Amazon Lumberyard Beta 1.5 Adds Asset Builder SDK and OSVR Support

It was back in February this year that global retail giant got into videogame development with the release of its Lumberyard engine. Since then the company has expanded the beta release with a multitude of additions, including virtual reality (VR) support. Now Amazon has released Lumberyard Beta 1.5, which includes several new features as well as many improvements.

The new update improves the Particle Editor with custom attribute panels so you can drag and drop the attributes you use the most into a UI panel, and save that setup for easy re-use or sharing, and a new level of detail system giving you finite control over optimizing visual effects based on their distance to your game’s camera.

Amazon Lumberyard Tech Demo

Debuting in this release is the Lumberyard Asset Builder SDK. This allows users who build custom tools that require specialized assets types to use the Asset Processor to track, reload, automatically rebuild, and process any assets the videogame or in-house tools require.

In terms of VR the main inclusion has been support for the Open Source Virtual Reality (OSVR) head-mounted display (HMD), further broadening Lumberyard’s VR appeal.

A broken down list of the specific VR additions can be found below, or if you wish to look over all 210 improvements and fixes check out the full release notes here.

VRFocus will continue its coverage of Lumberyard, reporting back with the latest announcements.

Virtual Reality Improvements:

  • Added new Open Source Virtual Reality (OSVR) Gem.
  • Added support for automatic resolution detection of attached head-mounted display (HMD).
  • Upgraded the Oculus Gem to use the Oculus SDK version 1.5.
  • Converted the VR gems into AZ modules.
  • Shadow maps are now shared between the left and right eye to avoid rendering shadows again.

Virtual Reality Fixes:

  • Fixed an issue that prevented r_ResolutionScale from working properly in the standalone launcher.
  • Fixed an issue that caused GPU particles to consume update time even when there were no particles in the scene.
  • Fixed the symmetric field of view (FOV) calculation for OpenVR.
  • Fixed a tracking issue for OpenVR where waiting for vsync could happen twice in one frame.
  • Fixed an issue that prevented the coverage buffer from working properly in VR. CPU-side object culling can now be used.

Virtual Reality Known Issues:

  • Lumberyard’s VR features are not functional if you are using the OSVR HDK headset on a Windows 7 PC with an NVIDIA graphics card.