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2007, December 06 - Redsdk 1.3 released, performance limits are blown up
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The RED engine was previously only exploiting the parallelism between one CPU core and multiple GPUs. Thanks to its full parallelization, it now uses all the CPU cores and still all the GPUs (AMD/Ati CrossFire and NVidia SLI architectures) available on your hardware. |
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The rendering of multi-sampling area lights and shadows offer a good tradeoff between the picture / animation quality and the rendering processing time. |
Redsdk, while still being capable of rendering custom shaders for display or computation needs, offers more built-in shader functions. The HLR (Hidden Line Removal) is one of them, allowing the use of 3D to generate drawings for printing or e-publishing in real-time. |
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Support of multi-platforms is a key asset of the RED engine graphics middleware. Indeed, while you may want to support and certify your 3D application on several OSes or simply distribute your 3D executables and ensure a reliable and efficient viewing of your data, the RED engine will provide and ensure this portability without extra developments. To extand its range of supported Operating Systems, the RED engine has recently been ported on 64bit compatible architectures to enable the best use of the latest hardware configurations and their increased amount of memory (hardware configurations with more than 4GB of memory). |
In order to continuously improve and extend the range of the Redsdk supported hardware, the AMD/Ati R600 chipset is now fully compatible with Redsdk. |
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