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To: Chip Anderson who wrote (8617)10/26/1998 11:37:00 PM
From: Chip Anderson  Respond to of 16960
 
Tim Sweeny, one of the developers of "Unreal" shared some thoughts
on the merits of the various 3D APIs out there (http://unreal.epicgames.com/):

===========================

First of all, both our DreamForge partners working on the OpenGL
support, and our Direct3D partner have both done a very
high-quality job, given the constraints of Unreal and the 3D card
drivers available. My feelings on the two 3D standards are based
completely on their API's and the quality of drivers available.

Next, I wanted to give some more detail on the code.

API support layer Lines of C++ code
3dfx Glide 1711
Direct3D 3123
NEC PowerVR 4049
OpenGL 5697

Now, the Glide is the simplest, because it's aimed at the Voodoo
family of 3D cards, which are very standard and straightforward to
support. For programming to 3dfx cards, Glide is the ideal API. For
people thinking "If Glide is so great, why don't other 3D cards
support it?" The short answer is, if Glide supported other
manufacturer's 3D cards, it would pick up all the complications
involved in real-world Direct3D and OpenGL programming: Testing for
core capabilities, working around driver bugs, etc.

The Direct3D code is next in simplicity. It began as a working 1600
line driver, then expanded as it was optimized and support was
added for 3D cards that lack key features. The Direct3D API follows
the traditional Microsoft model of being not very beautiful code,
but dealing with real-world hardware robustly, by providing a
capability-querying mechanism and well-tested drivers.

The PowerVR code is large because the PCX2 chip's rendering approach
is very different than what Unreal was designed for. This
makes the implementation fairly complex, though the next-generation
PowerVR, currently on-hold in the PC market while NEC focuses
on the Sega DreamCast, is a great chip that's more traditional in its
architecture, and more optimal for Unreal.

The OpenGL code is large because of optimizations and support for lots
of real-world hardware. If reduced to plain-vanilla OpenGL,
this would probably be the simplest and most stable driver of them
all, because the OpenGL API is very straightforward.

======================

Chip



To: Chip Anderson who wrote (8617)10/28/1998 1:50:00 PM
From: Michael G. Potter  Respond to of 16960
 
I subscribe to "Infobeat", a free news e-mail service. TSC advertises in it. He is the ad from yesterday:

** Herb on TheStreet: Can 3Dfx Beat the Graphics Chip Odds?

The graphics chip industry is littered with former highfliers like
Tseng Labs (TSNG:Nasdaq), Cirrus Logic (CRUS:Nasdaq), S3 (SIII:Nasdaq)
and 3DLabs (TDDDF:Nasdaq). Just look at the chart of each one, and you
can almost tell which was the leader at what point in time. "Every one
of these stocks that goes above 15 or 20 is a short," says money
manager Gary Gratny of Whelan Gratny in San Jose. "They're an
intellectual waste of time for me. You don't know when to buy them and
generally don't know when to sell them."

If you wanted to read the whole article, you had to subscribe. Note that the teaser doesn't answer the question it poses, and the text just discusses how tough the graphics market is. A little independent analysis (or a call to a broker) would've revealed some of the positives about 3dfx. Just getting the name out to the 100's of thousands that subscribe to infobeat must've helped even though Herb's article was negative.

Michael