This looks good. A previous video on this channel said there was no WWW in 1993 and I stopped following things. Have things improved?
Hi there! I am Dodoid, the creator of this video. Created an account here to ask you this. Where did I make that mistake? I'm fully aware that there was a world-wide-web in 1993, and if I made the mistake of saying that there was not, I have a post-release correction system and can add a correction to the video. Anyway, I hope things have improved. Thanks for the interest, -Dodoid
SGI's $250,000 Graphics Supercomputer from 1993 – Onyx RealityEngine² [video]
131–140 of 146 posts
Re: SGI's $250,000 Graphics Supercomputer from 1993 – Onyx RealityEngine² [video]
#132I have a slightly newer Infinite Reality R10000 sitting beside my desk here in Phnom Penh. A professor in Berkeley gave it to us and somehow we managed to get it to this side of the world. It uses enough power to run an apartment block and yes it is noisy. I will eventually gut it and install a six node linux cluster inside. I used these boxes in Hong Kong in the early 90's, then later in Japan in the late 90's for a…
please don't gut rare vintage hardware to install commodity x86 hardware.
Re: SGI's $250,000 Graphics Supercomputer from 1993 – Onyx RealityEngine² [video]
#133I must have torn it apart and put it back together about ten times, studying the hardware, and must have installed IRIX 6.5.30 on it just as many.
Re: SGI's $250,000 Graphics Supercomputer from 1993 – Onyx RealityEngine² [video]
#134I used these in the computer lab at RPI back in the 90s to do 3D animation. It’s crazy to think how much smaller and faster today’s tech is compared to these behemoths.
Re: SGI's $250,000 Graphics Supercomputer from 1993 – Onyx RealityEngine² [video]
#135Earlier quoted context omitted.
I wonder if it's still possible to put together hardware that's a few years ahead of current high-end products. Like, can you arrange, say, ten flagship graphic cards for realtime rendering? Do we have game engines that can scale to that number?
As others have said, the whole point of these machines is that they were NOT simply creative combinations of current high-end commodity products. The whole system architecture, from the CPU, memory, I/O, to the graphics hardware, was custom designed. That's something you really don't see very much of these days.
Re: SGI's $250,000 Graphics Supercomputer from 1993 – Onyx RealityEngine² [video]
#136I have a slightly newer Infinite Reality R10000 sitting beside my desk here in Phnom Penh. A professor in Berkeley gave it to us and somehow we managed to get it to this side of the world. It uses enough power to run an apartment block and yes it is noisy. I will eventually gut it and install a six node linux cluster inside. I used these boxes in Hong Kong in the early 90's, then later in Japan in the late 90's for a…
I wonder if it's still possible to put together hardware that's a few years ahead of current high-end products. Like, can you arrange, say, ten flagship graphic cards for realtime rendering? Do we have game engines that can scale to that number?
Re: SGI's $250,000 Graphics Supercomputer from 1993 – Onyx RealityEngine² [video]
#137We had these and a few SUN systems in our computer lab storage room. We called them the dinosaurs. It's amazing how things changed from 1993 to mid 2000s. From technology rock stars to useless junk in a little more than a decade. The "lab master" bribed us with pizza to help him clear the storage room. Quickly found out how heavy these things were and what a raw deal we got.
Not sure if that was the case, or if it is just an urban legend?
Re: SGI's $250,000 Graphics Supercomputer from 1993 – Onyx RealityEngine² [video]
#138Earlier quoted context omitted.
I don't most software can scale to 10 GPUs out of the box. AFAIK, it would be hard to even find a motherboard that would fit them. However, a company could conceivably buy a workstation with 256GB RAM, two 32-core Threadripper CPUs and four Nvidia 2080Ti. That would definitely put you a few years ahead of the average "consumer PC" or next-generation console. Sidenote: I've read that John Carmack and id Software liked…
That's a good point but underselling it. My favorite thing about them was doing a single, system image that removed bottlenecks and complexity for developer at the same time. The PC's were using slow or redundant buses to connect high-speed components. SGI removed redundancies, used fast interconnects (GB/s), made them low-latency (microseconds vs milliseconds), and NUMA-enabled them. The last part meant that sending…
Re: SGI's $250,000 Graphics Supercomputer from 1993 – Onyx RealityEngine² [video]
#139The scanlines on the CRT monitor reminded me how good the refresh rates were on that hardware back then. How did we move backwards so spectacularly with LCD panels? It’s only now that reasonably priced 144hz monitors are hitting the market.
What good would high refresh LCD do you in 1995-2005? From no acceleration at all to barely being able to run modern games at 40 fps (cod2 on 7800GTX in 2005). CRT need high refresh, because they flash picture content at you. LCD do not flash, they maintain steady picture.
Having this rapid refresh helped give persistence of vision for each eye, where if you had subdivided 72 Hz into 36 Hz cycle rates for a pair, you would have very annoying strobe effects visible to most people.
No application was rendering at 144 Hz. They might be lucky to sustain 20-30 Hz, but the framebuffer held both a left and right image and the video output switched back and forth between them on each frame scan. Complex visualizations often got down to 12 Hz or so and considered that acceptable as people would still perceive motion as in an animated cartoon.
Re: SGI's $250,000 Graphics Supercomputer from 1993 – Onyx RealityEngine² [video]
#140I was very fortunate. This is the machine on which I originally learned OpenGL. It was an undergrad lab job where I was paid $5/hour to eventually write http://paulbourke.net/geometry/polygonise/marchingsource.cpp But, in order to do that I had to learn how to 3D at all. The most fun I had with the machine was playing GlQuake 1 at 1280x1024 on a T1 line and bragging about it on the chat where everyone thought I was l…