 - Development Builds
- Topic: AT2 compression[Will be Improved]
- Replies: 11
- Views: 17563
Re: AT2 compression
From your lips to God's ears!Ricardo Teixeira wrote:Mobile support is not far off.![]()
Cheers
Bernhard
- Sat May 02, 2015 11:37 pm
- Forum: Amplify Texture 2 - Development Builds
- Topic: AT2 compression[Will be Improved]
- Replies: 11
- Views: 17563
Re: AT2 compression
Hi Ricardo,
thanks for your thorough analysis. I wrote a long reply, but apparently my session expired so everything was gone when I hit "Submit". As a short summary, using only Power of two maps is absolutely fie for me - in fact all my maps are 4K square, I just created the non-Power Of Two map ...
thanks for your thorough analysis. I wrote a long reply, but apparently my session expired so everything was gone when I hit "Submit". As a short summary, using only Power of two maps is absolutely fie for me - in fact all my maps are 4K square, I just created the non-Power Of Two map ...