from theInq
[but a good - if long - read [for a change]
The Last Mohican of OpenGL
[in brief PART]
Realizm - the (unloved) champion
After its acquisition by Singapore-based Creative Technology, 3DLabs was expected to get a fresh potion infusion to propel it to the forefront of the workstation 3-D graphics fight, ahead of ATI and Nvidia. After all, 3DLabs - itself a combination of merged Intergraph Wildcat and the 'original' 3DLabs group - did have the engineering strengths, intellectual property and impressive track record at achieving excellent OpenGL 3-D performance in both engineering and multimedia apps. They were the regular winners of the ViewPerf OpenGL benchmark runs by SPEC.
Widely respected for its industry leadership in high-end dekstop 3-D, second only to the golden age of Silicon Graphics, 3Dlabs pioneered many OpenGL firsts, including the development of the OpenGL Shading Language, and even released an open source version of the OpenGL Shading Language compiler front-end to stimulate creativity in this niche market. Also, they were among the firsts to exploit OpenGL parallel GPU approach on the PC long time ago with their GLiNT processors - it seems British do have a particular fondness for parallelism, from Inmos Transputers for CPUs, to Quadrics QsNet for interconnect, to 3DLabs OpenGL chips in graphics... technically they were the leaders in all three . . .
One Realizm speciality is the Ratelock feature, where the application updates the hardware graphics subsystems with the minimum frame swap period it would tolerate. If one of the graphics subsystems detects that it cannot complete the rendering of a frame in the required time, it simply discards that frame and moves on to the next one. This lets the system as a whole to maintain the required frame rate overall.
Now, the card that did all that was Realizm 800 - a full-length PCI-E X16 device covered almost completely in black cooler - with one VSU backed up by 128 MB RAM, running two VPUs with 512 MB GDDR3 each. When finally shipping a year ago, it broke up quite a few OpenGL application performance records. You can still find it in many brand-name vendors' highest-end workstation configurations.
This approach would evolve easily into an elegant, single card quad-GPU solution, much ahead of what SLI or CrossFire offer right now - no clunky cables needed, multi-screen capability not sacrificed, and far more balanced overall architecture. Even with multiple-cards, the interconnect would not have to carry final pixels for compositing, but parallelise the operation at vertex level from the beginning. . . .
even after the takeover, the business effort to push the product and platform was, to say mildly, lacking - it was in a way worse than "stealth marketing" of Alpha by Digital, and we all know what happened to both Alpha and Digital (at least the bosses got the money, as it usually happens). Even the press in this field would rarely, if ever, receive a call from Creative-3DLabs giving updates or testing platforms. . . .
It didn't help that Creative is way too close to Microsoft - the chief hangman of OpenGL in favour of its disastrous DirectX - in its fight against Apple. It's hard to guess what happened in the boardrooms, but I don't believe Micro$oft went on their knees to Creative to preserve the flagship OpenGL workstation card brand, when their own Windows Vista is expected to dispose with direct OpenGL drivers altogether (and run them through a potentially horrible DirectX layer instead).
Now that the remaining few bones of 3DLabs will only handle graphics for mobile phones and PDAs . . .