CompuServe Thread

#Graphics boards

25 messages in this thread
#12235From: David TaylorMay 18, 1995 1:34 AM
From reading in this section I've picked up that the Matrox Impression+ is a good board to use with TS. Forgiving please what is maybe an obvious question, could someone tell me what this board does for TS that others do not; and whether it helps with animation or with rendering (or both)? Or is there a FAQ somewhere that helps? thanks for any help David
#12246From: Alan RidgewayMay 18, 1995 10:54 AM
From reading in this section I've picked up that the Matrox Impression+ is a good .board to use with TS. Forgiving please what is maybe an obvious question, could >someone tell me what this board does for TS that others do not; and whether it >helps with animation or with rendering (or both)? >Or is there a FAQ somewhere that helps? >thanks for any help >David The Matrox board has a 3D graphics accelerator. It will manipulate 150,000 polygons in real time. It also supports real time grouad shading. With this board modeling and animating are made easier by working with objects in shaded mode instead of wireframe with real time redraws. This way you don't have to wait for your video card to catch up to you and your ideas. This board will NOT make raytracing or phong rendering any faster. It does not support real time texture mapping. But the next accelerated boards to come to market will. I have it, I like it. (Matrox board) If you have Win NT, upgrade to versions 3.51, it's drivers are more stable. If you have Win 3.x, the drivers that come with it are great and so are the utilities. Also if you have NT, check out the OpenGL pipes screen saver with the Matrox board, it jams! Well, I hope this helps Alan
#12300From: David TaylorMay 19, 1995 7:22 AM
Many thanks for the info David
#12351From: Steven JurickMay 19, 1995 6:55 PM
What in the heck is the "Pipes Screen Saver"? Steve
#12267From: ken leeMay 18, 1995 4:28 PM
Hi, I just heard that there is a newer board with some texturing real time redering. It also has faster 3d performance. It will be out this summer. If I were you , I will wait for it. Ken
#12295From: Alan RidgewayMay 19, 1995 12:51 AM
Hi, I just heard that there is a newer board with some texturing real time redering. It also has faster 3d performance. It will be out this summer. If I were you , I will wait for it. But will the software support the texture mapping? I already have a Matrox Impression plus. It makes the pipes screen saven in NT jam, but until truespace 2.0 come out it won't do me much good. Also TS 2.0 only renders real time on solid modeling and not texture. So I don't see how the new board will help. But you are right about new boards. With new chips like GLint and REAL3D coming out real time rendering with texture maps will be here soon. It will make things difficult for those who try to justify the price of an SGI. (althought SGI will always have some new gimick upp their sleve) Alan
#12298From: Ken SmithMay 19, 1995 1:21 AM
>>But you are right about new boards. With new chips like GLint and REAL3D coming out real time rendering with texture maps will be here soon. It will make things difficult for those who try to justify the price of an SGI. (althought SGI will always have some new gimick upp their sleve<< SGI is a different world Alan. I had a long talk with the Evens & Sutherland rep recently, their Freedom board will do around 300k polygons per sec, and you can add up to a 16 meg simm for texture mapping. A SGI reality2engine is rated at around 2 million polygons and 358 million textured and shaded pixells per second mind you the prices are not quite the same, still this year I am going to get a _REALLY_ big Xmass tree just in case Santa decides to call. Ken
#12320From: Alan RidgewayMay 19, 1995 12:05 PM
SGI is a different world Alan. I had a long talk with the Evens & Sutherland rep recently, their Freedom board will do around 300k polygons per sec, and you can add up to a 16 meg simm for texture mapping. A SGI reality2engine is rated at around 2 million polygons and 358 million textured and shaded pixells per second mind you the prices are not quite the same, still this year I am going to get a _REALLY_ big Xmass tree just in case Santa decides to call. Ken I realize SGI has alsome4 hardware and can do tremendios things in real time. BUT, their are many companies who bought SGI's because they were the hottest thing on the market. But do you really need a base $40,000 machine with software starting at $7,000 to $50,000 to make games? NO! Especially if you are not doing real time games or simulations. As far as film or video goes there is excelent toaster work out there. Also as far as real time goes, you should get a look at Martin Marrieta. Their real 3D chip will truely close the gap. I admit not shut the door, but close the gap. Also remember this SGI may be the big bad machine out there, but the bottom line is price and production cost. And when it comes to non-real time work an SGI does not make sense. And low-end real time work will also not be cost effective on an SGI IMHO Alan
#12432From: Ken SmithMay 21, 1995 2:24 PM
I do not disagree with your analaysis Alan, there is indeed a lot of really cool work done on other platforms, but to pretend that the first generation of real time 3d acellerators will make the PC comparable with an SGI box is I feel a bit premature. However I am _really_ looking forward to tS 2 which will run in solid, shaded mode with my Impression + and I expect that I will upgrade the card to something more powerful, probally at the end of the year, when we have seen a couple of real shipping products and can work out what is the best….. Ken
#12457From: Alan RidgewayMay 22, 1995 12:15 AM
>I do not disagree with your analaysis Alan, there is indeed a lot of really cool >work done on other platforms, but to pretend that the first generation of real time >3d acellerators will make the PC comparable with an SGI box is I feel a bit >premature. I will use a case study to show my point. My former employment was with a phone company who wants to be in the interactive content market. Right now they aretrying to make a MYST style game. So the play does not need real time acceleration. They bought 4 Indigo 2's, Alias Power Animator, and hired a Unix guy just to help them get arround. At the time the investment made sense, because they want to develop quickly to get to market. But after being at least $180,000 in the hole, they better hope for a few good games to recoup thier investment. So far thats not happening (no fault of the SGI's. Dumb iedas and bad at making deadlines) But does it not make sense that for the same price a company could buy three times as a many pentiums. Model scenes in realtime. And while they are rendering, you could work on another machine. All for less than $180,000. Now what about real time games. According to Lockhead Martin games like Virtura Fighter, Racer, Cop, are rendered at 300,000 polyons real time. L-M calims their Real 3D chip can do 700,000 textured poygons real time. Almost half of what you quoted me about an SGI. If thats what a pc can do, then why should it not be able to invade territory formilly dominated by the SGI boxes. Yea, SGI will always out preform, but you alway have to justify your cost and SGI's may not always be cost effective with this kind of competition. In one sense, who ever thought 10 years ago IBM would lose market share ( maybe a bad senario but makes my point). I just think that not everyone can justify the fastest machine out. Sometimes good enough will pay even better. Thats the case I am making about approching SGI territory. Thank you for your comments, it been a good discussion so far. Alan
#12458From: Ken SmithMay 22, 1995 1:45 AM
>> According to Lockhead Martin games like Virtura Fighter, Racer, Cop, are rendered at 300,000 polyons real time. L-M calims their Real 3D chip can do 700,000 textured poygons real time.<< 700k textured polys in real time, that is amazing. The fasted I have heard about so far was the Evans and Sutherland Freedom Series, which they claimed will do 300k shaded polys, but if you wanted texture as well then you had to drop in a 16 meg simm and the poly count went down to 260k. Which at $3000 for the board + $500 for the simm, I figured that the MGA Impression + w 4 meg at $500 for 100k of shaded polys was a better buy, plus the E&S rep here in France had not actually seen a board as of 6 weeks ago, let alone have one to sell. I was expecting the second generation boards to get up to the 500-750k mark, competition in the PC world being as fierce as it is. Any idea what sort of price L-M are talking about? Is it actually shipping yet? As for you comments on purchasing, I am afraid that my experience is that companies either spend too much, and buy a lot of wizz bangs because that is what the salesman says they should have, or the cheapest available and wonder why everything takes so long. I have a friend who is trying to edit 40-50 meg AI files on a 486/66 w 16 meg. and everytime he complaines they say that it is the most powerful computer they have ever bought…………. TTYL…….Ken
#12483From: Alan RidgewayMay 22, 1995 2:22 PM
>I was expecting the second generation boards to get up to the 500-750k mark, >competition in the PC world being as fierce as it is. Any idea what sort of price >L-M are talking about? Is it actually shipping yet? The price will be "competitive" A video board will most likly be under $300. It is not shipping yet. But they are making big deals now. Also getting lots of press on CNN, NextStep, etc. >As for you comments on purchasing, I am afraid that my experience is that >companies either spend too much, and buy a lot of wizz bangs because that is >what the salesman says they should have, or the cheapest available and wonder >why everything takes so long. I have a friend who is trying to edit 40-50 meg >AI files on a 486/66 w 16 meg. and everytime he complaines they say that it is >the most powerful computer they have ever bought…………. >TTYL…….Ken Ha Ha Haaaaa, LOL. I know the feeling. It seems as if few know how to get a mix of high tec, and good enough. At the same time, those who can afford expensive machines with a moderate setup, rarely spend instead on a highly soupped up PC. Based on $46,000 entry level price SGI Indigo 2 I can buy 2 duel pentium/100 PCs with and E&S Freedom G-card, with 1/2 Gig ram per machine each with 20" monitors. This may not be the best setup for simulations using OpenGL, But its more than enought to model and render using 3DR. Plus for non-real time, while one machine is rendering, a person can still model on the other machine. A single SGI is fast, but you still need to plan your day arround rendering in raytracying. Anyone else have any thoughts on this? Thanks for your comments. Alan
#12506From: Terry Cotant[RSS]May 23, 1995 12:47 AM
Can you please get me a contact at L-M? Thanks..
#12518From: Alan RidgewayMay 23, 1995 11:28 AM
>Can you please get me a contact at L-M? Thanks.. Here is the number for Lockheed-Martin (or Martin Marietta) Real 3D chip 1(800) 393-7730
#12535From: Mike Langieri/CT&MAMay 23, 1995 2:35 PM
Alan… I'm one of those lucky guys to have access to a SGI. We have an Indigo 2 with Extreme Graphics, a 150 MHz CPU and we're running Alias Studio v.6.0. In my experience, I'm pretty sure we can continue to work on other stuff while the SGI is rendering (raycasting or raytracing). As far as comparison goes (Pentiums vs SGIs) I don't think they (PCs) are there yet. SGI is now selling a base Indy for around $5495 (list) with a 100 MHz CPU. You can bump that to 150 or maybe 200 these days. Put it this way, if you're going to invest over 20K in a business machine for the video game business, the route seems to be SGI. Our video game development division in the UK uses a combination of 60 Indigos and 3 or 4 ONYX's to develop our games, and it still takes quite some time to develop a complete Nintendo cartridge. They also use PCs with emulators to actually punch code… but definitely not for graphics. I don't do game programming so I can't really answer those questions, but I do model a lot and also do some animations of those models (mostly toy mechanics). My advice to anyone considering spending 20K or more on a system is to have an SGI/Alias (or Wavefront/SoftImage) rep visit your facility, set up a hands-on demo. Usually, an applications engineer will be there to demo any facet of the hardware and software, and you'll be amazed. We went this route and after seeing a AD "expert" try to create an animated, raytraced sample toy project (he gave up after an hour), we knew that the SGI was the way to fly. BTW, the Alias AE had the same exact toy done and animated in just about an hour and a half… fully raytraced. Of course at about three or four times of a couple of dual P90's, we have to keep the blue box busy to justify it's purchase. So far, so good. All this said and done, I am really keen on trying to use tS 2.0 at home and maybe importing some work into the SGI. There are two of us using the SGI now, and both of us would like to have one at home <BG> but we know that's impossible! tS looks like a possible alternative if we can get proficient with it. If you can get to SIGGRAPH in Los Angeles later this Summer, I would heartily suggest that you spend a couple of days there and make sure you sit with a good software rep and try _ALL_ the SGI software options. Again, no knock on tS, as I bought it on the spot last SIGGRAPH because I was amazed. Unfortunately, it's tough learning two systems, and I confess that most of our attention has gone to the Alias/SGI combo :(! \\\. ========================= >-==<MIKE(>=– >-==*- / the price
#12548From: Alan RidgewayMay 23, 1995 4:14 PM
Thank you for your replies Mike I will take an issue with cost estimates. Here is a quote from 3D Artist magazine. "The entry level machine is the Indy2 100MHZ 8-bit color workstation at $6,995. This is really a stripped down machine requiring additional purchases of accessories to make it operational. An Indy outfitted to run with drives, adequate RAM, necessary graphics card is arround 13,000 without software. A fully loaded 150MHZ 24-bit color Indy2 can cost $21,000. The drawback of this machine is that there is little or no room for expansion insideits tightly packed case." So the cost of an Indy has hidden supprises. That is why companies like Blue Sky (former division of SEGA) also use Amigas, PC's and other computers like a Raptor. (same processor as an SGI lower cost). Also Brouderbund uses Autodesk 3D studio. LucasArts uses 3DS also because of "target market" which is the PC plattform. I still don't question SGI's always being faster. I just question there cost effectiveness for many applications. Realtime SGi's are still king. And in movie they are still king. But TV production is for Sci Fi programs are rulled by Amigas and rapidly gaining ground are PC's. Also The company you describe sounds like they already have big resources. It may be cost effective for them. But it seems to me, That SGI is realistic about the competion. Which is why they are forming Keystone and consolidated with Alias and Wavefront. But summing up my origional point. If what you are doing is not real time, and modeling with a v-card accelerating 300,000 – 700,000 polygons doesn't make much difference with the SGI doing 2 Million Polygons, because both modelers will be fast. Yea, the SGI will render faster, but for the same cost, I can buy extra pc to render to. In the real time market, the games are at most right now 300,000 polygons even in arcades. So if your target market is only that much then again what advantage does and SGI have unless you are doing highly technical enginering or Hollywood graphics? Thank you for suggesting I should see a salesman. I use to work for a Distributer of SGIs and the last company I worked for and 4 Indigo 2s. That is how I formed this opinion. Before then I thought SGIs were the only game in town.
#12578From: Terry Cotant[RSS]May 24, 1995 8:57 AM
I agree with most of what you're saying, but game development for PC systems is really moving back quite quickly to development on the PC itself.. (Graphics wise) Just ask Ian! <g> Sure, you can get the $5500 SGI, but then how much is your software going to add to that? Does that make up the rest of the $20k? (I know Alias is a ton o' cash, and I've been through demos from SGI/Alias.) Then again, the machines are faster, you have some nice options for video in/out, etc, etc.. All I'm saying here is that you probably have a new door opening for more and more people to develop high-class games, because now they can actually afford it. You no longer need a "movie budget" to make a game, and in some cases, by keeping the team small (one person, or very few anyway), you *might* get stuff out quicker.. (Overhead, etc..) PC's aren't at the level that the SGI's are at for real-time graphics, but with the infusion of these new 3D based, double-buffering video cards (sub-systems), dual (or more) CPU machines, and even alternative (RISC) processors, they're moving in the proper direction.. Plus, the software is at the right price.. (Now that you don't have to drop $4k for a descent 3D package.. <g>) Just my $0.02
#12589From: Ian FirthMay 24, 1995 1:27 PM
>SGI is now selling a base Indy for around $5495 (list) with a 100 MHz CPU. There is the new "Indy Modeler" too for $9895…
#12302From: Rob BryertonMay 19, 1995 8:30 AM
>> But will the software support the texture mapping? I already have a Matrox Impression plus. It makes the pipes screen saven in NT jam,<< That is using the software implementation of OpenGL…. Matrox does not support OpenGL under NT on their hardware _yet_…. FWIW, Rob
#12321From: Alan RidgewayMay 19, 1995 12:10 PM
>That is using the software implementation of OpenGL…. Matrox does not support >OpenGL under NT on their hardware _yet_…. >FWIW, >Rob If it doesn't then I don't know how to explain how many 486/33 isa bus can viusally draw the pipes faster than my friend's pentium 66 PCI bus diamond stealth card. How is my 486 able to do this without the MGA acceleration? Alan
#12346From: Rob BryertonMay 19, 1995 6:05 PM
>>If it doesn't then I don't know how to explain how many 486/33 isa bus can viusally draw the pipes faster than my friend's pentium 66 PCI bus diamond stealth card. How is my 486 able to do this without the MGA acceleration?<< Good question! I just know that, as of this date, Matrox does not offer any OpenGL hardware acceleration…. Rob
#12360From: Terry Cotant[RSS]May 19, 1995 9:48 PM
>> But will the software support the texture mapping? I already have a Matrox Impression plus. It makes the >> pipes screen saven in NT jam, but until truespace 2.0 come out it won't do me much good. Also TS 2.0 >> only renders real time on solid modeling and not texture. So I don't see how the new board will help. You see, the Matrox products don't do texture mapping. If you get a board (ie: 3Demon, etc..) that supports accelerated hardware texture mapping, and if it comes with (initially) an Intel 3DR Windows driver, then trueSpace2 will also do the solid modeling with texture mapping. So when you say that trueSpace doesn't do it, it's only because you don't have the hardware to back it up..
#12372From: Alan RidgewayMay 20, 1995 2:13 AM
>You see, the Matrox products don't do texture mapping. If you get a board (ie: >3Demon, etc..) that supports accelerated hardware texture mapping, and if it >comes with (initially) an Intel 3DR Windows driver, then trueSpace2 will also do >the solid modeling with texture mapping. So when you say that trueSpace doesn't >do it, it's only because you don't have the hardware to back it up.. Can you confirm that the modeling with texture maps is in real time. My understanding was it would only model solids in real time. At least thats the only promise I have heard them make. I agree the 3Demon, and GLint chip and other boards will be great, I just want to make sure neither of us are expecting something that was not stated or actually supported.
#12390From: Terry Cotant[RSS]May 20, 1995 3:37 PM
Michael and Konstantin have both told me that it's just a matter of the boards catching up with the software. Since Intel's 3DR handles it and Caligari wrote to that spec, I don't see the problem. Maybe what you heard was either someone saying "today, the Matrox (or whichever board they mentioned) doesn't do texture mapping", or "software-only (no "3D hardware") will only do solid modeling. That's my understanding, and in close talks with Omnicomp (3Demon), and 3D Labs, they say that it'll work with trueSpace when they get the drivers in gear..
#12411From: Alan RidgewayMay 21, 1995 1:09 AM
It was probably the software only. I know a lot of boards could handel the texture maps, I just didn't know 3DR was written for that. Thanks for the info. Also, be on the lookout for boards with the Real 3D chip from Lockhead Martin. I just heard they will render 700,000 textured polygons in real time. As stated earlier, its closing in on SGI territory. It won't put them out of business but the cost justification will get more difficult. Alan