01 July 98 - 07 July 98
Highlights within this period includes:
  • Chrome & Intel
  • STB Velocity 128 ZX Disected
  • Amiga 5.0 screenshots
  • Matrox Marvel G200
  • New SoundBlaster Drivers
  • Obsessive Cooling
  • Windows 98 Service Pack 1
  • Microsoft Pays $5 million
  • Fastest D3D from S3?
  • C&C Tiberian Sun
  • Creative DVD-ROM Update
  • Age of Empires II
  • WinZip 7.0 beta
  • Overclocking Reference Chart
  • PCWorks FourPointSurround
  • MotoCross Madness 3D
  • Update for Norton Utilities V3 (Win95/98)
  • Does Win98 Stack Up In Terms of Performance?
  • Wheel of Time
  • Complete Voodoo2 RoundUp
  • 1 Month & 1 Day Old
  • 3DMark99
  • Cirrus Logic PCI Audio Devices
  • STB Nitro 3200
  • Wah! Savage3D! Savage3D!
  • Triple Buffering
  • I Hear You Screaming... "Again?!!"
  • Falcon 4 Screenshots
  • Singapore in Advanced Project
  • TMC TI5VG+
  • RIVA cheated in 3D Winbench
  • Loyal Follower
  • Update about Riva on 3D Winbench 98
7th July 1998 {Tuesday}
Update about Riva on 3D Winbench 98  7th July 22:53 pm

Yap, here's some update. From my 3D Winbench 98 tests, my PCI Diamond Viper V330 4mb running the latest 4.10.01.0127 drivers still failed the two quality tests... namely the Nearest Mipmap Nearest and the Nearest Mipmap Linear tests.

The cheat if any is most definitely not in this iteration of drivers based on nVidia's v2.0 reference drivers with full OpenGL ICD support. Well, unless the author of the claims was referring to the AMD K6-2 3DNow! drivers for the nVidia... the accusations remains unclear.

Let's await answers from the PR guys at nVidia before jumping to any conclusion.

Loyal Follower  7th July 20:10 pm

Since I was expected to follow up with some flames (for my partner)... for the undermention news about nVidia's shameful act, I shall humour all of you then:

This can't be true! NOOooooooOOO!!!! I refuse to believe it. I refuse. It's not true, I can tell you. nVidia will never cheat like other vendors. They're the best. I don't care! :(

Ok. Done. I sure hope all that yelling pleased my partner.   :P

But seriously (and being a LOYAL FOLLOWER), the report did not reveal which version of the nVidia's drivers and which Riva card was used to demonstrate the "phenomenon". Hmm... I've not ran 3D WinBench on my Diamond Viper V330 after I installed the latest .0127 version of the drivers, but I can tell you the test failed on my card using the .0126 version. Let's see if I've got the time to investigate this... :)

Anyway, the act is to be condemned if the report is true. And I don't see the point of cheating - why in the world did nVidia bother? The Riva 128 has done very well and the time has come for it to graciously give way to other newer, badder cards that packs even more 3D crunching powess.

Also, I'm sure every well-informed buyer would already know of the flaws and features of this popular card. Nevertheless, cheating is bad. Tsk! Tsk! Tsk!

RIVA cheated in 3D WinBench  7th July 11:45 am

Ho ho. This news from MURC is going to get lots of flame from your other Hardware One editor, who is a loyal RIVA follower. :)

NVIDIA had a set of drivers for its RIVA 128 adapter that had already passed two of our four mipmap tests. They decided to go after the other two. In the process, something very unusual happened.

To clarify the situation, we have to talk a little about the way 3D WinBench tests mipmaps--the series of bitmaps that shows an object's texture at different scales. The 3D adapter is supposed to choose a mipmap based on the viewer's distance from the object or average the two closest mipmaps, depending on the mipmap filtering mode.

Most mipmaps in real applications are filtered images, which is to say that the applications start with a full-size picture and then filter the image into progressively smaller versions, each of which is known as a mipmap. For one part of 3D WinBench's quality tests, however, we use a series of checkerboard mipmaps that we had generated independently of one another, each in a different color rather than using filtered versions of a single original image.

The new driver from NVIDIA seemed to subdivide the triangles in our quality-test checkerboard at the appropriate mipmap boundaries to simulate per-pixel mipmapping. This is not, in itself, a bad way to improve image quality. Unfortunately the roadway above the checkerboard didn't show the same subdivision--nor did real games.

During our experiments, we created some new mipmaps for this quality test to use, and suddenly everything fell into place.

The driver was only subdividing triangles when it found that the lower-level mipmap was not a filtered image of the top-level map.

In other words, the driver seemed to detect the checkerboard pattern in 3D WinBench 98 and enhance that image--and only that image. We consequently recommended that ZD testers fail this implementation.

TMC TI5VG+  7th July 11:33 am

Hardwire put up an review on the TMC TI5VG+ This motherboard is based on the MVP3 chipset, which has a 5 PCI/2 ISA/1 AGP configuration. The MVP3 chipset allows the memory bus to run pseudo-synchronously with the AGP bus or dependently with the Front Side Bus. This allows your older EDO SIMMs or older PC-66 SDRAM to use the 100 MHz FSB while your RAM uses the 66 MHz bus.

I personally prefer this board, due to the 5 PCI configuration. For those looking for a Super 7 motherboard for your K6-2, you may well consider this board.

Singapore in Advanced Project  7th July 10:49 am

Singapore's Kent Ridge Digital Labs, the National University of Singapore and Nanyang Technological University signed a memorandum of understanding to develop next generation internet technologies and applications.

The three parties, through a high-speed computer network linking them to research and education communities worldwide, are working on network technologies as well as advanced applications like telemedicine, digital libraries and distance learning.

The project and network, both called SingAREN, has received Singapore $30 million for three years from the National Science and Technology Board and Telecommunications Authority of Singapore.

Within Singapore, SingAREN is made up of an experimental broadband network linking universities and research organisations. It is also linked to the country's commercial broadband Singapore ONE network.

Outside of Singapore, SingAREN has a 14 Mbps link to the United States and Canada.

Falcon 4 Screenshots  7th July 10:43 am

Please be calm. CombatSim presented the latest Falcon 4 screenshots running on a Matrox Mystique G200 at a whopping 1600 x 1280 resolution.

6th July 1998 {Monday}
I Hear You Screaming... "Again?!!"  6th July 23:55 pm

Yeah what now? I'll cut short this blah about...

"Highlighting the growing industry demand for its Savage3D(TM) accelerator, S3(R) Incorporated today announced that Diamond Multimedia Systems, Inc. has selected Savage3D as the basis for a new high-performance graphics add-in card...."

Triple Buffering  6th July 23:04 pm

Now, you probably know that the new upcoming Matrox G200 supports Triple Buffering. What is Triple Buffering, MURC posted a note on this:

Taking advantage of triple buffering will make up for time wasted while waiting for a VSync when page flipping. This can significantly increase the frame rate, which increases the playability of the game. When a scene is rendered and a call to DirectDrawSurface::flip() is made, the graphics card must wait for a vertical refresh, otherwise tearing of the image will occur. During this time, the entire system must wait. Triple Buffering allows the next scene to be rendered into a third buffer while the first two buffers are waiting for the vertical refresh. With an 8 MB or greater memory configuration, there is sufficient memory to use a front buffer, two back buffers and a Z-buffer (all at 640x480x16bpp), still leaving over 5.5 MB of video memory for textures!

Wah! Savage3D! Savage3D!  6th July 22:31 pm

I've almost forgotten that S3 used to dominate the graphics market segment until the buzz about this chipset began to nudge me awake. Savage3D sports a very unique feature - texture compression. Many people cast doubts about this technology and expressed concerns that compression will be more of a performance penalty than boost, till now many doubts still remain.

But OGR today writes about an exclusive preview of an alpha board running on alpha drivers. From what they've tested, the Savage3D is VERY VERY efficient. A 8mb Savage3D beat a 12mb Voodoo2 in virtually every single test/demo thrown at it. What more can we ask for?

The juicy parts are big this time, and here they are:

"After the obligatory handshakes and introductions, we got right into it with a Quake 2 demonstration. A table set up with a pair of identical P2-400s were running comparisons between the 8MB Savage 3D and a 12MB Voodoo 2. Both machines were running Windows 98 and the latest drivers. First up was a special demo level made with 20MB of textures. The Voodoo 2 was noticeably choppy, with lots of texture swapping, but the Savage 3D was smooth as silk. when the demo completed, the scores reflected the difference--the Voodoo2 clocked in at 23.2 fps and the S3D at 39.3. These were run with vsync on and a refresh rate of 85Hz."

Running the Incoming demo benchmark:

"Running the Incoming demo benchmark (with the S3D set to 16bit color to compare apples to apples), the results were favorable. S3D scored 64.62 vs. Voodoo 2's 59.01 at 640x480. At 800x600, the gap was even wider, with a score of 49.77 vs. 38.76 for the Voodoo 2. "

Running the Turok demo benchmark:

"The Turok demo benchmark produced similar results. At 800x600, the S3D cashed in at around 69.2, where the Voodoo 2 lagged behind at 46.9."

Blurbs about Texture Compression technology found in the S3D:

"One of the "big deals" about the Savage 3D is the texture compression technology. The compression scheme used is very efficient, giving 4:1 compression for 16bit textures and 6:1 for 24bit textures. Because it works so well, looks so good, a is very cheap and easy to implement in hardware, this is the compression scheme chosen by Microsoft for DirectX 6."

"'Big deal', you say. "Texture compression is only good if developers support it." True enough, but the Savage 3D will compress textures for any game upon load and store them on the hard disk in compressed format, which copies directly into RAM without modification. This means that the first time you run a game with uncompressed textures, it loads slowly, but it loads much faster (and performs better) every time thereafter."

STB Nitro 3200  6th July 22:02 pm

While everyone else is announcing cards based on the V2 and the TNT, STB jumps on yet another promising chipset from S3 - the Savage3D. ( I've posted quite a bit about the Savage3D, urrmm.. refer to 3rd July - Fastest D3D from S3? ). It was PC Fan that broke this news... (to me, that is!) and here's what they said:

STB announced its new Nitro 3200 2-D/3-D multimedia accelerator with high quality MPEG-2 DVD support.

This advanced 8MB accelerator with a 128-bit rendering engine produces high quality graphic images while supporting AGP-2X with sideband and pipeline architecture.

Based on the S3 Savage3D graphics chip, the Nitro 3200 uses S3TC, the only Microsoft-endorsed texture compression technology for DirectX. By compressing data, S3TC enables the Nitro 3200 to deliver 4X AGP performance on 2X AGP systems to deliver 4X and effectively doubles the board's frame buffer size by allowing more textures to be stored.

The Nitro 3200 fully supports DirectX 6.0 with Direct3D hardware acceleration of major rendering attributes including single pass trilinear texture filtering, multiple textures or special effects, mip-mapping, scene-based anti-alias, hardware shadowing, and fog effects. The Nitro 3200 is equipped with 8 MB of 125MHz SDRAM supporting resolutions up to 1900 x 1200 with refresh rates up to 160 Hz.

The accelerator delivers outstanding 3-D performance by achieving an exceptional 125 million pixels per second through its single cycle trilinear architecture and delivers more than 4 times the AGP performance through its innovative AGP engine and texture compression technology.

Equipped with 250 Mhz RAMDAC, the Nitro 3200 has TV out support that displays images on a standard television and computer monitor simultaneously. Full motion video support includes MPEG-2 Motion Compensation playback and highest quality video scaling.

Cirrus Logic PCI Audio Devices  6th July 19:52 pm

Cirrus Logic introduces the new PCI Audio devices with Dolby Digital AC-3. The new CS4622 and CS4624 are based on the innovative DSP SoundFusion(TM) technology.

The new CS4622/24 solutions provide maximum audio processing capabilities (with 300 and 255 MIPS performance respectively) while off-loading the CPU from the demands of real-time audio signal processing.

The powerful DSP engine in each device delivers the advanced features that will be the hallmark of tomorrow's PCs, including industry leading application programming interfaces (APIs) for 3D-positional sound technologies; Dolby Digital (AC-3) for home theater class sound quality, acoustic echo cancellation for the ultimate in speakerphone and conferencing quality, wavetable synthesis for delivery of interactive audio soundtracks, and the Sony/Philips Digital Interface (S/PDIF) for linking PCs to consumer entertainment systems.

3DMark 99   6th July 19:44 pm

FutureMark Corporation announces the 3DMark 99/Pro. This program has been designed to test 3D graphics cards under the new DirectX 6. The benchmark includes results like texture, lighting & light maps as well as fill rates.

5th July 1998 {Sunday}
1 Month & 1 Day Old  5th July 22:23 pm

Well, today we're 1 Month & 1 Day old since being officially hosted on Singapore One's LionCity as a Special Interest Group.

We, Kan & Wilfred, will like to thank everyone of you who's visited us. While the majority of our guests are from Singapore, it pleases us greatly that a significant number come from distant countries.

Ok, we don't have anything to offer on this day other than the usual news updates and stuff... but we'll like to thank all our visitors for their kind support.

Lastly, do send your feedback and suggestions to us at [email protected]! And urmm... tell your friends about us! :)

Complete Voodoo2 RoundUp  5th July 21:45 pm

Another Voodoo2 RoundUp? Kind of. GameCenter has assessed a small stable of popular Voodoo2 boards - namely the Creative 3D Blaster Voodoo2, Diamond Monster 3D II, Canopus Pure3D II, Wicked3D II, and even Quantum's Obsidian2 12mb AGP. They came short of Orchid's Righteous II and STB's BlackMagic (And Skywell's Magic3D II that's sold in S'pore. Hmm...). Nevertheless, this is a very good read.

Wanna know which card came out tops in their benchmark tests? (A hint: just use your pure instincts). Head over to GameCenter's RoundUp.

Wheel of Time  5th July 20:30 pm

I'd missed this at Adrenaline's. The Wheel of Time, slated for release in the 2nd Qtr of 99, is a new genre of RPG/Strategy game based on the Unreal engine. What it promises is a clever plot coupled with jaw dropping graphics, played in first person perspective... a type of gameplay never explored before. WOT looks set to rock the gaming world when it arrives. (Full Preview)

"...The goal of this game is something new; a synthesis of action, RPG, and strategy aimed to burst through genre delineation with sheer strength of design and gameplay. The technically brilliant Unreal engine will act as an unshakable foundation of visual superiority and adaptable architecture. With well-honed chisel, Glen intends to utilize his extensive background in plot-intense adventure games and carve out a masterpiece. Thus, WOT is poised to tread into ground upon which even the development elite have never stepped."

Here's some golden screenshots for ya!

Features:

  • Full 3D accelerated Unreal engine architecture
  • Four unique characters
  • Over 50 artifact-based spell effects
  • Unique Action / Strategy gameplay
  • Multiplayer support
  • Levels based on actual architectural sketches
  • Stackable effects (auto-target, et cetera)
  • Different units / fortresses for each character
  • Based on Robert Jordan's novel series

Does Win98 Stack Up In Terms of Performance?  5th July 20:02 pm

This may be the thousandth time people's been asking this question. Is Win98 really faster than 95? Is it worth the pain to upgrade my present OS? CNET has done a comprehensive "benchmark" of Uncle Bill's latest incarnation that's destined to rule our desktops for quite a while more.

"...In our tests, Windows 98 downloaded binary files 10 percent faster than Win 95 did, but both OSs transferred ASCII files at almost identical speeds..."

Application launch performance
Longer bars mean faster performance

cnet_t2.gif (5046 bytes)

Hop over to CNET to read the complete report. It'll answer many more questions about this shiny new OS. How much performance degradation will I suffer if I turn on Active Desktop? (More pretty graphs to look at!)

Update for Norton Utilities v3 (Win 95/98)  5th July 12:04 pm

This update, dated 1st July 98, contains zillions of minor fixes to upgrade your present version to 3.0.7. (Same as LiveUpdate 6). This version is especially important for people who's upgraded to Windows 98 as NU now supports many new functionalities 98 provides. Applications like SpeedStart will be automatically disabled to make use of the native launch acceleration support under Win98.

All in all, if you use NU v3 and Windows 98, you should definitely get this. (Nu3-lu06.exe)

MotoCross Madness 3D  5th July 09:35 am

Wowz! You've gotta see the screenshots for yourself to see another fantabulous looking game that'll soon be released. Digital SportsPage previews the beta of another of Microsoft's off-road arcade racers. Here's what they have to say:

"Once on the bike, surrounded by AI bikes, I got my first chance to see the graphics engine. It's excellent! Definitely one of the best I've seen in terms of terrain graphics, though there is basically little else other than the hills and tracks. Forget buildings and dynamic scenery. It's clear to me that the most important things here are the bumps, jumps and swells of the off-road tracks."

4th July 1998 {Saturday}
PCWorks FourPointSurround  4th July 22:45 pm

Haven't listened to this baby before, but my personal set of PCWorks sounds excellent and the FourPointSurround will most likely be better! Here's some features I've found about the latest set of Cambridge SoundWorks' PCWorks FourPointSurround from Creative's US site.

pi-pc-four-point.gif (15231 bytes)

  • Four compact 2.75" cube satellite speakers with two surround speaker stands based on the critically acclaimed PCWorks design
  • Powered subwoofer with bass level control and contoured amplification
  • Remote in-line master volume control for all four speakers and subwoofer
  • 9-foot cables for each front satellite, and 12-foot cables for each rear satellite allows wide speaker placement for superior sound separation and dispersion
  • Support for Microsoft® DirectSound®, DirectSound 3D, and derivatives

Overclocking Reference Chart  4th July 17:00 pm

Fresh from the oven! Cyrellis has posted an overclocking reference chart for all of you speed demonz! Well, it is an interesting article providing an easy reference for anyone who wants to push up the performance of their present PII systems to the fullest. 

As PC users attempt to squeeze every ounce of power left from their current CPUs, overclocking becomes more necessary. A game that runs on a "stock" P2-233 at 28fps will run at close to 40fps on a P2-233 that's been overclocked to the max. In one fell swoop gamers can close the gap between their year-old CPU and some of the more powerful offerings that have arrived on the market.

To assist users in this relatively simple endeavor, Cyrellis3D is beginning a multi-part article series to explain the following:

  1. What each CPU is ultimately capable of speed-wise, along with every setting on the way to that plateau.
  2. How to maximize safe and reliable long term operation of the CPU while in an overclocked environment.
  3. The effects of overclocking and what to expect in the realm of system errors and other complications.

WinZip 7.0 Beta  4th July 14:22 pm

WinZip 7.0 beta is available for download. New in v7.0 include :

  • Optional support for IE 4-style "one click open"
  • Configurable toolbar
  • Support for Microsoft's CAB format
  • Create self-extracting files that span multiple removable disks

Age of Empires II  4th July 11:28 pm

A CGW Preview of AOE2 - Ken Brown of CGW gives his detailed account of Ensemble's Age of Empire II. All the delicious new units, ages, buildings and AI improvements...

"...Age of Empires II looks even better. The development team remains intact; it's just been augmented with new designers and programmers, and the new game's design is significantly more ambitious than that of the first game. Some of the new features include an entire economic game, historical campaigns, a larger scale, greater differentiation between cultures, deeper combat options, better AI, unit facing, new victory conditions, and all-new artwork."

From all the screenshots and everything I've read from previews thus far, it looks like AOE2 will be as big a winner as its predecessor. The attention to detail in their units and buildings is amazing. I can't wait for its coming!

Creative DVD-ROM upgrade  4th July 11:15 pm

For those Creative Encore users, do you know that you are using the Matashita (Panasonic) DVD-ROM drive? The drive is actually flash-rom upgradable. You can download the flashrom upgrade program from Hardware One. This program upgrades your current DVD-ROM to v1.3 or 1.5.

Please read the instructions properly. Failure to do so will render your DVD-ROM drive inoperable.

3rd July 1998 {Friday}
C&C Tiberian Sun  3rd July 20:10 pm

Real Time Strategy gamers will have another game to hone their skills when the long-awaited C&C sequel - Tiberian Sun ships. GameSpot interviews the lead designer, Erik Yeo in their latest exclusive and shows off also the pretty screenshots (Yap! Go drool at the explosions and the terrain details).

Fig (1) Fig (2)

Fig (1) The first shot shows off the urban terrain set. The buildings in cities are often of important use. For instance, hospitals heal units, and the national guard armories upgrade weapons. Cities are also populated with angry civilians who are tired of Tiberium and war and have decided to arm themselves. Cities are dangerous places.

Fig (2) The second shot shows Nod forces attempting to invade a GDI base over an access bridge. The GDI player, if he's feeling outgunned, might think about blowing up the bridge. If he does so, he can rebuild it later by putting an engineer in the construction hut, the little gray building next to the bridge. Also, the Nod tank going underneath the bridge is in 3D.

Fastest D3D from S3?  3rd July 19:32 pm

S3 is depending on the success of its Savage3D chipset to salvage themselves from their weak showing of the Virge chipset. From the benchmarks Cyrellis has done on an alpha board, it seems like S3 is aiming high and can indeed establish themselves as a leader in graphics technology.

"With a totally new 3D architecture, Savage3D offers a complete feature set, including AGP 2X support with sideband addressing and execute-mode capability, a 24-bit color rendering pipeline, and the capability to do trilinear filtering in a single clock cycle. Also supported in hardware is S3's texture compression scheme, which Microsoft will adopt as a standard in DirectX 6. The chip will support a maximum memory configuration of 8MB of SDRAM or SGRAM.

A 128-bit graphics engine powers 2D acceleration, with an integrated 250-MHz RAMDAC supporting resolutions up to 1,600 by 1,200 in 32-bit color. On the video front, Savage3D will feature motion compensation, lessening the CPU load when performing software-only playback of DVD video. It also has TV-out integrated into the chip, offering simultaneous TV/monitor display without requiring an external video encoder."

"On our 400-MHz Pentium II test system with 128MB of system memory and 512K of cache, Savage3D posted the fastest Direct3D benchmarks we've ever seen, except for a two-board SLI Voodoo 2 setup. Incoming ran at 92.28 frames per second on the Savage3D, compared with 66.09fps on a beta version Matrox Mystique G200 configured with 8MB of SDRAM and 83.65fps on a 12MB 3D-only Voodoo 2-based Monster3D II. Turok running at 800 by 600 produced 71.9fps on Savage3D, compared with 50.9fps on the Mystique and 61.3fps on the Monster3D II."

 

Microsoft pays $5 Million  3rd July 18:58 pm

Microsoft settled an embarrassing trademark lawsuit, agreeing to pay $5 million to a defunct software company that claimed the right to the Internet Explorer trademark.

SyNet founder Dhiren Rana, a British immigrant who claimed his company was forced into Chapter 11 bankruptcy protection in part because of the costly legal battle with Microsoft, will not see any of the settlement money, which will go to lawyers and other creditors.

If a jury had decided SyNet in fact had the right to the Internet Explorer name, Microsoft could have been forced to spend an estimated $30 million to remove the words from its software, packaging and manuals.

Windows 98 Service Pack 1  3rd July 18:37 pm

Windows 98 had just arrived. Service Pack 1 will be arriving too. Bug fixes include :

  • Key hot-fixes if necessary for Windows 98
  • New unified Media Player
  • Internet Explorer Service Pack 2
  • DirectX 6 graphics interface for support for enhanced games
  • Updated online programming guide for playing TV shows within Windows 98

Obsessive Cooling  3rd July 11:24 am

Here is an interesting article I found from the newsgroup :

Thanks to those who replied! I just ordered three 4.32 Watt fans each fan pumps out about 46.9 CFM, so that's 140.7 CFM total!! (yes, I'm going to have them all blowing OUT) Plus now that I've reversed my ATX PS fan to blow out (another 30 CFM or so), I have about 170 CFM of air flowing out of my full tower case; the case is about 4.6 CF.

So if I'm doing the math correctly, this means that the air inside my case will be replenished about 37 times per minute!! (2.8 CF/sec) Right now I have one of those "harddrive cooler" sitting front of one of my 5.25" bays (sucking air in), but I guess that will no longer be necessary; I'll just leave the bay open wide, perhaps with a filter covering it. HAHA!! It's going to be LOUD!!!! (each fan hums at about 44 dB) I guess I'll need to get earplugs and safety harness (so I don't get sucked into the computer case!!) I think even my P2-300 will surrender to the new cooling power.

New SoundBlaster Drivers  3rd July 00:25 am

Creative posted the new SoundBlaster 16/32/AWE drivers, specifically to support Windows 98.

  • Windows 98 support
  • Fixed the default midi device not selected in multimedia applet problem.

Included drivers:
SB16.VXD v4.38.14
SB16SND.DRV 4.38.14
SBAWE.VXD v4.38.2
SBAWE32.DRV v4.38.0
SBFM.DRV v4.12.1

2nd July 1998 {Thursday}
Matrox Marvel G200  2nd July 23:58 pm

Matrox announced the Matrox Marvel G200. Based on the G200 with hardware Motion-JPEG (MJPEG) video capturing and editing features.

One of the Matrox Marvel G200's most impressive differentiating features is its video editing capabilities. The Matrox Marvel G200 provides the first-time movie-maker with all the necessary tools to start editing in one convenient and easy-to-use package.

Using Zoran's(tm) 36060 hardware MJPEG CODEC, the Matrox Marvel G200 combines high quality video editing hardware with the easy-to-use Avid Cinema video editing software. Avid Cinema's digital editing environment enables users to manipulate their video and audio clips, apply transition effects, soundtrack, titles and credits and then distribute via VHS tape, CD-ROM, or the World Wide Web.

The Avid Cinema bundle includes over 20 storyboard templates which guide users throughout the creative process, and allows users to create their own storyboards. In addition, the Matrox Marvel G200 ensures easy installation with a step-by-step installation poster, an intuitive software installation programme, and the Matrox Marvel TV Box for connecting external video equipment to the PC and for adding the new Matrox TV Tuner for TV on the PC.

Amiga 5.0 screenshots 2nd July 18:14 pm

Amiga shows us the new conceptual desktop of the Amiga OS 5.0.

1st July 1998 {Wednesday}
STB Velocity 128 ZX Disected 1st July 23:05 pm<.font>

nVidia has cleverly leveraged on the success of the Riva128 chipset and built upon its strengths to come up with the 128 ZX. While the 128 ZX is not meant to annihilate the competition (like what TNT is supposed to be), it holds on pretty well against the present batch of 2D/3D accelerators in the market.

The 128 ZX features an improved chip design coupled with 8mb of video memory (vs 4mb of the 128), an AGP 2X interface, and a 250mhz RAMDAC. While we await the launch of the TNT, the 128 ZX is still a strong competitor in the 2D/3D graphics card arena.

For a full feature review and benchmark of this card, roll over to RivaRave and hear what they've got to say.

Slow day... 1st July 20:45 pm

No news is good news? Ok! Ok! I can hear you protesting already! But it seems like it. :-)

Chrome & Intel 1st July 20:40 pm

Yes, Chrome is a great piece of technology that giant Microsoft is polishing for its public unveiling. It promises to revolutionalise the web. It's ingenuinity lies in the great foresight of Microsoft to shift the load of processing online multimedia content onto your PC's hardware.

Although a very powerful computer is needed to make Chrome work, it makes perfect sense because CPU and PC technology is evolving at tremendous rates compared with our (still) pathetic bandwidth.

However, CPUMadness reveals a darker side of this jewel. Chrome, a series of XML (Extensible Markup Language) tags, which uses DirectX to achieve its capability, has many extensions Intel hard-coded. So here comes the usual tongue lashing about the evil Wintel empire. Blah! Blah! Blah!

Make a guess who else will be badly affected by this piece of technology? Netscape! Of course! Internet Explorer will probably be the only Chrome enabled browser... Hmm... Monopolistic? Blah! Blah! Blah! (Read the full story)

[Beam me to the previous news archive!]


Copyright © 1998 Hardware One
Last updated 28 December 1998 14:55