What's New?
October 2004
- Final update to the old Onyx1 and Crimson machine pages coming
soon
(a farewell to old friends). I don't think I could ever bring myself to
deface this site with photos of our rather boring replacement PeeCee
gear (ho hum).
February 27-28, 2001
- Added pictures of the fire(!) engine red exhaust hoods fitted to
the
power
series predator racks and the Onyx rack to both reduce their noise
level
(make them happy little office workers) and remove the excess heat they
generate. See these on the start page here.
- Moved RealityEngine2 pictures to their own section on the
main
page and
added pictures of the Multiple Channel Option board (MCO) and
connectors
(thanks to Steve Booth @
Pastech
for the pictures)
- Added pictures of the big blowers from the top of the Onyx
rack/Challenge
XL machines and also a picture of a GCAM.
- Added details of upgrades
to the Crimson IP17 board as supplied and sucessfully carried out
by
Bert Heise (bheise@imb-jena.de) - thanks Bert!
October 4, 2000
- Added a section to the Onyx page describing POKA/POKB
errors on Onyx Rackmount/Deskside machines.
August 29, 2000
June 8, 2000
June 6, 2000
May 23, 2000
April 21, 2000
February 3, 2000
- Added a section to the Onyx
web page describing and illustrating correct layout of SIMMs on an
MC3. Also contains details of how to get the SIMMs out and some jumpers
on this board that could be useful for testing purposes.
- Also added hinv
and gfxinfo for the Onyx.
January 10, 2000
- The Onyx now has a MEZ SCSI board, 2 x RM5 raster managers and
512Mb
RAM.
The details of mixing 64Mb (super density) and 16MB SIMMs whilst
maintaing
interleaved memory access on an Onyx MC3 are a little involved - when
I've
worked out whether our MC3 supports interleaving in such circumstances
I'll summarise with diagrams on the Onyx
web page. Ian Mapleson's tests will show the results for this new
config
shortly.
December 1, 1999
- ONYX RealityEngine2 - we've just bought an Onyx RealityEngine2
with
256Mb
RAM, 4 x R4400/150 processors, RE2 (of course) with 2 x RM4 raster
managers.
You can see pictures (from Dec 2) plus some details of experiences and
procedures on the new Onyx
RealityEngine2 page.
October 11, 1999
October 6, 1999
- Added section on VGX/VGXT features and capabilities to the VGX/VGXT
page. Describes the texture memory configuration and the
differences
between VGX and VGXT in more detail (some of this section existed in
previous
versions of this page but it has all been updated and modified to
include
the latest info).
October 4, 1999
- Added section on VGXT and Performer.
Includes
details of what performer features that VGXT supports under performer
2.0.
- Added board rev and gfxinfo details on the latest
RealityEngine
boardset
we just obtained.
October 1, 1999
- Added section on RealityEngine and
Performer.
Includes details of what performer features RealityEngine with RM4 and
RM5 support, plus some preliminary discussion on ASDs and the
pfImageCache
implementation I am going to try on RealityEngine.
September 27, 1999
- Updates and more information on VGX
and VGXT boardsets. In particular some more information about the
IEs
on the RM2s and RM3s as well as the rev numbers of GM3s that support
RM3s
and those that do not!
September 7, 1999
August 26, 1999
- Updated GTX
page
with CG2 board port descriptions and how they connect to the CG2
I/O panel controller. This will probably be the last update to the GTX
page as the GTX boardset is in the cupboard to make way for RE and
VGXT!
Anyone want to buy it? :-)
August 18, 1999
- Updated GTX
page
with information and links from This Old SGI - since GT and GTX were
available
in the professional IRIS series (ie. 4D/70 and 4D/85). Also added
description
of the ports on the RV1.5 video output board.
- Added a new section on RealityEngine
raster managers. When and why you should use more!
- Updated VGX/VGXT
page with new information about configs and boardset revisions plus
a description of the 5 video I/O ports on the DG1
- Added this Whats New? page :-)
Previous
- All that stuff thats been there for a month or two.