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New Company - Caustic Graphics - Breaks Barriers in 3D Graphics

Hahahaha...
BOSE, I was just about to say what you wrote.
This is NOT a graphics card, it's a rendering engine.
If you go and have a read on their website, it says that you still need a GPU and a CPU.
The card handles the complex raytracing parts and the CPU and the GPU does the rest to spruce up the graphics, such as shading.
The memory might well be DDR3, as there are DDR3 SO-DIMM's.
That's what I thought.

Now we sit and wait for the games :pimp:
 
opengl vs directx

It says the the guys worked on opengl while at apple, does this mean their is a slim chance that we can run games without Directx down the road, wouldn't that be super for open source. Or am I going off on a tangent that doesn't exist.:)
 
I want one....probably still going to be very expensive ...... I want ...I want ...I want...video technology is awsome stuff!

rofl ...I am still waiting for ATI to release a Avivo Video Converter that will work on Vista 64 with my graphic cards.....man oh man my x1800xtx and x1950xtx did a nice job of it and I mis it!
 
I want one....probably still going to be very expensive ...... I want ...I want ...I want...video technology is awsome stuff!

rofl ...I am still waiting for ATI to release a Avivo Video Converter that will work on Vista 64 with my graphic cards.....man oh man my x1800xtx and x1950xtx did a nice job of it and I mis it!

Dude... you wont have any use for it. All this card does is crunches numbers at 20x speed then the cards do today doing same thing.

Do you want to watch your screen doing math problems all day?? You wont even see that, youll just see a progress bar going from left to right.
 
Dude... you wont have any use for it. All this card does is crunches numbers at 20x then cards do today doing same thing.

Do you want to watch your screen doing math problems all day?? You wont even see that, youll just see a progress bar going from left to right.

But I am very into video technology (all of it ) and dabble quite a bit with it ...just a hobby thats with in a hobby thats also a career thats more than a hobby.;)
 
It says the the guys worked on opengl while at apple, does this mean their is a slim chance that we can run games without Directx down the road, wouldn't that be super for open source. Or am I going off on a tangent that doesn't exist.:)

OpenGL is not open-source.


OpenGL: Open Graphics Language. Partnering vendors can come up with their own versions of it.
 
But I am very into video technology (all of it ) and dabble quite a bit with it ...just a hobby thats with in a hobby thats also a career thats more than a hobby.;)

So you not like the rest of the kids here thinking they will have more FPS in their games.
 
So you not like the rest of the kids here thinking they will have more FPS in their games.

lol fat chance you'll get FPS ....but when it comes to rendering HD then I am thinking big time potential.

i dont mean rendering as in watching HD.
 
OpenGL is not open-source.


OpenGL: Open Graphics Language. Partnering vendors can come up with their own versions of it.

What I was trying to say is that opengl is not dependent on directx, such as relying on MS, with opengl you can play games on different platforms, I think, have to go back in memory 7 to 10 years ago. Didn't we play quake using opengl as an example.
 
Yes quake is or was or still is, opengl. Thats why they used quake for so many years to test on newer hardware. It was the best opengl game for its time.
 
What I was trying to say is that opengl is not dependent on directx, such as relying on MS, with opengl you can play games on different platforms, I think, have to go back in memory 7 to 10 years ago. Didn't we play quake using opengl as an example.

Sadly that train parted long time ago and IMO we will never see the return. There was a time when OpenGL was better than DirectX, then they were equal for some time, but sonce little after the introduction to shaders DirectX is almost king. That's when it comes to capabilities, when it comes to percentage of usage is even worse for OpenGL (Actually, any game in the last 2 years is OGL? or probably what is the same: ET:QW how old it is?). My point is: if very few developers really supported OpenGL when this was better or equal to DirectX, can we hope it to return to games when it's clearly behind?
 
What I was trying to say is that opengl is not dependent on directx, such as relying on MS, with opengl you can play games on different platforms, I think, have to go back in memory 7 to 10 years ago. Didn't we play quake using opengl as an example.

You were trying to link it to open-source (as in open-source software) by saying it would be benefitted. How else would you link games not using DirectX to being 'super' for open-source?

Common OpenGL games still had portions that relied on DirectX. For example, idTech3 games relied on DirectSound as a 3D audio API. Its Linux ports however made do with any available audio driver (OSS, ALSA, etc.)
 
No, but they will be begged for that technology. I betcha that Nvidia and ATI are going to race for a partnership.

I doubt that, if anything they will starve them out like what they did with Ageia.
 
We've yet to see a product, but you've already sold the company :D

Time for me to start a company, make big claims, and wait for the buyers to come knocking ;)
 
OpenGL is not open-source.


OpenGL: Open Graphics Language. Partnering vendors can come up with their own versions of it.


most prominent example: 3DFX's Glide API: http://en.wikipedia.org/wiki/Glide_API

Yes quake is or was or still is, opengl. Thats why they used quake for so many years to test on newer hardware. It was the best opengl game for its time.


Quake was not OpenGL compliant when it was released (neither was Raven Software's spin-off Hexen II) - OpenGL support came a year later with GLQuake, and was mostly fueled by acceptance of 3DFX's Glide API (of which it was also compliant).

Quake II, Quake III and Quake IV, though, ran via OpenGL (as did Doom3, Heretic II, Prey, and some other titles). In regards to Quake II, the biggest driving force again was not OpenGL itself, but 3DFX's Glide API.

Although ID Software (and partner company Raven Software) have been some of the largest supportive software developers that utilize OpenGL . . . OpenGL as we know it today, in regards to it's highly competitive visual capabilities and also it's performance abilities, owes a lot to 3DFX's pioneering of the Glide API - which was fully based off of the OpenGL API at the time, but was tweaked and targeted specifically for performance. The number of rendering calls were trimmed back to the extent that the API could be implimented solely via hardware, which allowed for games to be able to run extensively faster with Glide than with OpenGL (or DirectX). The performance margin in Glide, as well as OpenGL, was such that the early VooDoo series (through VooDoo3) have become legendary in the 3D graphics market. The Glide API brought new and fresh attention to OpenGL as well, with many new software developers taking a fresh look at OpenGL over DirectX . . . the newfound attention helped the API grow and evolve, and lead to substantial improvements with the API for OpenGl 2.0 released in 2006. The performance increasesand rendering tweaks from the Glide API were even visible for years after 3DFX's downfall and acquisition by nVidia . . . after nVidia acquired the company (and their intellectual property) in 2000, nVidia cards were notorious for outperforming ATI's cards in OpenGL applications through the X1900 series and early HD2000 series.
 

I don't think that could have been said any better!
 
most prominent example: 3DFX's Glide API: http://en.wikipedia.org/wiki/Glide_API




Quake was not OpenGL compliant when it was released (neither was Raven Software's spin-off Hexen II) - OpenGL support came a year later with GLQuake, and was mostly fueled by acceptance of 3DFX's Glide API (of which it was also compliant).

Quake II, Quake III and Quake IV, though, ran via OpenGL (as did Doom3, Heretic II, Prey, and some other titles). In regards to Quake II, the biggest driving force again was not OpenGL itself, but 3DFX's Glide API.

Although ID Software (and partner company Raven Software) have been some of the largest supportive software developers that utilize OpenGL . . . OpenGL as we know it today, in regards to it's highly competitive visual capabilities and also it's performance abilities, owes a lot to 3DFX's pioneering of the Glide API - which was fully based off of the OpenGL API at the time, but was tweaked and targeted specifically for performance. The number of rendering calls were trimmed back to the extent that the API could be implimented solely via hardware, which allowed for games to be able to run extensively faster with Glide than with OpenGL (or DirectX). The performance margin in Glide, as well as OpenGL, was such that the early VooDoo series (through VooDoo3) have become legendary in the 3D graphics market. The Glide API brought new and fresh attention to OpenGL as well, with many new software developers taking a fresh look at OpenGL over DirectX . . . the newfound attention helped the API grow and evolve, and lead to substantial improvements with the API for OpenGl 2.0 released in 2006. The performance increasesand rendering tweaks from the Glide API were even visible for years after 3DFX's downfall and acquisition by nVidia . . . after nVidia acquired the company (and their intellectual property) in 2000, nVidia cards were notorious for outperforming ATI's cards in OpenGL applications through the X1900 series and early HD2000 series.

With what you said and seem to know, is there potential of using a raytracing card and opengl, I remember Intel being interested in raytracing. Is it possible for a third party to get into the graphics business using newer technology, or could they just compete with physx . I'm going out on a limb with this.
 
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