Update Status?
- Diogo Teixeira
- Posts: 124
- Joined: Sat Aug 10, 2013 12:34 am
Re: Update Status?
Hi menace,
We were forced to take on other projects again, but I'm working extra time to try and finally launch devbuild3 next week.
Unfortunately, ShaderForge support is pending due to timing issues between both parties. Might not make it to devbuild3.
On the other hand, we've collaborating with the guys at Itekube, which were kind enough to provide massive data sets for testing, and were able to make significant strides to scalability. We can now easily handle more than 20K materials in one scene, and successfully tested a data set over 50 GB in size. We have a few rough edges to smooth out regarding multi-VT support before the release.
Please hold tight.
Any high priority issues in your specific case? Are you looking for a specific feature or just looking for a more stable build?
We were forced to take on other projects again, but I'm working extra time to try and finally launch devbuild3 next week.
Unfortunately, ShaderForge support is pending due to timing issues between both parties. Might not make it to devbuild3.
On the other hand, we've collaborating with the guys at Itekube, which were kind enough to provide massive data sets for testing, and were able to make significant strides to scalability. We can now easily handle more than 20K materials in one scene, and successfully tested a data set over 50 GB in size. We have a few rough edges to smooth out regarding multi-VT support before the release.
Please hold tight.
Any high priority issues in your specific case? Are you looking for a specific feature or just looking for a more stable build?
Research & Development at Amplify Creations
Re: Update Status?
Hey thanks a lot for the Update.
My feature priorities are Mobile Support and Multiple Camera Support ( Oculus Rift). Without this i am not able to use amplify texture yet.
Could you make wild ETA guesses on that without me pinning you down on it? I promise i wont be mad or something.
My feature priorities are Mobile Support and Multiple Camera Support ( Oculus Rift). Without this i am not able to use amplify texture yet.
Could you make wild ETA guesses on that without me pinning you down on it? I promise i wont be mad or something.

- Diogo Teixeira
- Posts: 124
- Joined: Sat Aug 10, 2013 12:34 am
Re: Update Status?
Oculus Rift is already supported. We just need to a modified version of the OVR controller included in the package that has our camera set-up on there.menace wrote:Hey thanks a lot for the Update.
My feature priorities are Mobile Support and Multiple Camera Support ( Oculus Rift). Without this i am not able to use amplify texture yet.
Could you make wild ETA guesses on that without me pinning you down on it? I promise i wont be mad or something.
Mobile might take a while. We're currently finishing support for Alloy, trading info back and forth about ShaderForge, and already got in touch to support Skyshop, Lux, Candela SSRR (+their GI).
Alloy, ShaderForge and Skyshop are our priorities. These are really high demand features. I'll only start on mobile once these are finished.
So the current release plan is as is:
Devbuild3 (almost there) will include a lot of improvements, stability and performance, but unfortunately not Mobile. It'll include Alloy but not SF or Skyshop. We'll release both as 203.aX - not necessarily at the same time; e.g. SF support is not dependent on our effort alone. We'll start on Mobile immediately after this.
Given the amount of work I currently have I don't think I'll be able to get you the first Mobile tests before August. Again,I'm sorry for making you wait.
Research & Development at Amplify Creations
- Diogo Teixeira
- Posts: 124
- Joined: Sat Aug 10, 2013 12:34 am
Re: Update Status?
Forgot to mention some very important news:
For devbuild3, we also decided to open all the c# scripts, which constitute around 70% of the entire code base for Amplify Texture 2. This means you'll be able to tailor AT2 to your specific needs. We'll also have a public repository for any individual, or organization, looking to contribute to the project or get the very latest submissions.
It will include a some modifications to the EULA regarding the source part, nothing that affects the vast majority of customers.
For devbuild3, we also decided to open all the c# scripts, which constitute around 70% of the entire code base for Amplify Texture 2. This means you'll be able to tailor AT2 to your specific needs. We'll also have a public repository for any individual, or organization, looking to contribute to the project or get the very latest submissions.
It will include a some modifications to the EULA regarding the source part, nothing that affects the vast majority of customers.
Research & Development at Amplify Creations
Re: Update Status?
Is this any different than normal Multiple Camera Support? What does modified mean here?Diogo Teixeira wrote:
Oculus Rift is already supported. We just need to a modified version of the OVR controller included in the package that has our camera set-up on there.
I like that!Diogo Teixeira wrote:
Mobile might take a while. We're currently finishing support for Alloy, trading info back and forth about ShaderForge, and already got in touch to support Skyshop, Lux, Candela SSRR (+their GI).
Oh man this was never a good thing. Please communicate this clearly with us, before it happens.Diogo Teixeira wrote:
It will include a some modifications to the EULA regarding the source part, nothing that affects the vast majority of customers.
Greetings
- Diogo Teixeira
- Posts: 124
- Joined: Sat Aug 10, 2013 12:34 am
Re: Update Status?
It actually doesn't require multiple cameras. A camera centered between left/right (or even one of them) with an only slightly wider field-of-view works very well.menace wrote:Is this any different than normal Multiple Camera Support? What does modified mean here?
The changes are only to protect the source code against resale of modified versions in source format or in the context of middleware publishing (for non compete). It will be available in devbuild3 and we'll keep a channel open for the discussion of amendments. We'll be listening.menace wrote:Oh man this was never a good thing. Please communicate this clearly with us, before it happens.
---edit
Actually, we'll just post the new EULA as soon as it's finished for your consideration.
Research & Development at Amplify Creations
Re: Update Status?
Thanks alot for the information. Sound good.
Greetings
Greetings
-
- Posts: 11
- Joined: Mon Apr 28, 2014 11:42 am
Re: Update Status?
Diogo Teixeira wrote:Forgot to mention some very important news:
For devbuild3, we also decided to open all the c# scripts, which constitute around 70% of the entire code base for Amplify Texture 2. This means you'll be able to tailor AT2 to your specific needs. We'll also have a public repository for any individual, or organization, looking to contribute to the project or get the very latest submissions.
It will include a some modifications to the EULA regarding the source part, nothing that affects the vast majority of customers.
Does this mean I may be able to hack in some wonky mobile support early ? Either way it still sounds great.
- Diogo Teixeira
- Posts: 124
- Joined: Sat Aug 10, 2013 12:34 am
Re: Update Status?
Perfectly possibleclayawodey wrote:Diogo Teixeira wrote:Forgot to mention some very important news:
For devbuild3, we also decided to open all the c# scripts, which constitute around 70% of the entire code base for Amplify Texture 2. This means you'll be able to tailor AT2 to your specific needs. We'll also have a public repository for any individual, or organization, looking to contribute to the project or get the very latest submissions.
It will include a some modifications to the EULA regarding the source part, nothing that affects the vast majority of customers.
Does this mean I may be able to hack in some wonky mobile support early ? Either way it still sounds great.

Research & Development at Amplify Creations