To: Dr. Stoxx who wrote (3369 ) 3/22/1999 2:12:00 PM From: John T. Hardee Respond to of 39683
SAN JOSE, CA - One of the more impressive demonstrations at the Game Developers Conference (GDC) involved Valve's Half-Life, S3's Savage4 graphics accelerator, and texture compression technology (known as S3TC). Texture compression makes the game's environments appear razor-sharp even when viewed up close. Whereas your typical 3D accelerator merely softens and blurs texture maps viewed at close distances (which only helps solve the pixelation problems commonly associated with unaccelerated 3D graphics), the S4's technology compression maintained texture clarity and resolution. This is accomplished through a compression scheme that effectively increases texture memory from the average 4 or 8 MB to a whopping 200 MB of textures within a single 3D area, allowing for textures of a much higher resolution than previously feasible. The result is immediately noticeable when a player approaches something like a soda machine or a computer within the game environment; much like in real life, details not apparent from ten or even five feet away become evident. For instance, you could read the fine print instructions on the soda machine, or see every individual letter on a terminal keyboard. Texture compression theoretically makes environments much more immersive by inviting the player to scrutinize his environment. Consider it corrective lenses for the universal far-sightedness problem in 3D games that has existed for as long as 3D accelerators have been commonplace: all of a sudden, everything is clear, as it should be. S3's Texture Compression platform is licensed by Microsoft and included as part of the DirectX 6.0 APIs, and it seems like a matter of time before all 3D games use this kind of technology to their benefit. The Savage4 graphics accelerator is scheduled for release this spring from cards makes like Creative Labs and Diamond Multimedia. By Greg Kasavin, GameSpot