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Re: Update Status?
Posted: Wed Jul 23, 2014 4:19 am
by clayawodey
Awesome.... my brain just exploded and re-incarnated as a unicorn. Can't wait to crash my devices over and over

!
Re: Update Status?
Posted: Tue Nov 11, 2014 10:55 am
by menace
Awesome.... my brain just exploded and re-incarnated as a unicorn. Can't wait to crash my devices over and over

!
Haha! Please let my brain explode and re-incarnate as a unicorn too.
Seriously would you share your mobile implementation if you succeed?
Re: Update Status?
Posted: Tue Nov 18, 2014 4:52 am
by clayawodey
Of course! Need the source code to hack apart first

. Was hoping they would have more for mobile before my current project deadline but devs can't rush devs

.
Re: Update Status?
Posted: Tue Nov 18, 2014 12:56 pm
by Ricardo Teixeira
We do apologize for the delay, we wish we had more mobile related work ready for all of you. It’s definitely one of our main objectives, unfortunately we have seen our fair share of delays.
That said, mobile support is not far off but there is still much to be done. Rest assured, as soon as we get back that task we will be 100% all over mobile support.
What devices are you guys targeting?
Re: Update Status?
Posted: Tue Nov 18, 2014 10:25 pm
by Diogo Teixeira
OK everyone. We finally have a build ready. Just need to write a sticky post about it. (it's going to be a long one)
This build combines what was planned for Alpha 22, 23 and then some. Among others, it includes:
- SLI/CrossFire support
- Fix HDR encoding issues
- Add support for EXR 2.0
- More options for filtering Mipmaps
- Fixed anisotropic magnification artifacts
- Unity 5 support
- Third-party: Oculus Rift SDK 2 support
- Multiple camera support
- Filtering options for runtime texturing (Point, Bilinear, Trilinear)
- Shader fixes across the board
- Virtual texturing fixes across the board
- Full source code; albeit only for customers
We'll make the build available tomorrow, without any more delays.
Re: Update Status?
Posted: Wed Nov 19, 2014 5:27 am
by mickyg
Hi Diogo, is multi camera support still in progress?
Re: Update Status?
Posted: Wed Nov 19, 2014 6:31 am
by mikaelwallin
Diogo Teixeira wrote:OK everyone. We finally have a build ready. Just need to write a sticky post about it. (it's going to be a long one)
...
We'll make the build available tomorrow, without any more delays.
Can't wait! I've been looking forward to this.
Re: Update Status?
Posted: Wed Nov 19, 2014 10:05 am
by Diogo Teixeira
mickyg wrote:Hi Diogo, is multi camera support still in progress?
Actually, no! It's already done. I just forgot to add it to the list.
Re: Update Status?
Posted: Thu Nov 20, 2014 12:26 am
by Diogo Teixeira
We're still in the process of gathering all the necessary information and make a sticky post. However, the build is now already available at the usual location:
http://amplify.pt/download/
Just an important note regarding the fact that we now distribute full source code, instead of precompiled binaries:
* If upgrading from previous AT2 projects please note that you'll lose connections to AmplifyTextureRuntime, AmplifyTextureManager and VirtualTexture components, so you'll have to reassign them.
Also, if you're having trouble importing AmplifyTextureNative.dll or AmplifyTextureNativeEditor.dll:
* Before importing the new package, make sure you exit Unity first, delete native Amplify DLLs from Assets/Plugins folder; reopen Unity and import the new package (this process was improved a bit in this build, but unfortunately doesn't affect old ones)
Finally, please make sure that you use either Unity 4.6.0f2 (RC2) or Unity 5.0.0b13. While previous versions may work, they may affect your overall experience.
Cheers
Re: Update Status?
Posted: Thu Nov 20, 2014 6:15 pm
by Diogo Teixeira
Alpha 32 is out, tying up a couple of loose ends:
• Added "Multi GPU" collapsible to replace temporary ARF_GPU_Count
• Fixed texturing issues in DX11 Linear mode (requires Unity 4.6+)
http://amplify.pt/download/