From: Oren Levine <ohl@world.std.com>
Subject: TECH: SGI: 30 Hz??
Date: March 4, 1996
Organization: The World @ Software Tool & Die



Josh Larson-Mogal wrote
> (...)
> 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.
> 

There's no doubt that SGI makes some of the bext hardware around
for creating virtual worlds, but I think it's a mistake to imply
that "REAL" applications can't be built on anything less. When
did the minimum standard for immersive VR become 30Hz? The 
threshold of continuous motion is in the 10-15 Hz range, and regular
motion pictures only run at 24Hz. 

We're creating what we think are "REAL" VR applications using an
Intergraph TDZ-series workstation and WTK. Sure, we may not reach the
graphic quality and 30Hz framerate you can get on a Reality Engine,
but we are creating interesting worlds with exciting content and
lots of interactivity (can't help the plug: see our Education Web page
at http://world.std.com/~erg). I always thought that the interactivity
was what makes VR special anyway, and not the quality of the pictures.

-Oren Levine
-- 
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Oren Levine (oren@ergeng.com) -- Virtual Reality Consultant
   ERG Engineering, Inc. (http://world.std.com/~erg/)
2 Moore Road -- Southboro, MA 01772 USA -- +1 508 460-0529
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