3DS &Pentium
17-Dec-94 14:53:48
Sb: #141681-3DS &Pentium
Fm: Frank Zuccaro 74036,3117
To: David B. Knight 73614,2022
We offer network rendering services to clients using up to eight (8)
Pentiums, 60,66, & 90's (and DX2's) – and have not encountered any
problems attributable to 'math' errors. Over just the last year, this
adds up to thousands and thousands of renderings. Some jobs are 5,000
to 9,000 frames each (compounded by the fact we field render
everything).
In the old days, back when we used the Weitek NDP chip, we'd load
alternate 3DS.EXE and I.P.A.S. routines (optimized for the Weitek's
superior performance). We'd sometimes (not always) choke when pushed
the Weitek past its rated clock speed (putting a 33Mhz Weitek into a
50Mhz DX, etc.) We discovered that we could intermittently 'hang' the
renderer if Phong shading was invoked. The fix was obviously not to
push process the Weitek. But even this wasn't a legit' 3D Studio/NDP
problem.