Enter VR Podcast

We haven’t really used or needed a lot of plug-ins for RedFrame thus far, discount however there is one we started using that is pretty incredible. Amplify texturing is a plug-in for Unity that allows textures to be streamed into your game dynamically.

A few weeks ago, malady I was working on puzzles and prototyping some tutorial like gameplay while Mike was working on environmental story ideas. He asked me if I had gotten very far testing Amplify, as we had talked about using it in the past. I hadn’t really tried it out seriously but Mike had realized that a lot of his environmental story ideas would benefit from very detailed textures. For example, someones name carved in a wall or scuff marks, the kinds of things maybe only Sherlock Holmes would notice at first.

There where obviously other reasons to look for a good texture solution, we use tons of light maps and also have dozens of paintings, all of which are severely hurt if they are displayed at at small size. There were also performance reasons, once all the textures and sounds and 2 million triangle house are put into RAM, there is not a lot of room for high resolution light maps. My previous solution was to load and unload light maps based on them coming into visibility while frustum and occlusion culling were running. This was an adequate solution but messy and not necessarily scaleable. We also weren’t getting great performance on older hardware, this was expectable but not ideal.

I knew we could get the game to run fine but didn’t enjoy having to thread this needle, it would be much nicer to just work freely. It’s hard to except that there is now such a good solution but early tests seem to indicate that it is so.

Currently the version of amplify that is out doesn’t support light maps, however, because texture memory is not much of an issue, I did a test where I simply baked light and color all into one huge map with no need for repeating textures. I can also bake hi-rez normal maps into these map so the level of detail is pretty stunning so far. As you can see the first tests are pretty promising and I look forward to continue testing this plug-in moving forward.
Screen Shot 2013-07-26 at 11.14.46 PM

We haven’t really used or needed a lot of plug-ins for RedFrame thus far, ed however there is one we started using that is pretty incredible. Amplify texturing is a plug-in for Unity that allows textures to be streamed into your game dynamically.

A few weeks ago, I was working on puzzles and prototyping some tutorial like gameplay while Mike was working on environmental story ideas. He asked me if I had gotten very far testing Amplify, as we had talked about using it in the past. I hadn’t really tried it out seriously but Mike had realized that a lot of his environmental story ideas would benefit from very detailed textures. For example, someones name carved in a wall or scuff marks, the kinds of things maybe only Sherlock Holmes would notice at first.

There where obviously other reasons to look for a good texture solution, we use tons of light maps and also have dozens of paintings, all of which are severely hurt if they are displayed at at small size. There were also performance reasons, once all the textures and sounds and 2 million triangle house are put into RAM, there is not a lot of room for high resolution light maps. My previous solution was to load and unload light maps based on them coming into visibility while frustum and occlusion culling were running. This was an adequate solution but messy and not necessarily scaleable. We also weren’t getting great performance on older hardware, this was expectable but not ideal.

I knew we could get the game to run fine but didn’t enjoy having to thread this needle, it would be much nicer to just work freely. It’s hard to except that there is now such a good solution but early tests seem to indicate that it is so.

Currently the version of amplify that is out doesn’t support light maps, however, because texture memory is not much of an issue, I did a test where I simply baked light and color all into one huge map with no need for repeating textures. I can also bake hi-rez normal maps into these map so the level of detail is pretty stunning so far. As you can see the first tests are pretty promising and I look forward to continue testing this plug-in moving forward.Screen Shot 2013-07-26 at 11.11.48 PM
Screen Shot 2013-07-26 at 11.14.46 PMWe haven’t really used or needed a lot of plug-ins for RedFrame thus far, viagra however there is one we started using that is pretty incredible. Amplify texturing is a plug-in for Unity that allows textures to be streamed into your game dynamically.

A few weeks ago, this I was working on puzzles and prototyping some tutorial like gameplay while Mike was working on environmental story ideas. He asked me if I had gotten very far testing Amplify, pilule as we had talked about using it in the past. I hadn’t really tried it out seriously but Mike had realized that a lot of his environmental story ideas would benefit from very detailed textures. For example, someones name carved in a wall or scuff marks, the kinds of things maybe only Sherlock Holmes would notice at first.

There where obviously other reasons to look for a good texture solution, we use tons of light maps and also have dozens of paintings, all of which are severely hurt if they are displayed at at small size. There were also performance reasons, once all the textures and sounds and 2 million triangle house are put into RAM, there is not a lot of room for high resolution light maps. My previous solution was to load and unload light maps based on them coming into visibility while frustum and occlusion culling were running. This was an adequate solution but messy and not necessarily scaleable. We also weren’t getting great performance on older hardware, this was expectable but not ideal.

I knew we could get the game to run fine but didn’t enjoy having to thread this needle, it would be much nicer to just work freely. It’s hard to except that there is now such a good solution but early tests seem to indicate that it is so.

Currently the version of amplify that is out doesn’t support light maps, however, because texture memory is not much of an issue, I did a test where I simply baked light and color all into one huge map with no need for repeating textures. I can also bake hi-rez normal maps into these map so the level of detail is pretty stunning so far. As you can see the first tests are pretty promising and I look forward to continue testing this plug-in moving forward. You can learn more about Amplify Texturing here.Screen Shot 2013-07-26 at 11.14.54 PM
Screen Shot 2013-07-26 at 11.14.46 PMWe haven’t really used or needed a lot of plug-ins for RedFrame thus far, try however there is one we started using that is pretty incredible. Amplify texturing is a plug-in for Unity that allows textures to be streamed into your game dynamically.

 

A few weeks ago, I was working on puzzles and prototyping some tutorial like gameplay while Mike was working on environmental story ideas. He asked me if I had gotten very far testing Amplify, as we had talked about using it in the past. I hadn’t really tried it out seriously but Mike had realized that a lot of his environmental story ideas would benefit from very detailed textures. For example, someones name carved in a wall or scuff marks, the kinds of things maybe only Sherlock Holmes would notice at first.

 

There where obviously other reasons to look for a good texture solution, we use tons of light maps and also have dozens of paintings, all of which are severely hurt if they are displayed at at small size. There were also performance reasons, once all the textures and sounds and 2 million triangle house are put into RAM, there is not a lot of room for high resolution light maps. My previous solution was to load and unload light maps based on them coming into visibility while frustum and occlusion culling were running. This was an adequate solution but messy and not necessarily scaleable. We also weren’t getting great performance on older hardware, this was expectable but not ideal.

 

I knew we could get the game to run fine but didn’t enjoy having to thread this needle, it would be much nicer to just work freely. It’s hard to except that there is now such a good solution but early tests seem to indicate that it is so.

 

Currently the version of amplify that is out doesn’t support light maps, however, because texture memory is not much of an issue, I did a test where I simply baked light and color all into one huge map with no need for repeating textures. I can also bake hi-rez normal maps into these map so the level of detail is pretty stunning so far. As you can see the first tests are pretty promising and I look forward to continue testing this plug-in moving forward. You can learn more about Amplify Texturing here.Screen Shot 2013-07-26 at 11.14.54 PM
Recently, youth health Mike and I had the pleasure to speaking with Cris Miranda who hosts a podcast entitled Enter VR. We chatted about RedFrame as well as VR in general. It was a lot of fun and we were able to verbalize a lot of things we had been thinking about with the game as well as other projects we’d like to do in the future.

 

Check it out here.

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