The purpose of this demo is to try and showcase Amplify Texture's virtual texturing capabilities.
It's a small segment of a city, an old back alley with a basketball court and old swimming pool turned into skating pool, all with lots of unique graffiti.
It was captured in real time, running at over 50 frames per second on a 3 year old intel quad core processor running at 2.4Ghz with an nvidia 8800GT.
It has full post processing effects like contrast enhance, bloom effects, screen space ambient occlusion, our own version of color correction and also fast approximate anti-aliasing, also known as FXAA. This is because we were running this demo in deferred rendering path which does not support native full screen multisampling.
This small demo is made up of over 10GB of raw texture data. That's uncompressed texture data, tga files in this case. When compressed it goes down to about 1.2GB. of course this depends the compression type, but still it's something pretty hard if not impossible to do with any other streaming technology and specially considering this is mostly unique textures.
This tool can benefit a lot from the painting tools of programs like Bodypaint, Mari, Mudbox or Modo, where you can actually paint huge surfaces, across multiple materials, and export these huge up to 16K textures directly into unity.
This tool can also help save a lot of resources like draw calls. It doesn't have any automated way of saving draw calls but if the artist is careful enough and plans ahead a bit you can actually save a lot of them by keeping similar real world materials in the same virtualized material, since with Virtual Texturing you don't need to worry about loading whole textures when you just need a tiny bit of it, because it only loads the pages from the virtual texture that it currently needs to render.
Learn more about Amplify Texture:
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