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USE HUGE TEXTURES OF ANY SIZE UP TO 256K X 256K AND BEYOND

Discussion in 'General Discussion' started by ForceVFX, Nov 10, 2014.

  1. ForceVFX

    ForceVFX

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    Forget it !!..I applied for the beta...they denied me...so I will not give free advertising to an elite club, If it will not have me, as a member!! ;-)

    sorry..dump this thread..and I will be buying Amplify Texture 2!!
     
    Last edited: Nov 12, 2014
  2. Whippets

    Whippets

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    Well, it contains a lovely video of most of Michael O's big packs. That was very nice.
     
  3. lmbarns

    lmbarns

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  4. calmcarrots

    calmcarrots

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    This will be great for thw MMORPGFPSRTS I'm designing. Once I finish designing my ideas I will work on the graphics but thanks for this.
     
    Schneider21 and Ryiah like this.
  5. AaronClark

    AaronClark

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  6. braaad

    braaad

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    I have used both Granite and Amplify Texture 2. They are both great products but at the end of the day I chose to go with AT2, here's why.

    The workflow with AT2 is much better, you work with a single file rather than 3 and it automates a lot more of the process. Granite use an external licensing system, which seemed fine, but if I have to choose between two products, one with and one without, I'm going to choose the one without (just one less thing I have to worry about). Although both were simple simple, converting my shaders to AT2 was easier.

    And finally by far the biggest thing, the AT2 dev has told me that they will be opening up the source, including the native plugin. I don't see this happening with Granite in the foreseeable future.

    AT2 does have a few performance issues which I have spoken to them about and they are aware of, but they are focusing on features at the moment as it is still a development build. They will be doing performance passes after.

    But like I said, they are both great products, it will most likely come down to your situation with which one you choose. They both have trials, so try both!

    I don't see this as an option at this point in time due to it's limited support. Requires DX11.2 and I believe OpenGL 4.4
     
  7. Not_Sure

    Not_Sure

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    I'm sort of at a loss to how this would be used.

    I mean, I guess you could use it for a detailed skybox in games like elder scrolls. But wouldn't it just be easier to make a 3d sky?

    Or you could use it for terrain, but wouldn't even a 256k texture soon run out and repeat its self? I mean if you had 256 pixels in one meter, a massive texture like that would only cover 1Km.

    EDIT: I should mention that I am genuinely asking, and not being retorhical.
     
    Last edited: Nov 11, 2014
  8. RJ-MacReady

    RJ-MacReady

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    Like, what the actual heck is this thread about?
     
  9. Ostwind

    Ostwind

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    It's not about single image thats very large but different thing. See the links people gave above or check youtube for amplify texture.
     
    Last edited: Nov 11, 2014
  10. braaad

    braaad

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    Virtual Textures / Megatextures / Sparse textures, are used to allow the use of high resolution textures while keeping your video memory at much lower and fairly static level. Basically you will only have in memory what is required to render roughly what is on the screen at the current point in time.

    Quite a lot of games use them and are pretty much a necessity if you are going for high resolution textures.

    Edit: They are basically like a giant texture atlas that you look up, and also you can have more than one.
     
  11. ForceVFX

    ForceVFX

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    I can get 10X this at full res+everything else..only what you see on screen is rendered/computed.
    Compressed textures / artifacts...gone..

    36 tiles @ 4096 each? only with texture streaming

     
  12. ForceVFX

    ForceVFX

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    A) Gossip - About a Unity based product, that is on sale and new.
    B). This has not been mentioned on the forums...Once.
     
    Last edited: Nov 11, 2014
  13. Not_Sure

    Not_Sure

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    Huh...

    I was wholely unaware of how this stuff really worked.

    Thank you everyone.
     
  14. TomDB

    TomDB

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  15. Ryiah

    Ryiah

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    Did you really have to revive an old thread to ask this question?
     
    Last edited: Sep 25, 2015
    Kiwasi likes this.
  16. darkhog

    darkhog

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    Even if the stuff written by other guys here wasn't true and you could use one huge texture for terrain, such huge texture would make terrain much more detailed and when eventually you get to the end, you won't even notice it repeats (given it is tiled properly).

    To get what I mean, find two audio files: One that is few seconds long loop and one that is loop also, but single repeat is like minute long. Which one you'll get tired of earlier when they're playing on a continuous loop?
     
  17. TomDB

    TomDB

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    Sorry Ryiah, I'm new to this forum. I just found this thread online.

    I'm trying out the Granite plugin, seems great! I can quickly pop in a 32Kx32K texture and have it running in Unity. It took some time to build though but that was to be expected. It's a bit expensive with 20$/month but it has apparently be used for some high end games.

    Darkhog, I won't use one huge prebaked terrain texture. I'm actually planning to use a 64Kx64K terrain mask and use that to blend tiling textures. One mask pixel is 10x10cm so my terrain will be 6.4 x 6.4 kilometers.
     
  18. Ryiah

    Ryiah

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    You're not likely to get as many answers from reviving a thread as you are from starting a new one. Most people will either look at the date of the original post or they will start by reading the original post to refresh their memory. In this case the original post basically states to disregard the thread. Which makes it even less likely you'll get an answer.

    Audio files are often made to stand out so that few seconds of loop will be obvious, but a texture should enhance the scene without standing out. I feel like this is comparing apples and oranges.