From: Joshua Larson-Mogal <mogal@sgihub.corp.sgi.com>
Subject: Re: ANNOUNCE: SGI Evangelist, etc., etc.
Date: Mon, 26 Feb 1996 21:33:34 -0800
Organization: Silicon Graphics Inc., Mountain View, CA


Normally I would just keep my thoughts to myself, but I simply can't
understand the vehemence with which Bob has chosen to attack Silicon
Graphics.

Robert Jacobson wrote:
> 
> From: cyberoid@u.washington.edu (Robert Jacobson)
> 
> Just a point of order.
> 
> In an earlier post, I called to question SGI's press release's
> focus on the negatives regarding virtual worlds.  John Wann
> replied (first quoting me),
> 
> --------------------------------------------------------------------------
> 
> >Does it help to keep reiterating this point?  Haven't we been contrite
> >long enough?  It's time for some strokes for what we have accomplished.
> > .......We're in the marketplace and must start delivering, not tinkering
> >in > the lab to achieve the 99th percentile of perfection.
> 
> This is pretty rich given that Bob seems to have strenously denied
> (both through this medium and public meetings) that there have ever
> been any problems. When was this "contriteness", or does he mean the
> rest of us "running around in labs" trying to sort out the legacy left
> by the massive explosion of virtual promise ("promise you virtually
> anything") in the early 1990s.
> 
> ------------------------------------------------------------------------
> 
> I doubt that John Wann has read very much if anything that I have
> written.  Had he, he would have seen that I have been one of the
> harshest critics of hype in our field -- but not at the cost of
> promise and hope, two essential conditions of human endeavor.  People
> in our field have eaten a lot of crow, much of it ingested at our own
> hands; we don't need corpora- tions to tell us that we're sucky.



If I'm not mistaken, Worldesign, Bob Jacobson's company is indeed
incorporated. Why are his thoughts any more valid than those of
Silicon Graphics? Just because Worldesign is the "little guy" and SGI
is the big, evil corporate behemouth? I would hope not. We should all
be able to state our thoughts on the field without fear of pernicious
flaming.

Silicon Graphics doesn't call anything "sucky". We simply want to help
people understand that creating effective, safe VR applications is
HARD!  Being hard, it means that you just can't do it with any old
computer or any old software. Applications must be efficient and must
take full advantage of powerful compute and graphics hardware. We just
don't want to see VR die an early death (like the early promise and
failure of AI) due to excessive claims.


> 
> Skepticism at SGI has a long and healthy history and, because of the
> company's central role (at least until now) as the sole source of
> usable technology, has seriously affected progress in our field.


Affected? Has our development of the fastest graphics systems on the
planet been such a detriment? We at Silicon Graphics are as aggressive
as possible at bringing out high-performance graphics systems that
meet our customers' needs. Onyx RealityEngine is widely accepted as
the VR platform of choice because real applications demand real
performance. If those customers of the Onyx systems could have used a
PC, they would have. But VISUALIZE graphics wasn't enough...neither
was CREATOR graphics. And neither will any of the new crop of low-cost
3D boards for PCs. They're all great for interactive graphics, but not
for VR.

In fact, most developers of REAL applications tell us that even
RealityEngine2 is not fast enough. They don't say that it's not cheap
enough - that's implicit. Everyone, including us, would to offer a
high-performance VR machine for $10K, but it's not practical today for
those doing real work. For games, sure. Heck, the Nintendo Ultra64
would make a great VR machine, guaranteeing 30Hz performance in
real-time simulated worlds. No, Bob, for most real applications,
people are looking past RealityEngine2 to our new InfiniteReality
visualization systems.

Are they cheap? No. Can they render complex virtual environments not
possible on other machines in real-time? Absolutely. THAT is why
people come to SGI. Not because they had no other options, but because
we had the BEST options. We did then, and despite the influx of new 3D
graphics systems, we still do, from IMPACT to InfiniteReality.


> As they say, the proof is in the pudding and after eating all our
> spinach, it's time for some dessert.


Sorry Bob, the fact of the matter is that VR is still in the early
stages of development. There is still much that we don't understand in
the areas of cognitive perception. There are still no standards.
Tracking and Display technologies are still quite immature and even
graphics systems like InfiniteReality are suitable only to certain
applications and are still inadequate for others.

We have to build the gravy train before we can ride it (with apologies
to non-Americans who may not catch the inference).  You may have a
business to run and want to cash in now, but we don't think it is time
for anyone who isn't willing to take a long, hard look at what is
possible today and evangelize and invest in the possible while
educating people about the not-yet-practical. Optimism is good, Bob.

Just not foolish optimism.

Respectfully,

Josh


-- 
Joshua Larson-Mogal
Manager, Enabling Technologies Group

Advanced Systems Division
Silicon Graphics Inc.
2011 North Shoreline Blvd.
Mountain View, CA 94039-7311
M/S 800

Tel:	(415) 933-1460
Fax:	(415) 964-8671
Pager:	(800) 745-5748 (US/Canada Only)
 or
Pager:  (415) 254-9247
E-mail:	mogal@sgi.com

