A Classic TurboRez card - Press Release November 8, 1994 It would be an understatement to say it's been awhile since there's been news from us about the status of the "fabled" TurboRez product. As some of you may know, since the previewing of a prototype at the last two Apple Expo's, we elected to do an entirely new design based on the use of custom gate array technology. Even though underestimating project completion time seems to be a tradition with computer hardware/software development, let's just say that even we've been amazed at the degree of difficulty involved here. This project has had an appetite for resources (like TIME) that has to be experienced to be appreciated. The current status is that, after more than a year of design and simulation of the virtual chips, we've got actual hardware up and running. This happened just in the last 5-6 weeks and the debugging process is proceeding steadily. So far, the video is looking good and the circuits seem stable. Our apologies for not being online with some news sooner. With the pre-announcement situations we've created in the past, it seemed prudent to wait until there was new hardware actually in operation before making any public statement. Normally though, given the incomplete state of the project at this point, we probably would have waited awhile longer. The announcement of the Second Sight card (by Sequential Systems) has altered the marketplace however, hence some earlier information from us. On this note, we'll briefly discuss the two products. Operation in a GS with the stock RGB monitor reveals similarities such as 256-color pixels, in both 320 and 640 resolution and 400-line interlaced modes. The TurboRez card has a Display List CoProcessor and a high-speed blitter, while Second Sight has a microprocessor that does blitter emulation. Now, what about the particular strengths of the two cards? Comparing The Two The Second Sight card's strongest suite is when it's coupled to an external SVGA monitor. Here it offers some pretty high resolution, up to 1076 by 768 pixels. Of course, to effectively take advantage of this, you'll really need a 17 or 19 inch monitor to avoid eyestrain (Price a monitor this size next time you're at a computer store). Second Sight does not offer overscanning. The TurboRez card will accept an adaptor that allows attaching a VGA monitor and sending out a 640 by 480 image, so it appears we come in second in the resolution department. TurboRez is capable of doing overscan, however (vertical and horizontal, together or separately). Pictures That Move Where TurboRez does shine is in the area of multimedia animation. It's nice to be able to show pictures on the GS that have enhanced color and resolution, but what about bringing them to life? In other words, making them move and flow. Well, the TurboRez card enhances animation on the GS with a host of features. First, of course, the high-speed Blitter for drawing shapes and objects to the display very quickly. Add to that its Multi-Plane Overlay capability and Line Drawing (w/Scaling). Let's talk about those last two. Multi-Plane Overlay Technology The Multi-Plane hardware on the TurboRez card is similar in concept to the multi-plane techniques used by commercial film animators. Basically, it means having the various elements of the picture, both moving and still, on separate "layers". In TurboRez, this means that moving shapes can be placed in separate image layers (or planes) and pass over or under each other (or in front of or behind foreground/background objects) without "interfering" with the other picture elements. In a single-plane video card (like Second Sight), an animated scene consisting of stacked shapes and objects is very slow and messy to update fast enough to present a smoothly flowing image. To alter a shape in the "middle", means not only erasing and redrawing that particular shape, but also anything that appears above or below it onscreen. To change that one shape requires massive amounts of erasing and redrawing even though the neighboring shapes and objects are not due to change yet. All of this activity translates to SLOW screen updating. TurboRez, with hardware Multi-Plane technology, doesn't suffer from these limitations. With separate image planes, the update process is confined to just those shapes and objects that need it at the time. This means no wasted time redrawing things that don't need it! The result: Efficient and FAST animation on your GS (even without a Zip accelerator). Texture Mapping via Line Drawing w/Scaling The other major animation enhancer is the Line Drawing w/Scaling hardware. Here we take a common operation like plotting a line of pixels and couple it with Scaling logic. Scaling allows magnifying or shrinking a bitmapped shape or object as it's being drawn. The scaling operation can be done by the plotting software but that approach is never as fast doing it thru hardware. By using Scaling along with Line Drawing, it's easy to not only alter the drawn size of a source shape but to rotate it as well. Similarly, a drawing technique known as Texture Mapping is enhanced using the TurboRez hardware. Texture Mapping lets us manipulate a source texture map, which is a rectangular, bitmapped image of something, say a picture of woodgrain or red brick siding or whatever. The effect is that it's being stretched across the face of some 3D object that's in the onscreen image. The woodgrain might be applied to the floor of the scene and the bricks to a fireplace. Where before there might have been a collection of 3D objects with solid-color shaded faces, we would now have objects with realistic textures "pasted" onto them. To get a good idea of how effective this technique is, find somebody with a 486 PC (50 or 66 mhz) that has the popular program "Doom" and have them run it for you. Now, we at RezTek aren't advocating that all games should imitate the shoot-em up premise of Doom, but our purpose here is to examine the implementation of a realtime, 3D texture mapped universe in which the user can move about freely and interact with. The effect is quite impressive and realistic. Now imagine something similar running on your GS, running at fullscreen size and animating smoothly. How's that going to happen? Only with a TurboRez GS card, using its hardware enhanced Line Drawing w/Scaling. While we're talking about features, we'll also mention that page-flipping is no problem and there's also support for the GS's NTSC video port and planned GenLocking support (for instance; the Apple VOC card). What, Where, When OK, by now the questions are when and how much. Well, we've still got quite a bit of work to do to get this ready for production, so don't worry about ordering a TurboRez card just yet. There will be more news posted at the first of the new year (here, on Genie for sure, and possibly in one or more publications). At that time we should have a better handle on release time and pricing, etc. Please understand that we're a dedicated but small company (i.e. understaffed and overworked) and that we'll be needing to apply all of our energy to completing the TurboRez product. Therefore, for the near future, answering the phone will probably have to take a backseat to the production effort. If we're slow in replying to EMail and stuff, just take comfort in the thought that it was time diverted to a good cause. Also, thanks in advance to folks volunteering for beta test duty but we're doing just fine in that regard presently. Thanks for your interest in this product. And stay tuned for more news about TurboRez GS, the video card that'll bring powerful and dynamic animation to your IIGS! (..and the company bringing it to you, RezTek, of course.) Current contact info: RezTek 2301 Cotton Ct Santa Rosa, Ca 95401 707-573-9257