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Wave 707 4/14/97
3D --- Media Creation --- Shared Space
Published by 4th WAVE, Inc.
Issue #707 4/14/97
CONTENTS
707.1 QuickNews
Mpact Finally Arrives
After years of development and anticipation, the Mpact media processor
has finally arrived. Now available, the Mpact|M3000 is based on parallel
processing and achieves over 3 billion operations per second dedicated
to the acceleration of PC multimedia and communications functions. The
processor is software-upgradable and offers acceleration and support for
the concurrent operation of DVD, 2D & 3D video, MPEG-1 playback, SRS
TruSurround and Dolby Digital Sound, videophone, fax/modem and full telephony
features. Mpact chips are manufactured by Toshbia, LG Semicon and SGS-Thomson,
while Chromatic Research develops the software.
Two Mpact boards are currently available:
$399 Mpact Blazer Pro: 4MB RDRAM, 33.6 modem
$449 Mpact Blazer Max: 4MB RDRAM, 33.6 modem, TV display, video capture,
digital audio play
http://www.mpactzone.com
Datapath Port To Real3D Platform [April
1]
Datapath (UK-based) and Real3D (a Lockheed-Martin Company) have announced
that they have ported Datapath's RealiMation to Real3D's hardware platforms.
RealiMation, a real-time 3D development tool, combines powerful features
with an easy-to-use interface, and provides menu-selectable renderers including
OpenGL, Direct3D, Glide, RenderWare, and the Real3D Pro-1000 Series API.
http://www.datapath.co.uk
http://www.real3d.com
New Collections From 3NAME3D
3NAME3D has made available several new collections of 3D models in their
Cyberprops library. The "High-Res Collections" feature models
suitable for broadcast and film and include collections of cars, ships,
buildings, electronics, sports and animals. The hi-res models are individually
priced from $45 for animals etc. up to $175 for cars & coins and are
also available as collections priced from $399 to $799. They have also
announced "The Living Earth," high-resolution satellite composite
images and texture maps, available as states, countries, continents and
regions and with resolutions up to 1 km per pixel.
http://www.ywd.com
Online Gaming Report From Forrester [April
4]
A new market report from Forrester claims that the number of consumer
playing games online will triple by the year 2001 - up from the current
estimate of 6 million to 18 million. They also predict that online games
will be supported by advertising and sponsorship rather than subscription-based,
as well as the rise of online gaming centers. The report can be read for
free on Forrester's Web site:
http://www.forrester.com
MetaTools Acquires Specular International
[April 7]
MetaTools has announced a definitive non-dilutive agreement to acquire
Specular International. MetaTools plans to issue the number of shares of
MetaTools common stock equal to $5,451,000 divided by the average closing
price of the MetaTools stock 20 days prior to the close of the transaction
and $1,000,000 in exchange for all the outstanding shares of Specular.
MetaTools will also issue 450,000 non-qualified stock options to purchase
MetaTools common stock to Specular employees. MetaTools will continue to
market Specular's professional 3D modeling software targeted at video professionals
while expanding distribution of certain Specular consumer products. They
also plan to close Specular's Amherst, Massachusetts headquarters.
http://www.metatools.com
http://www.specular.com
3Dlabs Boosts GLINT OpenGL Performance [April
8]
3Dlabs have announced that they have again increased the OpenGL performance
of their GLINT processors through software enhancements to their OpenGL
Installable Client Driver (ICD). According to 3Dlabs, the improvements
increase GLINT's Viewperf benchmarks scores by up to 30%, with a CDRS score
20.48 at true color depths (which they compare to an Intergraph Intense
3D-T Pro 1000 with a score of 19.59 and a Dynamic Pictures Oxygen 202 with
a score of 14.94).
http://www.3dlabs.com
3Dlabs and Intervista Partner for VRML [April
8]
3Dlabs and Intervista Software have announced a partnership to "accelerate
and promote" Intervista's WorldView VRML 2.0 browser on 3Dlabs hardware.
In addition, Intervista is offering bundling deals to 3Dlabs OEM customers.
http://www.intervista.com
Caligari trueSpace3 Ships [April 7]
Caligari has announced that trueSpace3 will ship on April 15. New features
include accurate modeling detection, live skin with metaballs modeling,
the PlastiForm surface particle generator, improved forward dynamic and
inverse kinematics and Direct3D and Internet support. They have also announced
that a free improved key frame editor will be available within 60 days
of the shipment of trueSpace3 to registered users.
http://www.caligari.com
Superscape and Black Sun Deliver Web Community
[March 12]
Superscape and Black Sun Interactive have partnered to integrate Superscape's
Viscape browser with Black Sun's online community technology. Via a new
Java interface, the Viscape browser links with Black Sun's Passport client
software to enable chat and interaction on the Web. The Viscape browser
with integrated Black Sun Passport features is available for download from
Superscape's Web site:
http://www.superscape.com
http://www.blacksun.com
New ModelShop From Electric Café
Earlier this year, Electic Café released version 2.5 of ModelShop,
a 3D modeling program for Macintosh and targetted at architects, engineers,
and designers. New or improved features found in version 2.5 include Boolean
modeling, floating-point accuracy, a hand tool for interactive viewing,
QuickDraw 3D rendering, texture mapping, antialiasing, transparency, smooth
shading, spot lights, animation timeline windows, keyframe-based camera
controls and drag & drop support. ModelShop 2.5 retails for $349.
In addition, Electic Café has recently announced that ModelShop
3.0 (formerly 2.6) is currently in production and will be released this
summer. Some new features scheduled for version 3.0 include photorealistic
rendering, QuickTime VR export, the ability to access any QuickDraw 3D
plug-in renderer, QuickDraw 3D 1.5.1 support, VRML import and export, and
3D TrueType and Postscript text. ModelShop 3.0 will retail for $399 with
upgrades from previous versions for $99.
http://www.eleccafe.com
Intergraph Announces New 3D PCs [March
31]
Intergraph Computer Systems has announced new 3D PCs that feature Intel's
MMX technology. The new models round out the TD PC product line targeted
at technical and business professionals. The systems come standard with
Microsoft Office 97, Intergraph's Intense3D 100 graphics processors, 16
MB RAM and 1.7 GB disk space. The new models include:
| TD-22 |
133-200 MHz Pentium |
16-64 MB RAM |
| TD-25 |
166 or 200 MHz Pentium w/ MMX |
16-64 MB RAM |
| TD-220 |
180 or 200 MHz Pentium Pro |
16-256 MB RAM |
For a limited time, promotion users can get a TD PC with a free copy
of Macromedia's Exteme3D. Prices start at $1,185 (TD-22), $1,485 (TD-25)
and $$1,680 (TD-220).
http://www.intergraph.com
Diamond Ships 56K Modems [March 24]
Diamond Multimedia announced the SupraExpress 56 line of modems, with
the initial models, the SupraExpress 56i and SupraExpress 56e, shipping
now for $169.95 and $189.95, respectively. The modems incorporate the new
Rockwell/Lucent K56flex technology, which has so far garnered the support
of over 600 ISPs nation-wide.
http://www.diamondmm.com
http://www.open56k.org
707.2 Calendar of Events
1997 International Television Symposium
Where: Montreux, Switzerland When: June 12 - 17, 1997 Sponsor: Montreux
Symposia Management (MSM)
The 20th anniversary of the ITVS (which is held every two years) is
expected to be an important show, with growing support from major players
including Sony, Panasonic, Philips BTS, Thomson, Avid, and Quantel, as
well as many smaller companies. The Symposium will feature sessions on
satellite broadcasting, cable, terrestrial broadcasting, future technologies
and a large number of exhibitors from all aspects of broadcasting (more
than 300 exhibitors were present at the last Symposium).
http://www.montreux.ch/symposia/
Meltdown 1997
At WinHEC Microsoft announced that Meltdown 97 will run from July 9
- 11. This promises to be an important event for all developers using DirectX
including Direct3D. DirectX 5.0 is to have shipped by then and the details
of DirectX 6.0 should be surfaced.
http://www.microsoft.com/hwdev/meltdown.htm
707.3 Opinion: 3D Graphics and Its Mythical Killer
Application by Brian Hook
Since the advent of the personal computer industry, analysts and historians
have pointed to the numerous killer applications that have transformed
platforms such as the Apple II, IBM PC, and Apple Macintosh from novelties
of questionable value into massive successes, often in a very short time
span. Because of this analysts have a natural tendency now to look at emerging
technologies and attempt to identify their killer apps, the fundamental
assumption being that new technologies MUST have a killer application to
champion their merits and thus irresistibly force their acceptance in the
market place.
So what exactly is a killer application? Since the term is not technical
the answer largely depends on who you ask, but in general most people agree
that a killer app is a single easily identifiable technology (not necessarily
just a program) that makes another technology (CPU, operating system, computer
architecture) so useful that it cannot be ignored, or at the very least
makes a platform useful enough that it survives when the market makes a
platform compelling enough to some target demographic that it manages to
survive far longer than the market would otherwise allow without that killer
app.
A famous and oft-cited example from history is Visicalc for the original
Apple. We've all heard the legendary stories today of businessmen walking
into local computer stores "to buy that VisiCalc thing" and finding
out they needed an Apple to run it, so they bought that too. The appeal
of Visicalc was so great that it was responsible for the widespread success
of the platform that happened to run it.
Similar, albeit less dramatic, examples exist -- Aldus PageMaker for
the Macintosh (some may say the Macintosh GUI was the killer app, but without
applications a GUI is pretty useless), Lotus 1-2-3 or WordPerfect (take
your pick) for the IBM PC, the World Wide Web and high-speed modems, and
WordStar for the CP/M OS. From a slightly different perspective it is highly
likely that Microsoft Windows made the mouse a requirement for all new
computers.
It's easy to believe that to qualify as a killer application that a
program or technology must transform a particular platform into a household
appliance overnight. However, this isn't necessarily true -- many times
a killer application is what allows a platform to survive far longer than
what the market would have normally allowed. The development tools for
NextStep allowed it to attain immense popularity in various vertical market
industries such as the financial sector. The built-in MIDI capability made
the Atari ST stay afloat in the face of an arguably vastly superior competitor,
the Commodore Amiga.
We've established a mostly single-ended dependency for killer applications
-- without Microsoft Windows, the mouse would not have likely achieved
acceptance so rapidly. The same can be said for Visicalc and the Apple.
But the relationship between a burgeoning technology and its killer application
is often, but not always, symbiotic. To be viable, Microsoft Windows needed
the mouse almost as much as the mouse needed Microsoft Windows.
In some cases the relationship can be entirely symbiotic and no clear
distinction between killer app and emerging technology can be made. Which
was more important to the other -- Microsoft Windows or the Windows graphics
accelerator? Without Windows it's obvious that the 2D graphics accelerator
would have questionable value (although 2D accelerator chips from Texas
Instrument did, in fact, exist before Windows 3.x), but would Windows be
as popular today if it did not have the dramatic, some would say ABSOLUTELY
REQUIRED, performance boost that a 2D accelerator provides?
Finally, we have situations where an emerging technology succeeds without
a single killer application. There were no specific killer applications
for the 3.5" floppy disk, hard drive, CD-ROM drive, Creative SoundBlaster,
or the LAN. These were all evolutionary technologies -- the 3.5" floppy
held more data and more robustly than the 5.25" floppy; the hard drive
was fast, big, and convenient; the CD- ROM was a better (and cheaper!)
way of distributing large amounts of data; the SoundBlaster sounded better
than a PC speaker; and networking just makes sense -- it's just much more
convenient than throwing floppy discs around an office.
The point of all this is that many new technologies, while new and interesting,
are NOT necessarily so radical or costly that they must have a champion
in order to become successful. Or, as in the case of the CD-ROM, they are
so obviously a part of the future that they are simply absorbed into the
mainstream of computing quietly and without fanfare, just like new CPUs
and larger displays. This seems to be common sense, yet we have many industry
analysts lose sight of this and see each new technology in light of its
as-yet-unknown killer application.
And this is the case with 3D computer graphics. It's obvious that 3D
graphics, and by association 3D graphics acceleration, has its place in
computing. It's useful for many different types of applications, including
CAD/CAM, modeling and animation, home design, education, and, most importantly,
games. No *single* application is going to make 3D graphics acceleration
a part of everyday life -- THIS IS GOING TO HAPPEN ANYWAY.
The fact of the matter is that 3D graphics is an evolutionary step in
computing, not a revolutionary new technology. The world of computing has
simply been waiting for the cost to come down so that everyone can have
fast and pretty 3D graphics on their desktop.
In our eagerness to identify new killer applications for each new technology
that emerges we lose track of the fact that new technologies are often
just necessary or desirable for computing. To truly qualify as "killer"
an application or technology must save AN OTHERWISE DOOMED piece of technology
from drifting into obscurity or obsolescence. If you can look at a technological
advance and point out half a dozen or more "killer apps" for
it, in all likelihood that technology doesn't have a single killer app
-- because it never NEEDED a killer app.
So while we sit around waiting for a killer application for 3D graphics,
fast 3D graphics is just going to become a part of day-to-day computing.
Then one day we'll realize that 3D graphics is just a part of computing,
and historians will try and figure out what its killer app was. And no
matter what they say, they'll be wrong, because 3D graphics will never
have a killer app.
Sometimes a new technology just makes sense.
But as Dennis Miller says -- that's just my opinion and I could be wrong.
----
Brian Hook is a 3D software and hardware consulting engineer specializing
in real-time 3D graphics programming, training, and documentation. He is
also a contributing editor for Game Developer magazine, the author of a
book on programming 3D graphics for the PC, and writes the occasional article
for The Wave Report in his copious spare time. He can be reached at http://www.wksoftware.com
or bwh@wksoftware.com.
707.4 nvidia - RIVA 128 - Major Performance Improvements
in 3D, 2D and Video by John Latta
nvidia has announced its 3rd generation product, the RIVA 128, for Real
Time, Interactive and Video & Animation. WAVE has seen initial results
from this chip and it raises the bar again in 3D and 2D performance. nvidia
has done 180 degree turn away from a special implementation of the 3D pipeline
with its nv1 and gone for the maximum performance it can get in a mass
market part - $30 in quantity. At the time this report will be distributed
the part will be only 2 weeks out of fab and early test results are significant
- the fill rate is 100 Mpixels/sec with all features turned on.
nvidia took a risk in the design process and it appears to have paid
off. That is, it was a flagship customer of the IKOS VirtuaLogic and Avatar
hardware emulation. Using this technology in only 2 months nvidia was able
to implement the complete silicon from the ASIC specification, do complete
functional tests and begin the software driver tests before fab - what
is called Virtual First Silicon. They claimed that Avatar allowed them
to find every functional error on the chip.
The chip has a 128 bit pipeline throughout. nvidia claims that what
they call fast and wide is critical to support not only 3D but simultaneous
2D and video. The chip contains 3.5m transistors, and executes at 20B operations/sec.
There are 50 floating point processors on chip and all the set-up calculations
are done in FP at a rate claimed to be 5 GFLOPS. The chip runs at 100 MHz,
however, the design is scaled such that faster clock speeds are expected
to be supported. The process technology is .35 micron with 5 layers. The
RIVA 128 includes a texture cache and vertex cache. The expected performance
is 5 M triangles/sec (peak with an average of 1.5M triangles - all features
turned on) and fill rates at 100 Mpixels/sec for 25-pixel triangles. A
207 MHz RAMDAC is integrated into the chip. The chip also supports planar
YUV formats. Capabilities include: perspective correction, bilinear filtering,
lighting, 16 bit z-buffer and alpha. The chip will support AGP and PCI
Memory interface is to SGRAM up to 4MB with 128 bits data path and up
to 1.5GB/sec bandwidth. What is important about this design is the handling
of texture memory and caching. nvidia claims an intelligent caching algorithm
which allows the chip to draw texture information from three sources -
potentially all simultaneously. In order to achieve the fastest rate the
first access is to the onboard texture cache. If accesses are required
beyond the cache the chip can go to the SGRAM or system memory using either
PCI or AGP. The SGRAM is used for z-buffer, frame memory and texture storage.
nvidia has potentially shortened the time-to-market for a critical component
- the software drivers. Using the Virtual First Silicon nvidia was able
to move very quickly from silicon to credible demonstrations of performance.
On the show floor nvidia was showing WinMark 97 scores of 99.6.
At WinHEC it was announced that STB will use the chip in its Velocity
128 3D product.
Both Thompson and nvidia will market the chip. Thompson will focus on
the overseas markets and nvidia will develop OEMs in the US.
http://www.nvidia.com
http://www.ikos.com
707.5 Facility Review - Sega Gameworks , Seattle
- Can it make money? by John Latta
With considerable fanfare Sega and its partners Dreamworks SKG and Universal
Studios opened its first Gameworks installation in Seattle on March 12th.
With the coin-op industry in difficult times, fresh approaches to out-of-home
game play are examined with great expectation. Certainly Sega has led in
its use of 3D and one expects that venues such as Gameworks would be a
house full of 3D fun. In this respect one was certainly not disappointed.
We counted 148 games and they ranged from the latest including Super GT
based on the Lockheed Martin Model 3 platform to ancient titles such as
Donkey Kong.
Located at the corner of 7th and Pine next to a Cineplex Oden multiplex
theater and Niketown, Gameworks is at the center of entertainment in downtown
Seattle. The inside was well-themed to be what looks like a friendly old
warehouse in two levels. There is a retail center selling all forms of
Gameworks clothing, a bar for adults only, a Fries stand, a Pizza counter,
a place for drinks and the ever present Starbucks. It has been reported
that $20m went into the facility but we came away with the impression that
this is just a container for arcade games. In fact, at the recent ULI Urban
Entertainment Development conference in Los Angeles, Gameworks Chairman
and CEO Skip Hall stated that the problem with coin-op is not the product
but the setting. This is was an apt description of Gameworks.
Players use smart cards which they buy from machines scattered throughout
the floor. Each machine takes a smart card and deducts the play for each
game. A small LED panel on the game provides the price. Just as the new
Sega games are setting ever higher price levels for the coin-op operators
to buy Gameworks did the same at the retail level. Here is a sample of
the play prices:
Indy 500 $4.00 Daytona $2.00 Super GT $2.00 ManxTT $1.50 Alpine Race
$1.50 Virtua Fighter 3 $1.25 Prop Cycle $1.00 Classic Games $0.50 PC Use
$2.00/hour
A number of old coin-op games (Classic Games) were in a U-shaped area
on the second floor and we were surprised at the number of players. Titles
included: Missile Command, Galaxian, Popeye and Ms. Pac Man. Yet, to pay
$0.50 for these games seemed high when the prices to buy many of the old
games, at auction, run less than the cost of a home video game cartridge
or PC game on CD-ROM. There were 11 portable PCs set up for game play and
this area was only sparsely occupied.
We did a survey of the facility and found 305 present at 7 pm on a Friday
night, of which 35 were in the bar. The demographics were diverse. The
lower age of children was 12 with the majority of those present in the
16 - 24 age bracket. However, we saw a number of adult couples above 30.
Game play was dominated by males but there were a number of female players.
The visible staff on the floor was 52.
Given that this was only a few weeks after opening the level of excitement
is still high. The key in the out-of-home market is sustainability. It
is here were we have our greatest doubts. The question is simple: Will
a fancy container sustain what is little more than a high priced coin-op?
Granted that it is the social atmosphere which plays a major role in the
success of a facility we question if Gameworks brings much to the social
component. Dave & Busters certainly does much more than provide games
and their success is a reflection of that. In other words, will the social
context of the facility offset the high price of participation? Based on
our initial review we are skeptical in its present form.
http://www.gameworks.com
707.6 Pixel - Latest Computer Animation Report
by John Latta
To be published on April 15th is the latest report on the Animation
Industry - The Roncarelli Report on the Computer Animation Industry - 1996.
The report highlights and documents important shifts in the 3D and animation
industries. Commercial animation rose 33% from 1995 to 1996 to $11.6B and
if the trend continues the animation industry could reach $30B by 2001.
There are significant shifts taking place, as described in the report,
from the SGI platform to the PC and in particular Windows NT. The report
states that the PC is now the dominant platform in animation. The Roncarelli
Report is the best source for information on the animation industry and
the 1996 edition will continue to meet a critical need for information
on this marketplace. Price - $1,395, additional copies $175.
Pixel - The Computer Animation News People
109 Vanderhoof Avenue Suite 2
Toronto, ON Canada M4G 2H7
(416)424-4657
(416)424-1812 FAX
e-mail: pixel@inforamp.net
707.7 Conference Report - WinHEC by John
Latta
Presentations
WinHEC exceeded expectations again this year with over 4,000 attendees.
Microsoft Chairman Bill Gates again led the conference with a keynote talk
on "The PC Industry - Opportunities for Growth." Two themes stood
out: making the PC simpler to use and more manageable and taking the PC
platform into new markets beyond personal productivity. In particular Microsoft
wants to increase the penetration of the PC into the home with the Windows
CE OS playing a critical role. Microsoft is also laying the groundwork
for the potential integration of the PC and TV. Part of this was addressed
in detail in a session on "Building a Broadcast PC."
Bill Gates, Microsoft
Bill Gates stated that Windows 95 upgrades are selling at a rate 40%
higher than a year ago. Since August 1995, 60 million users have purchased
Windows 95, either as an upgrade or with a system. In the last 4 months
the ship rate for Windows 95 has been 4M/month. There are over 3 million
Windows NT users and this is climbing at the rate of 200,000 per month.
Microsoft is investing $1 billion a year into Windows development. Its
Internet browser, IE, now has from 25% to 30% market share. It was stated
that the drive for simplicity is behind all Microsoft investments.
The schedule for the next major upgrades for Windows was only partially
discussed. At WinHEC, a Developers Beta for Memphis, the next version of
Windows 95, was released and is to be followed by Beta 1 in Q2. However,
Microsoft was clear to state that a final version of Memphis would not
be disclosed until the results of the Beta 1 feedback has been received.
The Beta for Windows NT 5.0 would not be released until Q3 and no statement
was made on its final release. There was also some discussion that the
OEM release of Memphis might proceed the retail release.
A major thrust between Memphis and Windows NT 5.0 is to bring consistency
between these two OS's. Key features to be shared include: the Win32 Driver
Model (WDM), OnNow/ACPI (power management), Plug and Play, Streaming media,
DVD and Direct X. Collectively these amount to a significant advancement
for the PC platform. Although the move to a common driver model may seem
esoteric, this will make it easier to upgrade PCs and provide support for
a broader class of peripherals. Microsoft is pushing two new buses which
will decrease the amount of internal upgrading which user must do: USB
for low speed serial devices such as keyboards and 1394 for high speed
devices such a video cameras.
Intel announced a 4X version of AGP but no details were provided. This
would put the bandwidth at approximately 1GB/sec.
Jay Torborg, Microsot
Jay Torborg, Director, Graphics and Multimedia, Windows Operating System
Division, described significant extensions to Microsoft's approach to multimedia.
With DirectX 5.0 to be shipped in June, Microsoft will redefine the low
level DirectX API's as DirectX foundation. The next layer up, which includes
ActiveMovie, ActiveX Animation, Direct3D Retained Mode and DirectPlay will
now be called DirectX Media. The intent is that there will be a high level
access to media services and there will be a unified component architecture
for all media processing which is language independent. Further, this architecture
is supported by the ASF storage format for streaming media. DirectX 5.0
will be released for Windows 95 redistribution in June and this will be
fully supported in Memphis and Windows NT 5.0. An area which Jay stressed
was the need to improve driver quality. Microsoft has done much to improve
its documentation and it is looking for the developer community to do its
part. Microsoft wants to engage the developer community more and is forming
design review groups. Hints were given on DirectX 6.0 which will include
full Talisman support, texture transforms, multiple textures per polygon
and bump mapping. In order to give game developers more time before the
holiday season Microsoft expects to ship DirectX 6.0 in the spring of 1998.
Ty Graham, Microsoft
Ty Graham, Technical Evangelist, described how 2D-only graphics will
be dead in 1998 as the mainstream will have shifted to include 3D. He stated
that Microsoft wants to kill the use of the Tunnel example in Direct 3D
as a benchmark. It is his view that the industry needs real applications
to test 3D performance.
Scott Sellers, 3Dfx
From 3Dfx, Scott Sellers, VP Engineering, characterized the minimum
update rate is 30 fps and the goal for compelling content is 60 fps. He
stated that 3D hardware performance is quadrupling every 12 months. His
ideal 3D accelerator is one with multiple independent texture streams,
"infinite" texture memory via fast downloads and compression
and no bandwidth sharing with the host microprocessor. His road map for
3D game accelerators goes to 100 - 125 Mpixels/sec and 2 - 3 M triangles/sec
in 1998 and to 200 - 250Mpixels/sec and 4 - 5 M triangles/sec in 1999.
PC 98 Specs
At WinHEC a draft of the PC 98 requirements were released. This is a
very significant document because it carries with it the requirements for
the Microsoft Windows logo. Although in draft form the implications for
the PC being an important 3D platform are clear.
The Basic PC will move up to a 200 MHz CPU with 32 MB of memory and
a graphics display of 1024 X 768 X 16 bits. ISA will be eliminated. The
buses included will be PCI, USB and IEEE 1394. The 3D performance guidelines
include: 1 M triangles/sec with 40 M pixels/sec of bilinear filtering and
a recommended rate to 60 M pixels/sec. A set-up engine is also recommended.
These are required, as per the draft, for the entertainment PC and recommended
for the Consumer and Office PC.
ATI - Announces Rage Pro
ATI announced Rage Pro which will ship in June with pricing TBD. The
memory supported includes: DRAM, EDORAM, SDRAM, SGRAM and WRAM with bandwidths
up to 800 MHz across a 64bit interface. The WRAM interface can be at 128
bits and an external DAC and memory configurations from 4 MB to 16 MB.
The chip has 4 KB of texture cache. Included on the chip is: power management,
a video engine, AGP & PCI interfaces, RAMDAC, 3D and setup engine.
The RAMDAC operates at 230MHz which will support 85MHz refresh on a 1600
X 1200 display. The video features include 720 pixel wide horizontal lines
with MPEG-2 motion compensation. The set up engine is rated at 1 Mpixels/sec.
This is one of the first chips to use texture compression and their implementation
is based on vector quantization methods. ATI claims 8:1 compression.
Three packages are supported in the PRO family: Pro-133 in a 256 pin
BGA package, Pro-66 in the same package at the Pro-133 but for cost sensitive
packages and Pro-PCI in a 208 PQFP package which is pin compatible with
the 3D RAGE II and RAGE II+ packages and intended as an upgrade part.
http://www.atitech.ca
NEC - PowerVR PCX2
NEC announced the PowerVR PCX2. This is an upgrade from their earlier
chip and it now includes bilinear interpolation, however, it does not include
2D. The units will ship in May and pricing is $35 in quantities of 10,000.
The memory technology is SDRAM. The process technology is .35 micron. It
is expected that end-user cards will cost from $150 - $199.
http://www.powervr.com
Aureal - Bringing Spatial Sound to the PC
Aureal was showing at WinHEC its Aureal 3D sound. This is the first
product to be compliant with Microsoft's DirectSound 5.0 standard. The
technology allows developers to create compelling audio with only two speakers
or headphones. The technology makes possible 3D sound placement which is
fully spatial and interactive. Diamond Multimedia will be shipping the
first card (Monster Sound) using the technology in 2 - 3 weeks. This card
will cost from $149 - $199 and include 5 games. A number of game developers
have announced support of the technology and they include Lucas Arts, Acclaim,
Sierra On-Line , Spectrum Holobyte and Virgin Interactive.
http://www.aureal.com
Points to Ponder
WinHEC was the first stop in the race to win in Q4 1997 with compelling
3D on the Windows platform. The next two stops will be the Computer Game
Developer's conference later this month and then E3 in June where entertainment
content will surface. 1997 bears close watching to determine if this will
be the year 3D comes alive as a market driver. 1995 and 1996 were 3D push
years and we are waiting to see if 1997 will be a pull year. WinHEC was
also a stimulant to examine the broader context of what is shaping the
PC as a platform, how this is impacting the industry and the role 3D is
playing.
In the next 90 days OEMs will make decisions on the 3D chips they will
use for holiday shipments. At WinHEC we saw new offerings from nvidia,
ATI and NEC. 3Dfx has disclosed it also has a new chip coming. Bill Gates
was showing the new Rendition chip in his demo but the company has not
publicly announced it. Intel was hardly heard from other than its normal
statement that 3D is important and the platform design must be balanced.
Yet, Intel has the most to lose in Q4 if the execution in 1997 is less
than optimum. As with MMX in 1996, Intel proposed a major platform initiative
which did not get delivered until 1997, the same is looking increasingly
likely for AGP. AGP, which uses system memory for texture storage, requires
Memphis and Windows NT 5.0. Yet, it remains unclear and, in fact, unlikely
that Memphis will ship in time to have demonstrable impact on the market
in Q4. Thus, other chip companies must rely on non-AGP solutions to bring
their high performance parts to market. Intel is rumored to be working
on a part code name Auburn in conjunction with Lockheed Martin's Real 3D.
Thus, Intel not only supplies the motherboards which many OEMs are counting
on, it is in direct competition with most of the chip companies. We see
the major competitive battle for large OEM wins being between Intel and
S3. In spite of the emergence of new 3D chips there exits considerable
uncertainty on what platform will emerge to deliver 3D capabilities in
1997. It remains clouded if this will be the year 3D emerges.
There is a more global competition taking place - who shapes and controls
the PC platform? Increasingly we see that this is between Intel and Microsoft.
In the graphics space Intel proposed last year GC97 which has largely been
ignored. The document with the most impact has clearly been PC 97 because
it carries with it Microsoft's Windows logo requirement. Microsoft raised
the barrier again at WinHEC with the release of PC 98. Intel spoke of AGP
4X, which we took as an indication that the current AGP has insufficient
bandwidth, a view held in the industry since AGP was announced.
Microsoft has a close barometer on the PC industry because of the support
burden it carries. This is driving it to make PCs simpler to use and to
enhance the "user experience." Thus, the emphasis on driver quality
and the move to closed-box PCs. Microsoft wants to significantly reduce
its support costs and it is translating that into action to change the
platform. In the highly fragmented PC industry there is a desire for leadership
to set the platform standards and Microsoft has stepped up to this role.
Its hardware quality labs also serve a valuable role in testing and this
is now being extended to include drivers for 3D. Thus, even in hardware,
Microsoft is the leader in defining the future of the PC. Microsoft also
recognizes that if it is to continue to maintain or accelerate home adoption
of the PC major platform changes lie ahead. Windows CE certainly plays
a role here. This has the potential of being the foundation for many new
PC based products and ones in which Intel could play a small or even minor
role.
We believe that much can be surmised from the underlying motivations
of these companies in this competitive environment. Intel has made it very
clear it seeks to sell more microprocessors and driving demand for visually
compelling PCs is one approach. In short, Intel must continually drive
up the demand for MIPS. Any fall off in MIPS demand will limit the profits
it generates and thus its ability to build new fab facilities. It is a
circle of demand and profits which is only self sustaining as long as the
demand for Intel microprocessors continues to grow. Yet, Intel only sets
part of the hardware agenda and not the software standards. Its attempts
in the past, such as NSP, have failed. In contrast, Microsoft must continue
to drive PC penetration so that it gains revenues from its Windows products
and applications. At WinHEC we saw Bill Gates's emphasis on moving the
PC into new applications, especially in the home. Thus, only by sustaining
demand, will Microsoft be able to see its stock price continue to rise.
Microsoft does not have to be exclusively tied to Intel to achieve its
objectives. Another way for Microsoft to improve its performance is to
also decrease its support burden and this is fully consistent with the
presentations at WinHEC. Microsoft has obvious motivations for driving
the platform and in the process Intel has an important but potentially
less critical role, especially with the Windows CE platform.
At WinHEC it was clear that 3D is integral to the evolution of the PC
platform. These chips also fit within another larger whole. The display
chip has become really a multimedia, graphics and display processor. In
the process it is becoming the second most complex piece of silicon in
the PC. This is a major market opportunity, just as PC logic chips were
in the mid-80's. Intel cannot afford to ignore this opportunity because,
if not controlled by it, its control of the platform could erode. By the
same token Microsoft is driving 3D technology with Talisman, which also
has multimedia capabilities. Again, we find that platform control is where
the action will be as the PC industry seeks to maintain its 20% + growth
rates into 2000 and beyond. 3D maybe a bit player but a very important
one at that.
707.8 Conference Report - WDM Device Driver Conference
by John Latta
Held on 11 April after WinHEC this was another packed conference. With
over 2,000 attendees, 250 signed up for the sessions on Graphics Drivers.
The conference was over-subscribed and the attendance had to be cut off
on Thursday before the event. The WAVE Report attended the Graphics session
and even here all those who wanted to attend could not fit into the one
conference room. A separate video session was held simultaneously across
the hall.
The presentations were technical and provided both details on driver
development and access to key individuals at Microsoft. At the end of each
session there were many questions. Microsoft has surfaced its concerns
about the quality of drivers and this was an opportunity for the developer
community to learn. At the same time a number of technical details came
out of interest to WAVE Report readers.
Both Memphis and Windows NT 5.0 will support MultiMonitors. This will
allow more than one graphics adapter to be used at one time. The ways in
which this can be used include: multiple independent displays, large desktops
and multiuser support (NT 5.0). There is still a requirement of one VGA
capable adapter but there were hints that this may eventually go away.
Some hints were also made about future capabilities in Direct3D. These
include richer geometries including other types of surface descriptions,
progressive meshes and on the fly tessellation. Support for hardware transform
and lighting was discussed. However, the lighting being considered would
only be accomplished as multiple textures per surface and not traditional
lighting done at the front end of the pipeline. All of this is in a very
early state and attendees were encouraged to attend Meltdown 97 in July.
707.9 SGI Extends OpenGL by John Latta
SGI is making significant moves to establish OpenGL as the dominant
imaging API on both workstations and the PC. Some early indications of
this surfaced at SIGGRAPH 1996 and now a clearer picture is beginning to
emerge.
As a major extension to OpenGL, SGI has proposed to the OpenGL ARB that
a scene graph layer be added above OpenGL, currently called OpenGL++. This
nomenclature is used to indicate an object-oriented approach with a higher-level
description of a 3D API. Based on the experience learned from Performer
this layer was described earlier at SIGGRAPH 1996 as Cosmo 3D (see WAVE
#605), whose terminology has since been dropped. At the February 17
- 19 ARB meeting it was agreed to move forward "on developing a scene
graph API."
SGI is going beyond this and creating vertical market extensions to
OpenGL. We first reported on this at Autofact (see WAVE
#613) with the Intelligent Simplification technology. The first implementation
of this is known as the OpenGL Optimizer to improve rendering and interactivity
of large CAD/CAM/CAE data sets. As a result of a meeting sponsored by SGI,
IBM and Division it was announced that Dassault Systems, Division, Parametric
Technology, Prosolvia Clarus AB, SGI and Structural Dynamics will work
to define a standard API for CAD rendering. It is expected that this will
result in a consortium to back an open API for this vertical market which
is tentatively called the Large-Model Visualization API Consortium (LMVAC).
We expect that SGI will announce further extensions in the Visual Simulation
and Image Processing areas.
SGI has embarked on a three-layer approach to the OpenGL API that could
have significant implications to the 3D industry. The lowest level is OpenGL
as it exists today, the next level up is an object-oriented level which
stresses ease of use and access and the highest level is an application-specific
layer.
http://www.sgi.com/Technology/openGL/index.html
Copyright 1997 4th WAVE Inc.
May be redistributed in full for individual readership and posted to
newsgroups, Web, and FTP sites. May not be reprinted or redistributed for
profit. Short quotes are permitted but must be attributed to the WAVE Report
on Digital Media.
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