Re: Indigo2 impact

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Wed, 13 Sep 1995 19:33:23 -0600


It should also be noted that RM5s have 16MB of texture memory not 32.

On Sep 13, 5:14pm, Rob Jenkins wrote:
> Subject: Re: Indigo2 impact
> On Sep 13, 3:37pm, Ben Simons wrote:
> > Subject: Indigo2 impact
> > I have a number of questions in regard to the indigo2
> > impact hardware texture memory...
> >
> > Q1) Is it true that the texture download times have been reduced?
> >
> > Q2) Can someone compare the texture download times between an Re2/RM4
> > and the high impact board.
> >
> > Q3) So, will demand paging of textures then be feasible?
> >
> > Q4) Does performer support this new hardware already, or
> > will it be included in the next release?
> >
> > It seems that the main bottleneck in our app is the downloading of
> > textures to our terrain - essentially we want to do "texture animation".
> > We have over 100MB of textures that we use overall (not all at once!).
> >
> > I have the idea that in fact, rather than chase the RM5 32MB texture boards
> > for an onyx, I could use an indigo2 impact with 4MB of texture RAM
> > because it will download textures faster. Is this so?
> >
> > I think many performer people would be interested in this one!
> > regards,
> >
> > ben.
> >
> > --
> > _______________________________________________________
> > Ben Simons Physics Building, A28,
> > VisLab Systems Manager Sydney University. NSW.
> > Phone +61-2-351-3005 AUSTRALIA. 2006.
> >-- End of excerpt from Ben Simons
>
> Ben
>
> I have some good Impact info ( see forwarded email from John Burwell/Svend
> Tang-Petersen below ). It doesn't answer your question directly but I think
> does a good job of putting the whole Impact vs Reality Engine comparision
into
> perspective.
>
> Cheers
> Rob
>
> On Aug 11, 3:01pm, John Burwell wrote:
> > Subject: Onyx/RE2 vs. Indigo2 Impact
> >
> > Greetings.
> >
> > Many have requested more information as to how the new Indigo2 Impact
> > compares with Onyx RE2 in the vis sim market. I have developed the
> > following as a guideline:
> >
> >
> > Impact verses Onyx RealityEngine2 in Vis Sim.
> >
> > Multi-processing.
> >
> > Indigo2 Impact only supports a single R4400 or R8000 processor.
> > This has implications in terms of overall processing power, graphics
> > performance, and real-time determinism.
> >
> > Obviously, a single processor on the Indigo2 limits the usse of the
> > product to applications which are not overwhelmingly compute
> > intensive. In the case where high performance computing is
> > required, and application software supports multi-processing, Onyx
> > is a better solution. However, in cases where applications are not
> > well suited for multi-threaded software, or where software is not
> > available, multi-processing is not critial.
> >
> > Not as obvious is the direct relationship between graphics
> > performance and CPU performance. Significant processing is
> > required to obtain optimum performance from a pipeline mostly
> > related to processing ensuring that only polygons which contribute
> > significantly to the sceen are rendered or load management. This
> > pre-processing of the graphics data is ideally suited for the CPU but
> > only in cases where the CPU is not busy doing other computing. The
> > solution lends itself well to a multi-processing environment directly
> > supported by the Onyx and IRIS Performer. Indigo2 Impact does
> > support a pull model architecture where grahpics data is pulled from
> > the memory rather than requiring a CPU to push data to the pipe.
> > This does reduce CPU processing requirements and is a major
> > advance which helps with a sigle processor front end.
> >
> > Real-time computing where determinism is critical is supported by
> > IRIX and React but is optimized for multi-processing. React
> > supports real-time processing by segregating all non-deterministic
> > processing to a single processor, leaving the others free for absolute
> > determinism. In a single processor system, non-degrading priorities,
> > interrupt handling, and other real-time tasking are supported, but
> > absolute determinism is largely based on the complexity of the
> > application and demands closer scrutiny.
> >
> > Memory Capacity.
> >
> > On-line memory capacity of the Indigo2 is limited to 384 MB (640 for Power
> > Indigo2) which is suitable for a wide variety of applications. In cases
> > where larger on-line memory capacities are required, Onyx is the obvious
> > choice offering up to 2 GB on the deskside and 16 GB on the rack.
> >
> > VME.
> >
> > Onyx supports VME and all the associated interfaces. VME is key
> > for many customers interested in standard, open system interfaces.
> > Although not the fastest, VME is very widely used. If a customer
> > needs VME, Onyx or Challenge are the answers.
> >
> > Pixel fill rates.
> >
> > Impact has impressive polygon capacities similar to the RE2 but
> > cannot match the pixel fill rates of RE2. This is significant for
> > applications where high resolution, high depth complexities, and
> > multiple channels are required. Impact supports one or two raster
> > engines each with a fill rate of 65 million pixels per second for a total
> > fill rate of 130 million pixels/second. The RealityEngine2 supports 1,
> > 2 or 4 raster managers each supporting 80 million
> > pixels/second/raster manager for a grand total of 320 million
> > pixels/second.
> >
> > With 130 million pixels/second, Indigo2 Impact will be suited for
> > applications with lower update rate requirements, low resolution
> > multi-channel requirements, and applications which can be
> > supported with low depth complexities.
> >
> > Anti-Aliasing.
> >
> > Generating high fidelity imagery free of distracting visual anomalies
> > caused by digital processing (more commonly known as jaggies) is
> > essential for many applications in visual simulation, virtual reality,
> > and high end design. Indigo2 Impact does not support multi-sample
> > antialiasing so lower price points can be achieved. This is very
> > apparent on polygon edges and when viewing narrow polygons edge on.
> > For applications where image quality is essential in real-time
> > processing, RealityEngine2 is the suitable choice.
> >
> > Video Output Formats.
> >
> > Indigo2 Impact supports a number of commonly used video formats
> > including field sequential video making it scalable for a wide variety
> > of applications. However, the Onyx RealityEngine2 supports an
> > even wider range of formats and combinations, especially in multi-
> > pipe configurations.
> >
> > Texture Memory.
> >
> > Indigo2 Impact support 1 or 4 MB of on-line texture memory making
> > it suitable for many visual simulation and imaging applications.
> > Onyx RealityEngine2 supports 4 or 16 MB of on-line texture memory
> > making it more suitable for high end applications involving large
> > amounts of high resolution image data, 3D texture, and projected
> > texture.
> >
> > Indigo2 Impact in Visual Simulation.
> >
> > Indigo2 Impact is a powerful new addition to the broad product line
> > of systems and software offered by Silicon Graphics for the
> > simulation and training industry. It is designed to support 4 primary
> > areas: simulation authoring, basic image generation, C3I, and
> > distributed interactive simulation. In the simulation industry, Impact
> > complements the existing Onyx product line and greatly enhances
> > the utility of the Indigo2 product line.
> >
> > What it will support:
> >
> > Basic image generation, database development, cockpit display
> > prototyping, image generation software development, numerous
> > DIS applications, instructor/operator displays, basic mission
> > planning.
> >
> > What it wonUt support:
> >
> > Host computing or Host integrated computer image generation -
> > Needs multi-processing.
> >
> > High performance image generation - Needs multi-processing,
> > sophisticated load management, anti-aliasing, and additional pixel
> > fill.
> >
> >
> >
> >
> >
> > --
> >
==============================================================================
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> >
> > John M. Burwell
> > Visual Simulation Market Manager
> > Advanced Systems Division
> > (415) 390-1743
> > (415) 964-8671 fax
> >
==============================================================================
> >
> >-- End of excerpt from John Burwell
>
>
>
> --
>
> Regards Svend
>
>
> *********************************************************************
> * Svend Tang-Petersen Email: svend++at++copen.sgi.com *
> * Silicon Graphics Denmark Fax: (+45) 43438606 *
> * Herstedoestervej 27-29 Phone: (+45) 43438600 *
> * 2620 Albertslund Voice mail: 5-7507 *
> * DENMARK *
> *********************************************************************
>
>
> --
> ________________________________________________________________
> Rob Jenkins, Software Support Group, Silicon Graphics UK Ltd.
> 1530 Arlington Business Park, Theale, Reading, UK, RG7 4SB.
> tel 01734 257736, fax 01734 257553, email robj++at++reading.sgi.com,
>
>
>-- End of excerpt from Rob Jenkins

-- 
Angus Dorbie,
Silicon Graphics Ltd, UK
dorbie++at++reading.sgi.com

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