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Subject: New newsletter (tS7)

Subject: New newsletter (tS7)

2005-05-16       - By DAVID STUBBS

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Reply:     <<     11     12     13     14     15     16     17     18     19     20     >>  

Hello Mr. Ormandy

Would that mean the yes is applied to these following questions. How about
multitasking with other applications while T.S.7 is running. Please excuse my
limited understanding of this issue.


Multiprocessors are very interesting. How will it work?

With the implementation of multithreaded processing capability with T.S.7 will
there be a regulator in a T.S.7 properties  panel which will allow for the T.S
.7 User to allocate processing capacity limits to operations for each individual
processer used. I am reaching here a bit but I would think the engagement of
processsing time will be default to the limit of the first processer first.

Nonetheless it would still be interesting if either were true as the demand for
resources would be the same as the operations demands today - T.S. will do what
what it does until a failure or bogging down occurs (given a persons) computer
hardware used and switch over to the next processor. It would be neat if there
was control for that. How about for handleing allocated parts of various scene
activities by way of point and click with timing coordination allocations in
tandem too, well maybe not tandem but there would be a tighter control on
execution within a scene I would think. Ha technology very interesting!

I must note here that I am not even sure whether XP can handle this by default
or not. It might.

This would provide for the user to multitask with other applications  To
simulate this one could create a network too with other computers. How it would
work in the micro sense on one machine is another guess though without it. But
things could be done to ensure benifets if only at the front door of a pool if
default processing.  I ask this question given multitasking with other apps
while running T.S.7

The future may be a multiprocessor networks to one screen. That'd be something
to work on
and with. Like taking Matrox's 9 screen operations and put all the
functionality into one screen.
Some say the skys the limit but that's outasight.

David







Roman Ormandy <roman@(protected)> wrote:
Unlike some other programs. Link Editor in TS7 is applicable to anything, you
could even construct your own rendering pipeline, all by Drag&Drop&Link:)

I actually am not "in the know" about the RAM limitations of 32 but multi-cores
. I would imagine that first generation dual-core systems will be confined to
current 4GB limit but I also would think that upcoming new generation of PCIe,
called PCIe AS (Advanced Switching) would overcome that as it will treat inside
of MS Windows desktop hardware kind of like a "little private internet" inside
the
box.

Roman

-- --Original Message-- --
From: TSML [mailto:truespace@(protected)] On Behalf Of Hazmat
Posted At: Sunday, May 15, 2005 8:52 AM
Posted To: TSML
Conversation: Re: [TSML] New newsletter (tS7)
Subject: Re: [TSML] New newsletter (tS7)

Roman,

Thanks for confirming my observations about tS7! Ever since Shader
Magic came out, I've been hoping that the nodal type of interface would
catch on (in more than a material editor)! I can't think of anything
else in tS7 that could trump the Link Editor (for me anyway), but I look
forward to it nonetheless!

One question on the 64bit versus 32bit multi core subject. I know that
one of the major advantages of the 64bit architecture over the normal
32bit architecture is that the 64bit system can use a lot more RAM.
Will the multicore 32bit systems also be able to use more RAM, or is
this an advantage the 64bit systems will have? This is more of a
technology question than it is a tS question, but you are obviously in
the know about these things.

Heath

Roman Ormandy wrote:

>Heath,
>
>"Significant" is the word! I am convinced that our new Link Editor (that is
what we call "node-based editor") is more powerful and easier to use than any
other equivalent in any existing 3D product, including some very high priced
systems. Revolutionary architecture behind it is also making possible real time
scalability on new multi-core CPU's.
>
>With the power comes some new UI metaphor and we realize that not all TS users
will instantly embrace this new metaphor as "extremely visual" as you did. We
worked very hard on integrating new Link Editor with existing widget and Icon
based direct manipulation which everyone loves. Funny though, I remember we
received some harsh criticism at the time when we introduced widgets too:)
>
>One more thing, we realize that not every one have a need to use Link Editor
and that is OK too, there will be many other "significant" additions in TS7 to
keep everyone happy.
>
>Roman
>
>-- --Original Message-- --
>From: TSML [mailto:truespace@(protected)] On Behalf Of Hazmat
>Sent: Friday, May 13, 2005 9:23 PM
>To: MailingList truespace
>Subject: [TSML] New newsletter (tS7)
>
>I don't know if everyone else got an email about this, but I didn't so
>on the off chance that you don't know about the new newsletter, have at
>it! http://www.caligari.com/news/news_apr2005/newsletter.html
>
>After looking at the large version of the interface screenshot from the
>newsletter, I can say that I'm more excited than ever about tS7! It
>appears to have a significant node-based editor, which seems like the
>most intuitive way to work for artists who are extremely visual (anyone
>who enjoys the Caligari user interface). I can't wait!
>
>-heath
>
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<DIV>Hello Mr. Ormandy</DIV>
<DIV>&nbsp;</DIV>
<DIV>Would that mean the yes is applied to these following questions. How about
multitasking with other applications while T.S.7 is running. Please excuse my
limited understanding of this issue.</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>Multiprocessors are very interesting. How will it work?</DIV>
<DIV><BR>With the implementation of multithreaded processing capability with T
.S.7 will there be a regulator in a T.S.7 properties&nbsp; panel which will
allow for the T.S.7 User to allocate processing capacity limits to operations
for each individual processer used. I am reaching here a bit but I would think
the engagement of processsing time will be default to the limit of the first
processer first. </DIV>
<DIV><BR>Nonetheless it would still be interesting if either were true as the
demand for resources would be the same as the operations demands today - T.S.
will do what what it does until a failure or bogging down occurs (given a
persons) computer hardware used and switch over to the next processor. It would
be neat if there was control for that. How about for handleing allocated parts
of various scene activities by way of point and click with timing coordination
allocations in tandem too, well maybe not tandem but there would be a tighter
control on execution within a scene I would think. Ha technology very
interesting!</DIV>
<DIV>&nbsp;</DIV>
<DIV>I must note here that I am not even sure whether XP can handle this by
default or not. It might.</DIV>
<DIV><BR>This would provide for the user to multitask with other applications
&nbsp; To simulate this one could create a network too with other computers. How
it would work in the micro sense on one machine is another guess though without
it. But things could be done to ensure benifets if only at the front door of a
pool if default processing.&nbsp; I ask this question given multitasking with
other apps while running T.S.7</DIV>
<DIV>&nbsp;</DIV>
<DIV>The future may be a multiprocessor networks to one screen. That'd be
something to work on</DIV>
<DIV>and with. Like taking Matrox's 9 screen operations and put all the
functionality into one screen.</DIV>
<DIV>Some say the skys the limit but that's outasight.</DIV>
<DIV>&nbsp;</DIV>
<DIV>David <BR></DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV><BR><BR><B><I>Roman Ormandy &lt;roman@(protected)&gt;</I></B> wrote:</DIV>
<BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER
-LEFT: #1010ff 2px solid">Unlike some other programs. Link Editor in TS7 is
applicable to anything, you could even construct your own rendering pipeline,
all by Drag&amp;Drop&amp;Link:)<BR><BR>I actually am not "in the know" about
the RAM limitations of 32 but multi-cores. I would imagine that first
generation dual-core systems will be confined to current 4GB limit but I also
would think that upcoming new generation of PCIe, called PCIe AS (Advanced
Switching) would overcome that as it will treat inside of MS Windows desktop
hardware kind of like a "little private internet" inside the<BR>box.<BR><BR
>Roman<BR><BR>-- --Original Message-- --<BR>From: TSML [mailto:truespace
@(protected)] On Behalf Of Hazmat<BR>Posted At: Sunday, May 15, 2005 8:52 AM<BR
>Posted To: TSML<BR>Conversation: Re: [TSML] New newsletter (tS7)<BR>Subject: Re
: [TSML] New newsletter (tS7)<BR><BR>Roman,<BR><BR>Thanks for confirming my
observations about tS7! Ever since Shader<BR>Magic came out, I've been hoping
that the nodal type of interface would<BR>catch on (in more than a material
editor)! I can't think of anything<BR>else in tS7 that could trump the Link
Editor (for me anyway), but I look<BR>forward to it nonetheless!<BR><BR>One
question on the 64bit versus 32bit multi core subject. I know that<BR>one of
the major advantages of the 64bit architecture over the normal<BR>32bit
architecture is that the 64bit system can use a lot more RAM.<BR>Will the
multicore 32bit systems also be able to use more RAM, or is<BR>this an
advantage the 64bit systems will have? This is more of a<BR>technology question
than it is a tS question, but you are obviously in<BR>the know about these
things.<BR><BR>Heath<BR><BR>Roman Ormandy wrote:<BR><BR>&gt;Heath,<BR>&gt;<BR>
&gt;"Significant" is the word! I am convinced that our new Link Editor (that is
what we call "node-based editor") is more powerful and easier to use than any
other
equivalent in any existing 3D product, including some very high priced systems
. Revolutionary architecture behind it is also making possible real time
scalability on new multi-core CPU's.<BR>&gt;<BR>&gt;With the power comes some
new UI metaphor and we realize that not all TS users will instantly embrace
this new metaphor as "extremely visual" as you did. We worked very hard on
integrating new Link Editor with existing widget and Icon based direct
manipulation which everyone loves. Funny though, I remember we received some
harsh criticism at the time when we introduced widgets too:)<BR>&gt;<BR>&gt;One
more thing, we realize that not every one have a need to use Link Editor and
that is OK too, there will be many other "significant" additions in TS7 to keep
everyone happy.<BR>&gt;<BR>&gt;Roman<BR>&gt;<BR>&gt;-- --Original Message-- --
<BR>&gt;From: TSML [mailto:truespace@(protected)] On Behalf Of Hazmat<BR>&gt
;Sent: Friday, May 13, 2005 9:23 PM<BR>&gt;To: MailingList
truespace<BR>&gt;Subject: [TSML] New newsletter (tS7)<BR>&gt;<BR>&gt;I don't
know if everyone else got an email about this, but I didn't so<BR>&gt;on the
off chance that you don't know about the new newsletter, have at<BR>&gt;it!
http://www.caligari.com/news/news_apr2005/newsletter.html<BR>&gt;<BR>&gt;After
looking at the large version of the interface screenshot from the<BR>&gt
;newsletter, I can say that I'm more excited than ever about tS7! It<BR>&gt
;appears to have a significant node-based editor, which seems like the<BR>&gt
;most intuitive way to work for artists who are extremely visual (anyone<BR>&gt
;who enjoys the Caligari user interface). I can't wait!<BR>&gt;<BR>&gt;-heath<BR
>&gt;<BR>&gt;__ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____
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<BR>
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