From: jimh@surreal.asd.sgi.com (Jim Helman) Subject: Re: TECH: 3D Rendering Requirements Date: Wed, 10 Mar 1993 03:10:21 GMT Organization: Home for Degenerate Physicists thinman@netcom.com (Technically Sweet) writes: > ~ SGI has targeted VR well. SGI has not targeted VR at all, and in fact are no help to any VR company. (None are willing to say so in public.) Their gear just happens to to do VR if you tweak it hard. Hmmm... I'm not always sure just where Visual Simulation ends and VR starts, but combined the two represent a major market for Reality Engine, and SGI is certainly focused on both. If someone is unhappy, they should call us. We work with a number of VR hardware and software vendors, helping with demos, tuning, porting and hardware compatibility. At least three of the VR vendors I see mentioned here regularly have come through in the last couple weeks to port or demo. One even flew into town for Clinton's visit. And when Clinton was shown the south-central LA drive through (done by the UCLA School of Architecture to evaluate reconstruction scenarios), he was so intrigued that his handlers practically had to drag him away. TNR (Tweaking Not Required): the UCLA application and many others, were written using IRIS Performer, a software toolkit developed specifically for high-performance, real-time 3D graphics. Our goal was to make it easier for customers and developers to get maximum performance and functionality across all SGI platforms. So hopefully, the days of tweaking rendering loops are gone, and developers can now focus instead on building cool environments and applications. rgds, -jim helman jimh@surreal.asd.sgi.com 415/390-1151