Kevin Bachus joins Bebo

Social networking site Bebo (Blog Early, Blog Often.) has hired Kevin Bachus as their “Chief Product Officer”.  Bebo is similar (but smaller) than other social networking sites, like Facebook and MySpace.

The most interesting thing about Bebo is that it was acquired by AOL on March 13, 2008 for $850 million.  In June, 2010 AOL announced it was planning to sell  Bebo to Criterion Capital Partners for (less than an eventually revealed)  10M$US.  AOL’s sale was supposedly due to the falling numbers of unique users. Bebo users were moving to the social giants Facebook and Twitter, and AOL said that Bebo couldn’t compete with other Social Networking sites at its current state. “They couldn’t commit to taking on the massive task to keep Bebo in the social network ‘race’ “.

Update May, 2011 – Bebo creator Michael Birch, said of Bebo (after he made about $600 million from selling Bebo to AOL) “I think the main reason it didn’t work was just that Facebook was beating it, and people would leave Bebo to join Facebook,”. What’s Birch up to now? – “little social network. I wouldn’t say it’s a competitor to Facebook,” he quickly added. “I don’t think it makes sense to try and be what they are. I do think it makes sense to be what they’re not.”

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Site Revision

I’ve been pretty busy at work and haven’t had a lot of time or inclination to post here over the last two years. Generally I got the job at Intel because one of the things I did here is what I now get paid for, so a lot of effort shows up at work and not here. I’ve had this web site since about 1995 with the last revision in about 2001, where I started writing more on graphics topics. Now they have these newfangled things called “blogs” that fit what I’ve been doing, plus there are now there are engines that do all the updating, formatting, tracking, etc. for you. So I’m in biting the bullet and reformatting everything, and eventually I’ll have it up and running the way I like it. It will just take me a while.

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Kick-ass graphics and Larrabee!

Back in 2008 I took a job with Intel. Intel was starting to ramp up its Larrabee effort and was looking to hire some knowledgeable graphics engineers who could also talk to game developers about *other* things like threading, performance, and optimization. This kept me pretty busy with not enough time to talk about graphics, optimization. And there’s no though about talking about Larrabee since that was not my group.  Unfortunately Larrabee wasn’t ready in time so that aspect of my job, while quite a lot of fun, won’t be ready for public consumption for a while. On the other hand, the other aspects of my job were chugging along and I get to do conference talks of these aspects as well, so expect to see some information on multithreading using tasks, using performance tools, programming on Intel’s integrated graphics cores (which really don’t suck anymore), and something new for me, data parallelism though SSE/AVX programming. Since this stuff isn’t as secret as Larrabee, I’m reactivating and reworking my old website into a blog format, since that what is was way back before they had anything called a blog.

Posted in Graphics, Graphics Hardware, PC Graphics | Leave a comment

Phantom Entertainment loses stock listing

On July 14th the SEC registration of Phantom Entertainment, Inc. was revoked.  The company repeatedly failed to file required annual and quarterly reports with the Securities and Exchange Commission (SEC) and thus violated the federal securities laws that requires public corporations to publicly disclose current, accurate financial information. They are still in Port Chester, New York.

Posted in Infinium, Too Weird | Leave a comment

OpenGL Shading Language Draft nearing completion

The OpenGL Shading Language draft is up for comments. You can review it here.

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WARP-Microsoft’s “fast” DirectX software rasterizer

It turns out that Microsoft did something very interesting Windows 7, something incredibly cool in fact! Windows 7 will contain something called WARP10, which stands for Windows Advanced Rasterization Platform.  This is, in essence, a software rasterizer for DirectX.  WARP10 is a high speed, fully conformant software rasterizer that supports DX10+. WARP allows 3D rendering in a variety of situations where hardware implementations are unavailable, including:

  • When the user does not have any Direct3D capable hardware or driver, or the card or driver crashes
  • When running as a service or in a server environment

Microsoft lists a bunch of other scenarios, but basically WARP10 will run anytime you do not have a working video card or driver. (Assuming you program for it, that is – that is are targeting feature set DX 10.1 or less)  What this means is application developers are no longer constrained from using 3-D effects when they find compatible hardware.  This is going to open up a whole new realm of casual games that don’t have extreme hardware requirements as well as applications that could be improved by rendering a static 3-D scene. When you combine this with the new Direct3D hardware requirements, applications that are not real-time 3-D will be able to first try hardware driver, and if that’s not available, fall back to a WARP10 interface.

This is an incredibly great thing that Microsoft has done!  This brings us back to the halcyon   days of software rasterizers where GPUs were measured by their bit-blt rate. This is circa 1999. Things were simple in those days, as you didn’t need to check for shader model support or for a particular pixel buffer format or for a CAPS bit.

I see the biggest use of this is in the coming years, as WARP is multithreaded, so that it can effectively use higher-end hardware – in particular multi-core CPUs and SSE instructions to maximize the throughput. Over the past decade we’ve been maxing out GPU’s while the power of CPU and continued to grow steadily and now pretty much all CPUs are multicore systems I continue to see game developers hitting a GPU limit and failing to take advantage of multicore CPU systems. While I rail against this short-sightedness, after all, while physics and AI can be programmed on a GPU, you really can’t do anything fancy very easily in a shader, it’s just not made for it, but it does attack the problem from the other end – offloading some of the GPU tasks onto the CPU. There’s no reason you can’t have two rendering pipelines – one for the GPU and one for the CPU. This allows you to off-load simple things, like occlusion queries, shadow map generation, etc. onto the CPU, giving you more time for the GPU to actually render stuff.

Visit the Microsoft WARP web page here.

Posted in DirectX, Graphics API, PC Graphics | 5 Comments

Phantom Lapboards start to make an appearance

Phantom Lapboards are starting to show up in the wild and there’s a review of one at MaximumPC. Generally everybody likes the Lapboard but the mouse seems a little iffy. If you want to try one out they can be ordered online for $129.

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The start of the Intel Shopping Spree: Intel accquires physics engine maker Havok

The more time goes by, the more I really think that Intel want’s back into the graphics market. Graphics are the most obvious pathway to beefier machines for the consumer and the easier it is to create cool graphics that consumers find compelling (like in games), the better marketplace for Intel to upgrade everyone. So what does this have to do with Intel buying the Irish company Havok (whose physics engine is used in Half Life 2, BioShock, Stranglehold, The Elder Scrolls IV: Oblivion, Crackdown, Lost Planet: Extreme Condition, MotorStorm, Halo 3, etc.) you might ask? According to Renee James, VP of Intel’s Software and Solutions Group: “Havok is a proven leader in physics technology for gaming and digital content, and will become a key element of Intel’s visual computing and graphics efforts. Havok will operate its business as usual, which will allow them to continue developing products that are offered across all platforms in the industry.” Intel has been pushing developers to make more use of multi-threaded architecture. Just as game developers now target game eye-candy to the ability of the graphics card, Intel is pushing them to do more with beefier processors to enhance the user experience without affecting game play. This means things like adding more detailed models or more particles in a particle system if the user’s machine can handle it. This is a tall order, but one of the things that’ll make it easier is providing a cutting edge physics engine that’s highly tuned to take advantage of multi-core systems. Since the deal is worth about an estimated $US 110 million, I’d guess Intel is really serious about it. That’s cool for all the game developers and the eventual consumer apps that will be physics enabled. But a physics engine is the 2nd thing I would have bought if I were Intel. I expect to see some other acquisitions in the near future.

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