Friday Flashback #486


Academy Award Nominees Use Softimage to Create Stunning Visual Effects

February 11, 1998 |

https://news.microsoft.com/1998/02/11/academy-award-nominees-use-softimage-to-create-stunning-visual-effects/

MONTREAL, Feb. 11, 1998 — Softimage Inc., a wholly owned subsidiary of Microsoft Corp., today announced that SOFTIMAGE® |3D was used for character animation in all three films nominated Feb. 10 in the category of Achievement in Visual Effects for the 70th annual Academy Awards. The special effects in “Lost World,” “Starship Troopers” and “Titanic” were made possible by the incredibly rich set of tools that SOFTIMAGE|3D provides for digital artists.

Industrial Light & Magic used SOFTIMAGE|3D to terrify and delight audiences with realistic animated dinosaurs in “Lost World”; Tippet Studios created futuristic ‘bugs’ with it for “Starship Troopers”; and Digital Domain made use of the software to create hundreds of digitally animated passengers aboard “Titanic.” The nominees were chosen from the Academy short list of seven films. The four other films under consideration – “Batman and Robin,” “Contact,” “The Fifth Element” and “Men in Black” – also took advantage of SOFTIMAGE|3D to create an amazing array of fantastic effects and character animation.

“This has been an exciting year for us at Softimage, and we’re thrilled that so many of our customers are being recognized by the Academy,” said Softimage President Moshe Lichtman. “Digital artists using SOFTIMAGE|3D have continually broken new ground in creativity and quality. The power of SOFTIMAGE|3D is stunningly portrayed in the special effects brought to life in these films.”

The winning film will be announced at the Academy Award ceremony, televised from Los Angeles on Monday, March 23, 1998, at 7 p.m. PST.

Softimage Technology Lauded by Academy

Softimage congratulates its founder, Daniel Langlois, who – along with Rejean Gagné, Richard Laperriere and Dominique Boisvert – received a Scientific and Engineering Award from the Academy on Jan. 7, 1998. This award honors outstanding contributions that have made a technological impact on the film industry. Langlois, Gagné, Laperriere and Boisvert received the Academy plaque for creating the Actor component of the SOFTIMAGE|3D computer animation system. This component provided breakthroughs in animation control and efficiency that led to the widespread use of Softimage in visual effects and animation production through the introduction of Inverse Kinematics into the animation industry.

About SOFTIMAGE|3D

SOFTIMAGE|3D, the flagship of the Softimage product line, has consistently set the benchmarks for fully integrated professional 3-D modeling, animation and rendering software. The choice of professionals who demand the highest-quality content, Softimage has consistently raised the bar from which other systems are measured. “Sumatra” is Softimage’s revolutionary, next-generation 3-D software. It is the world’s first non-linear animation system, extending the current work flow of 3-D animation more fluidly into the overall production process.

About Softimage

Founded in 1986, Softimage develops software for media-rich applications including video, film, interactive games and CD-ROM applications. Products include SOFTIMAGE|DS (video production); SOFTIMAGE|3D (3-D animation); SOFTIMAGE|EDDIE (compositing) and Toonz (2-D cel animation). The company was acquired in 1994 by Microsoft. Additional information about Softimage and Microsoft can be found via the Internet at (http://www.softimage.com/) and http://www.microsoft.com/ , respectively.

Founded in 1975, Microsoft (Nasdaq “MSFT”) is the worldwide leader in software for personal computers. The company offers a wide range of products and services for business and personal use, each designed with the mission of making it easier and more enjoyable for people to take advantage of the full power of personal computing every day.

Softimage is a registered trademark of Softimage Inc., a wholly owned subsidiary of Microsoft Corp.

Microsoft is either a registered trademark or trademark of Microsoft Corp. in the United States and/or other countries.

Other product and company names herein may be trademarks of their respective owners.

Note to editors: If you are interested in viewing additional information on Microsoft, please visit the Microsoft Web page at http://www.microsoft.com/presspass/ on Microsoft’s corporate information pages.

Friday Flashback #477


Part III
From a 2001 “industry backgrounder” published on softimage.com:

MORE TOOLS TO MORE PEOPLE: THE MICROSOFT YEARS

Windows NT: Expanding 3-D Production

With the arrival of the Pentium, workstation-class power became available to the PC. Softimage led the way in being the first to port a high-end product to the PC, moving the software out of the expensive workstation arena. This initiative overcame another big hurdle in the high-end 3-D animation world – the cost/availability factor – and brought more tools to a larger number of creative people. In order to accomplish this, the platform aspect of the tools had to be opened.

This meant moving to a more accessible platform, namely Windows NT, which occurred in-line with the Microsoft Corporation’s acquisition of Softimage in 1994. With the financial support and the ability to explore new software development, Softimage successfully became the first to bring 3-D to Windows NT, almost quadrupling its user base in a very short time and changing the face of the 3-D animation again by making its tools available to a wider range of creative people.

The move to Windows NT made the software and hardware to create 3D content much more accessible,and the number of people using Softimage’s technology expanded dramatically. Another important factor with Windows NT was that it became much more financially viable to set up a render farm, so rendering capacity also increased exponentially. Through Softimage, Windows NT became a truly accessible professional production platform and the 3-D market opened up significantly.

Digital Studio: The Architecture for a New Generation of Tools

At the same time as the initiative to make the tools accessible to more people, there was also a move to develop the next-generation tools for Softimage. In the same way SOFTIMAGE|3D software used to consist of a series of separate functions (modelling, animation, rendering), so 3-D production was also fragmented into animation, film, video, compositing and paint, editing. This meant that the same integration Softimage had brought to the 3-D market now needed to be brought to the entire production pipeline, integrating 3-D into a unified production environment.

To do this, a platform had to be developed to integrate these functions and toolsets. The idea was to ensure that the production pipeline would allow artists to work in a true nonlinear fashion between all the production steps. This led to the development of Digital Studio, a media framework (not a system), where all the tools could be plugged into, and users could work in a unified fashion on the content of any production. So, rather than moving the production from one tool to another, all material was available in one environment, with the tools working on top of it, readily available to the user. With the establishment of the Digital Studio framework, Softimage’s next-generation of tools could be supported.

As computers became powerful and fast enough to handle real-time video and 3-D, the Digital Studio architecture could successfully be supported and so Softimage began working on SOFTIMAGE®|DS, one of the first products to integrate the 2D/3D production pipeline offering audio, 2-D, video and 3-D in the same box. A true breakthrough, SOFTIMAGE|DS offered the first complete integration of production and post-production tools, uniting editing, compositing, audio – all the components of a traditional post-production process – which had previously been separated out onto different platforms and machines.

The first product based on the Digital Studio architecture, SOFTIMAGE|DS sold a record 600 systems in its first year of release. With SOFTIMAGE|DS, Softimage had returned to its roots, once again bringing the tools closer to those involved in the creative process. SOFTIMAGE|DS created more than just a system; it was an entire process, a completely new artistic medium.

Up next…Sumatra and the Avid years

Friday Flashback #375


Microsoft Softimage to Be Acquired by Avid Technology

REDMOND, Wash., June 15, 1998 — Microsoft Corp. today announced it has signed a definitive agreement to sell Softimage Inc., its wholly owned subsidiary based in Montreal, to Avid Technology Inc., a Massachusetts-based provider of digital video, film and audio solutions. As a result, Microsoft will own a minority stake in Avid and plans to continue its joint initiatives in digital television, interactive content development and other visual media technologies with Avid.

“For the last four years, Softimage has been an innovative leader in the digital media space and will continue this tradition of excellence as a part of Avid,”
said Craig Mundie, senior vice president, consumer platforms division, Microsoft.
“Microsoft will continue to be part of this success as an investor and strategic ally of Avid.”

Softimage has made major strides in providing state-of-the-art production tools for games development, films and commercials that have received numerous awards, including all seven films nominated for the Special Effects category at the 1998 Academy Awards ceremony as well as blockbuster games like Broderbund’s Riven, Sega’s Virtua Fighter series and Nintendo’s Mario64. Since its acquisition by Microsoft, Softimage has added more than 100 employees in Montreal, mainly graphics artists and developers, reaching approximately 300 today. During this time, Softimage also helped pioneer the adoption of the Microsoft® Windows NT® operating system in the professional media creation industry and established Digital Studio, a state-of-the-art high-end integrated environment and tool set for digital media creation.

“Over the past three years, Softimage has driven major breakthroughs in the industry,”
said Moshe Lichtman, president of Softimage.

“We were the first to ship the highest performance3-D animation and video production products on the Windows NT platform. We have built and introduced a revolutionary nonlinear production paradigm base on our Digital Studio architecture. At the same time, we have grown our installed base from fewer than 1,500 users to over 21,000 and our customer base from fewer than 700 to over 6,000. Joining the Avid team will enable us to dramatically accelerate our joint vision of an integrated production environment and to continue pushing the envelope on behalf of our clients and partners in the digital media space.”

Avid, the industry-leading provider of digital content creation tools for professional film, video and audio post-production, has a user base of more than 40,000 editors and artists. Avid’s digital media expertise is well positioned to build on Softimage’s revolutionary digital nonlinear production architecture and its powerful SOFTIMAGE® |DS and SOFTIMAGE|3D product lines.

“This deal is a win-win for all involved,”
Mundie noted.
“Avid gains the benefit of rapid expansion into the 3-D market, a video production solution that ideally complements its current offerings and a stronger alliance with Microsoft. Softimage joins the team of a proven industry leader that will help the company continue to grow and be a force in the digital media space. Microsoft gains a strategic ally for continued development on Windows NT and our digital media initiatives.”

Softimage and its employees will remain in Montreal and other Softimage locations around the world. The parties expect to close the acquisition during the latter part of July 1998, subject to receiving clearance under applicable U.S. and Canadian laws and other customary closing conditions.

Founded in 1986, Softimage develops software for media-rich applications, including video, film, interactive games and CD-ROM applications. Products include SOFTIMAGE|DS (video production), SOFTIMAGE|3D (high-end animation), SOFTIMAGE|EDDIE (compositing) and Toonz (2-D cell animation). The company was acquired in 1994 by Microsoft. Additional information about Softimage and Microsoft can be found via the Internet at (http://www.softimage.com/) and http://www.microsoft.com/ respectively.

Founded in 1975, Microsoft (Nasdaq “MSFT”) is the worldwide leader in software for personal computers. The company offers a wide range of products and services for business and personal use, each designed with the mission of making it easier and more enjoyable for people to take advantage of the full power of personal computing every day.

Microsoft and Windows NT are either registered trademarks or trademarks of Microsoft Corp. in the United States and/or other countries.

Softimage is a registered trademark of Softimage Inc., a wholly owned subsidiary of Microsoft Corp.

Other product and company names herein may be trademarks of their respective owners.

Friday Flashback #345


Softimage “Twister” Enters Beta at SIGGRAPH

ORLANDO, Fla., July 20, 1998 — Softimage Inc., a wholly owned subsidiary of Microsoft Corp., announced today at SIGGRAPH 98 that its next-generation rendering system, code-named Twister™, is entering the beta test cycle with delivery to customers scheduled for the fourth quarter of 1998.

Twister is the first module of the soon-to-be-released 3-D animation platform, code-named “Sumatra,” which provides a revolutionary new approach to character animation and introduces the concept of nonlinear animation (NLA).

Twister is well-suited for use in combination with SOFTIMAGE® |3D version 3.8, now shipping to customers, which allows users to perform interactive rendering in a next-generation environment. Combining the power of mental ray® version 2.0 with the architecture and interface of the “Sumatra” next-generation 3-D platform, Twister fits neatly into the SOFTIMAGE|3D 3.8 workflow with an interactive tool set that complements and extends the functionality of the current-generation software.

Twister takes advantage of the forthcoming “Sumatra” user interface, which provides much smoother workflow and data access while maintaining the familiar and intuitive Softimage user environment that has become integral to much of the animation industry.

Twister will revolutionize the way people handle production-level rendering,” said Dan Kraus, product manager for Softimage. “Not only does Twister provide the next generation of mental ray, but it also makes tuning and editing scene-rendering parameters a completely interactive process. We fully expect Twister to set a new benchmark in the industry as the first truly interactive renderer.”

“As a beta test site for mental ray 2.0, we’ve been extremely pleased with the truly interactive nature of the tool set and we eagerly await the opportunity to put ‘Twister’ to use in our facility,” said Dave Throssell, head of 3-D animation at London-based The Mill FX.

“Twister seamlessly integrates mental ray 2.0 into the rendering environment, thereby taking full advantage of new functionality for both interactive and batch rendering.”

 

Interactive Renderer Delivers Improved Creativity and Workflow

Twister allows users to render directly in the 3-D view, with instant feedback that shows how parameter changes affect the final rendering quality. Whereas rendering was once a time-intensive process, it will now become essentially another viewing mode. This interactive view evaluates the entire scene-rendering tree, and it allows users to view and modify all rendering effects, including motion blur and shadow mapping.

Twister also integrates many production conveniences, such as scene-level renderpass definition, allowing users to predetermine all of the computer graphics passes to be used in a production.

Next-Generation Photorealism Sets New Standard for Quality and Workflow

Twister is based on mental ray version 2.0, a next-generation renderer that will set new standards for quality and workflow. In addition to significantly improved performance, mental ray version 2.0 offers a host of new features, such as depth-map shadows, scanline motion blur and polygon displacement, as well as support for caustics, which allows the renderer to accurately calculate and render the light diffusion around a scene.

Twister allows users to distribute jobs quickly and easily across multiple CPUs, both locally and remotely, using new techniques such as distributed tesselation and local texture caching for significantly improved distributed performance.

Pricing and Availability

Twister is scheduled to be available in the fourth quarter of 1998. Licensed users of the extreme version of SOFTIMAGE|3D under a valid maintenance contract will receive
Twister at no charge. Customers with the base version of SOFTIMAGE|3D will receive an approximately 50 percent discount on Twister.

About Softimage

Founded in 1986, Softimage develops software for media-rich applications including video, film, interactive games and CD-ROM applications. Products include SOFTIMAGE|DS (video production), SOFTIMAGE|3D (high-end animation), SOFTIMAGE|EDDIE (compositing) and Toonz (2-D cel animation). The company was acquired in 1994 by Microsoft. Additional information about Softimage and Microsoft can be found via the Internet at http://www.softimage.com/ and http://www.microsoft.com/ , respectively.

Founded in 1975, Microsoft (Nasdaq“MSFT”) is the worldwide leader in software for personal computers. The company offers a wide range of products and services for business and personal use, each designed with the mission of making it easier and more enjoyable for people to take advantage of the full power of personal computing every day.

Softimage is a registered trademark and Twister is a trademark of Softimage Inc., a wholly owned subsidiary of Microsoft Corp.

Microsoft is either a registered trademark or trademark of Microsoft Corp. in the United States and/or other countries.

Mental ray is a registered trademark of mental images Geselleshaft fur Computer Film und Maschinenintelligenz mbH & Co. KG, Berlin, Germany. All rights reserved.

Other product and company names herein may be trademarks of their respective owners.

Softimage general information:

United States and Canada: (800) 576-3846

International: (818) 365-1359

Note to editors: If you are interested in viewing additional information on Microsoft, please visit the Microsoft Web page at http://www.microsoft.com/presspass/  on Microsoft’s corporate information pages.

Friday Flashback #321


softimage_3d_extreme_datasheet_snippet Even the best animation system is not complete without the extendible capabilities of a fully functional, high-quality rendering solution. With mental ray, artists can easily create the type of complex, photorealistic and innovative imagery that provide a competitive edge in the industry.

–Daniel Langlois, founder of Softimage and senior director at Microsoft.

Softimage Launches New Version of Mental Ray Distributed Rendering Environment

LOS ANGELES, May 16, 1996 — As part of its latest high-end 3-D modeling, animation and rendering software, Softimage Inc. is introducing a more powerful version of mental ray, its distributed, fully programmable rendering environment for Softimage® 3D. With this new release, available with Softimage 3D Extreme or as a concurrent user network license, mental ray is significantly more capable, faster and easier to use. It supports many new innovations, including interface enhancements, an extensive library of shaders and effects, a robust development environment and support for cross-platform distributed rendering. All mental ray features, including distributed rendering, are now available for the first time on Intel® Pentium® Pro, Alpha and MIPS® RISC 4400-based systems for the Microsoft® Windows NT® operating system and Silicon Graphics® platforms.

In addition, Softimage has announced attractive pricing for network and standalone concurrent user licenses of mental ray that will enable customers to build extremely cost-effective distributed rendering networks, also called renderfarms. Renderfarms speed production work and lower costs.

As part of the Electronic Entertainment Expo (E3) here, Softimage is demonstrating a massive renderfarm, with mental ray, running in a network of more than 30 Windows NT and Silicon Graphics laptops, single and multiprocessor workstations, and servers based on Intel Pentium Pro, Alpha and the MIPS RISC 4400 microprocessor.

Several independent software developers, including Lightscape Technologies Inc. and The VALIS Group, are demonstrating new plug-in applications that enhance mental ray’s rendering capabilities. These plug-in applications are based on Softimage’s new software development kit.

Through a combination of advanced ray-tracing capabilities, procedural shaders, volumetric rendering, distributed processing and a programmable architecture, mental ray has established the benchmark for rendering quality by producing the industry’s most detailed, photorealistic images for films, videos, commercials and games.

Most recently, Buf Compagnie (France) used mental ray to produce imagery for the feature film “The City of Lost Children” (“La Cité des Enfants Perdus”).

R/Greenberg Associates (New York) used mental ray to create a photorealistic version of the Statue of Liberty for an Oldsmobile Aurora commercial.

Digital Domain (Los Angeles) used mental ray to produce a stunningly realistic animated character, the T-Meg, for the Terminator 2 3-D attraction at Universal Studios Florida.

“Even the best animation system is not complete without the extendible capabilities of a fully functional, high-quality rendering solution,” said Daniel Langlois, founder of Softimage and senior director at Microsoft. “With mental ray, artists can easily create the type of complex, photorealistic and innovative imagery that provide a competitive edge in the industry.”

All mental ray enhancements are available for Windows NT-based workstations and servers and Silicon Graphics systems. The enhancements include the following:

  • Distributed rendering. Mental ray is a distributed rendering solution that can take advantage of multiprocessor and networked hardware, including Windows NT-based workstations and servers and Silicon Graphics systems, to dramatically reduce the time it takes to render a complex animation scene. Availability of mental ray on Windows NT allows customers to choose from a variety of high-performance, low-cost hardware platforms based on Alpha, Intel Pentium Pro and MIPS R4400 microprocessors for fast, cost-effective renderfarm solutions.
  • Shader library. Softimage 3D Extreme ships with an extensive library of mental ray shaders and effects, including some of the most challenging effects such as hair, smoke, fog and environmental effects such as sunsets and sunrises. Shader libraries are updated continually at no charge through Softimage’s World Wide Web site, . Through an Internet browser, customers can quickly view an effect in action to determine how it can be used in an animation scene.
  • Enhanced programmability. With mental ray programmable shaders, animators can differentiate their imagery with unique, visually exciting custom effects. An open application programming interface based on C, made available through the Softimage software development kit (SDK), enables customers to directly access the mental ray rendering engine for building custom shaders that match their unique creative environments. To help bolster a community of plug-in applications, Softimage in February introduced the Softimage Developers Connection program.
  • Interface enhancements. Mental ray is now fully integrated into Softimage 3D, making it easier to render images. A new render preview window also saves time in getting the right effects. A new shader ball allows customers to find the desired effect quickly.

In addition to mental ray distributed rendering, Softimage 3D version 3.5 includes many other significant enhancements including full NURBS (nonuniform rational B-spline) modeling, an enhanced particle animation system and other features. (For more information on Softimage 3D, see the “Microsoft Introduces Major Upgrade of Softimage 3D” news release.)

Plug-in Applications

As part of E3, several ISVs plan to demonstrate applications developed with the Softimage SDK. Lightscape Technologies (San Jose, Calif.) is demonstrating the integration of the Lightscape Radiosity Server and Softimage 3D using the Softimage SDK. A viewer linked to the server will provide real-time display and navigation of the radiosity solution from within Softimage 3D. The VALIS Group (Tiburon, Calif.)will announce it plans to ship several cross-platform, procedural shaders that eventually will be included as part of its Shader of the Month Club for Softimage 3D. The VALIS Group develops and markets special-effects applications and a series of procedural shaders for Renderman.

Pricing and Availability

Softimage 3D and Softimage 3D Extreme are shipping today for the Silicon Graphics platform; Windows NT-based versions are scheduled to be available in August. Licensed users of Softimage 3D version 3.5 can obtain networked or standalone, cross-platform concurrent user mental ray licenses. Approximate U.S. prices are single license, $2,495; four-pack, $7,995; eight-pack, $13,995; 16-pack, $23,995; 24-pack, $29,995; and 48-pack, $47,995.

Founded in 1986, Softimage develops software for media-rich applications including video, film, interactive games and CD-ROM applications. Products include Softimage 3D (high-end modeling, animation and rendering), Softimage Eddie (compositing) and Softimage Toonz (2-D cel animation). The company was acquired in 1994 by Microsoft Corp. Additional information about Softimage and Microsoft can be found via the Internet at http://www.softimage.com/ and http://www.microsoft.com/ respectively.

Founded in 1975, Microsoft (NASDAQ “MSFT”) is the worldwide leader in software for personal computers. The company offers a wide range of products and services for business and personal use, each designed with the mission of making it easier and more enjoyable for people to take advantage of the full power of personal computing every day.

 

Softimage is a registered trademark of Softimage Inc., a wholly owned subsidiary of Microsoft Corp.
Microsoft and Windows NT are either registered trademarks or trademarks of Microsoft Corp. in the United States and/or other countries.
Intel and Pentium are registered trademarks of Intel Corp.
MIPS is a registered trademark of MIPS Technologies Inc. MIPS is a wholly owned subsidiary of Silicon Graphics.

Friday Flashback #308


GAME DEVELOPER • JUNE/JULY 1995 Microsoft’s Softimage is suddenly challenged by Silicon Graphics’s merger with Alias and Wavefront. What can game developers expect from these two?

 

 

3D Graphics Goliaths Square Off

Yesterday, as I was cleaning out a bookshelf in our office, I came upon an issue of Byte magazine from Aug., 1987. Although I was throwing everything away, I had an urge to flip through its pages—there’s something compelling about a computer magazine that’s over seven years old. Volume 12, number 9 of Byte may only have been 49 in dog-years, but it was much older in computer-years. I couldn’t believe it—ads for 386 16Mhz computers selling for $4,400, 9600-baud modems for $1,000, and articles about EGA graphics. It’s amazing we got through those rough times. (Some know-it-all will read this in 2002 and say the same thing about 1995, no doubt.)

One article that caught my eye focused on the technique of transferring cartoon-quality film (a clip from Disney’s Snow White and the Seven Dwarves) into digitized EGA display. Yeeeesshhh, the final result looked horrible. So, maybe the time wasn’t right back then for creating digital media from live footage. But, like a rolling snowball picking up size and speed, the graphics industry is maturing to the point where there’s not too much anyone can’t do at an affordable price. Microsoft and Silicon Graphics (SGI), thanks to recent acquisitions and mergers, are helping to fuel this momentum.

man_overboad

Competitive Partners

The relationship between Microsoft and Silicon Graphics has changed enormously over the past 12 months. Silicon Graphics is the dominant player in the graphics
workstation market, and Microsoft is the giant in the PC software market.

However, when Microsoft acquired Softimage last summer, Microsoft gained a powerful suite of IRIX-based animation, editing, compositing, and cel animation tools. It instantly became a key partner of SGI. Eight months later—last February—SGI merged with Alias and Wavefront, two companies that compete against Softimage on the SGI platform. How have these developments changed the relationship between Silicon Graphics and Microsoft? More importantly, how does it affect their customers?

I spoke with Andrew Wright, group product manager of advanced authoring tools for Microsoft/Softimage, and Dave Larson, director of marketing for Silicon Studios, a wholly owned subsidiary of Silicon Graphics, about the actions their companies have taken recently in the digital entertainment industry.

The most recent event, Silicon Graphics’ merger with Alias and Wavefront, achieved two objectives for SGI, according to Larson.

“We felt that by merging with Alias and Wavefront,” Larson explained, “we could get two of the most important groups of engineers together with our engineers and accomplish two things. [The first objective] is to drive the development of our 3D software environment… [Second,] we don’t have expertise in entertainment and industrial [software] markets at the customer level like we do with hardware. We’re getting a sales force that knows the customers really well at the application level, a sales force that has a much greater depth of knowledge.”

What was Wright’s reaction to the SGI merger?

“Surprise,” he said. “From [Microsoft’s] perspective, it actually puts us in a stronger position because we feel that for our customers a cross-platform solution is important. Where they want the performance of SGI, we provide it, where they want the price-to-performance ratio and openness of a Windows NT system we’ll provide that to them. We’ll be the only high-end 3D animation vendor that’s effectively able to execute a crossplatform strategy.”

I sensed no edginess from either Wright or Larson about the relationship between Microsoft and SGI, and both played up the positive aspects of their new product lines. Wright stressed the fact that many of SGI’s partners, not just Microsoft, were now competitors, but that it wouldn’t make sense for SGI to consider them as such: “Yes, we are a competitor to [Silicon Graphics], but they’re also a competitor to a number of their other ISVs [independent software vendors]. Companies like Side Effects, Discreet Logic, Avid… One thing I can say absolutely outright is that if SGI loses their third-party applications as a result of this merger, they’re dead in the water. I think they’ve almost got to overcompensate to make sure that their third party ISVs are treated fairly,” Wright commented.

Dave Larson adamantly agreed.

“We’re going to treat [Microsoft] as we do a whole category of partners who will get early access information, and it’s based on business parameters. These guys, as well as other 3D vendors, are still selling SGI software and we’re going to do whatever we can to make sure they continue to do so. That’s our business.”

Softimage off the SGI Platform?

Upon acquiring Softimage last year, Microsoft stated its intention to port the Softimage tools over to Windows NT. I asked Wright whether Microsoft had plans to pull Softimage products off the SGI platform at a later date and focus exclusively on its own operating system implementation.

“No. One of the key reasons Microsoft bought Softimage is that Softimage had a tremendous presence in the community that was producing the world’s best content. ILM [Industrial Light and Magic]. Greenberg. Rocket Science. For those companies, the SGI platform is absolutely critical because they need that level of performance… We think Windows NT and the associated hardware developments are going to provide a very price-attractive alternative. But in no way is that going to put SGI out of business. They are going to continue to do very well and we need to be there.”

 

Microsoft looks at its partner/competitor relationship with SGI in the same light as its association with Apple.

“We’ll continue to invest in SGI,” Wright stated. “It’s very similar to our situation on the Macintosh. Microsoft makes a lot of money on the Macintosh and it’s a very vital platform for us at the application level, even though we don’t own the operating system. The fact that we’ve got applications on Windows 95 as well does not in any way affect our investment in the Macintosh platform.”

Wright sees Silicon Graphics remaining the superior platform for highend digital video and three-dimensional animation over Windows NT, just as the Macintosh held its position as the superior platform for graphic design when Windows 3.0 was introduced.

“Macintosh had a very strong position in graphic design. Windows came in and everybody thought that it was going to completely take over the market. As a result, companies like Aldus and Adobe developed their applications first on Windows and second on Macintosh. But they realized over time that the Mac wasn’t going to go away… We think a similar thing is going to happen in the SGI world,” Wright said.

Porting Softimage Products to Windows NT

Upon acquiring Softimage, Microsoft announced that it would port the company’s toolset to Windows NT. Wright indicated that Softimage products would be available on Windows NT this year, but he declined to be more specific, fearing that divulging an estimated date could raise false hopes.

I wanted to know what strengths Windows NT could offer over the SGI platform to game developers. After all, SGI has been targeting this market for years and has optimized its hardware for high-end graphics and animation. Wright responded: “We think that the Windows NT platform will offer very attractive price-to-performance ratio in the range of performance that it delivers. We also feel that for people who have PC-based networks, for example developers who are using [Autodesk’s] 3D Studio, it will be important for them to run a high-quality 3D product in the same environment that they’re running their other tools. I think that’s going to be key to the games development area.”

Downward Pressure on Prices

In addition to announcing the porting of Softimage tools over to Windows NT, Microsoft announced in January that it was slashing the price of all Softimage software by up to 50%. What was behind this aggressive move? Wright explained:

“Over the last couple of years, interactive developers [have begun to] require [highend] tools as games have become more sophisticated. We looked at our pricing structure and said, ‘Well, those prices make sense if we continue to maintain our high-end feature set for our traditional market.’ But if [Microsoft] really wants to penetrate the market for game developers as well as other emerging interactive media, it’s important to have more aggressive price points and maintain that leadership position.”

A large number of graphics and animation products have been launched for the Windows, DOS, and Macintosh platforms recently by companies like Caligari and Strata. Although these products aren’t in the same class of function or performance as either the Microsoft or SGI tools on IRIX, they seem to be exerting pressure on software prices for the entire market, regardless of platform. I asked Dave Larson how Silicon Graphics viewed these lower-priced products, and how his company would respond.

“We’re moving down in terms of markets,” declared Larson. “As our price points come down, we’re cutting deeper into various markets… Historically, SGI has been perceived as vastly more expensive and out of reach, a boutique kind of machine. We think we’re rapidly expanding beyond that, and that we’re within reach for a lot of people [developing digital entertainment] for a living. It’s all about how much time you have to get your work done. For instance, a friend of mine just came up who’s been doing a lot of audio work on the Mac, and he just started using a new audio application on our platform. He says it’s dramatically affected his work just after a few days of working with it. What he used to think ahead to do he now does in real time. He can test his decisions as he goes. That’s the metaphor for performance change. Everything happens so much more quickly [on the SGI platform], and your creativity can increase.”

Sega and Nintendo Choose Sides

There’s an interesting sidebar concerning SGI and Microsoft. The two archrivals in the game cartridge market, Nintendo and Sega, have gone to separate corners for their respective development tools, and you can probably guess whom each has enlisted. In 1994, Nintendo selected Alias (whose software was used to create the Super NES blockbuster Donkey Kong Country) as the authorized graphics development system for both current games and next-generation 64-bit games. Last January, Sega chose Softimage 3D as the official three-dimensional development tool for the new SegaSaturn game platform. I’m not saying that this is an instance of “any enemy of my enemy is my friend,” but it is predictable political maneuvering.

As long as the Softimage tools on IRIX don’t take a distant second priority to their Windows NT version, users stand to gain from a price war between two resource-rich companies like Silicon Graphics and Microsoft. Feature sets and performance should evolve more rapidly, and it undoubtedly will spur other SGI platform competitors to keep up.

You’d better get used to seeing more companies merging or acquired as the digital entertainment market expands—it’s a natural consolidation that should continue for the next couple of years.

Alex Dunne is contributing editor for
Game Developer magazine.
C R O S S F I R E
14 GAME DEVELOPER • JUNE/JULY 1995