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parallaxscroll
08-01-2009, 07:55 PM
Evans & Sutherland CT5 Flight Simulator from the 1980s. edit: 1981.

http://www.youtube.com/watch?v=06mbwNg1Vw4
http://www.youtube.com/watch?v=7e7_GiCc-HA

As a kid, I remember reading a certain book about military aircraft. I saw a picture of some F-16 flight simulator. This was in the late 80s. It kinda looked how the later-released Falcon 3.0 on PC would look in 1991, but with more polygons and higher resolution. I remember seeing the afterburners of the F-16s being really well-rendered. It was some picture like the following, from the same system/simulator: http://design.osu.edu/carlson/history/tree/images/e-s-military.jpghttp://i28.tinypic.com/2r5asus.jpg

I never knew what simulator that was from, or what the title of the book was. I've tried looking on the internet for pictures of old 80s flight simulators, but could never find it, but now I think I have!.


The graphics of this flight simulator kinda looks like a high-end, high-spec version of Namco's 'Polygonizer'/System 21 or SEGA's MODEL 1 flat-shaded polygon-pushing arcade boards-The CT5 military flight simulator obviously has much higher resolution, has much greater polygon performance, than the Namco System 21 & SEGA Model 1 boards. The CT5 also has anti-aliasing, and gouraud shading which Sega's & Namco's early polygon arcade boards lacked. Obviously however, the CT5 simulator does not have the texture-mapping that Namco's System 22 and SEGA's Model 2 boards had. Texture-mapping wasn't around until the mid-to-late 1980s, in high-end simulators & workstations.


Us gamers would always look to the arcades, wishing that home console games could match the incredible graphics of advanced arcade technology. Well, in that same sense, arcade game developers "looked up" to advanced military simulation technology, wishing that arcade games could have the same sort of graphics as high-end simulation and workstation technology! :D




Real-time computer graphics was pretty much invented in the 1960s for the Apollo Lunar Docking Simulator, by General Electric Aerospace, who would later go on to help SEGA develop the Model 1 board of 1992.

Evans & Sutherland advanced the field of real-time CG graphics in the 1970s with gouraud shading, and other advances, for flat-shaded polygons, mostly for the military and airline industry.

Then General Electric Aerospace (later Martin Marietta) further advanced the field by inventing texture-mapping in the 1980s, for military flight & tank simulators.

It was these companies, General Electric Aerospace/Martin Marietta and Evans & Sutheland that provided SEGA and NAMCO with the means for 3D polygon + texture-mapping graphics technologies in the early-mid 1990s with the System 22 and MODEL 2 arcade boards, sometime after Sega & Namco started with flat-shaded polygon graphics with the System 21 and Model 1 boards.


Things follow a general progression from larger/more expensive, to smaller/less expensive. From Military & industry, to Arcade, to home use.

flat-shaded graphics for NASA, military, commercial/industry: 1960s & 1970s.
texture mapped graphics for military & industry: 1980s

flat shaded polygon graphics for arcade games: late 80s, early 90s
texture mapped graphics for arcade games: early-mid 1990s

flat-shaded polygon graphics for consumer console games: early-mid 1990s
texture mapped graphics for console games: mid 1990s


edit: found another video http://www.youtube.com/watch?v=6W-qb_jHRhA with more demos of its graphics capability, and interestingly, an important piece of information, the year this simulator was around, *1981* that's 10-11 years before the comparatively low-end Sega/GE Aerospace Model 1 arcade board was introduced, and similarly, roughly a decade before the final revisions of Namco's System 21 board was around.

Evans & Sutherland was ahead of almost everyone, including Silicon Graphics, during the 1980s. If you saw high-end SGI workstations of the 80s in action, they would be at a lower level than E&S simulators. Only one company in the world could match the graphics prowess of E&S, and that was General Electric Aerospace, that was bought out by Martin Marietta in 1993, and merged with Lockheed in 1995 to form Lockheed-Martin, and they setup a company called Real3D in 1995. Two great rivals in computer graphics, Evans & Sutherland and GE Aerospace/Martin Marietta/Lockheed Martin/Real3D, from the late 1960s, through the 1970s and 1980s, into the 1990s. Each of these two great rivals in computer graphics would help two competing arcade giants in the 90s: Namco and SEGA, with their arcade hardware powering many of the games we loved then, and now.


I hope this post is of some interest, to some of you.

j_factor
08-01-2009, 08:42 PM
flat shaded polygon graphics for arcade games: late 80s, early 90s

Actually, 1983.

parallaxscroll
08-01-2009, 08:55 PM
I meant hardware-accelerated 3D with actual geometry engines, and such, which didn't happen before Namco's 'Polygonizer' board (System 21) the earliest version of which arrived in 1989, with the game Winning Run.

http://www.arcadeflyers.com/?page=flyerdb&subpage=thumbs&id=4347

kool kitty89
08-01-2009, 10:39 PM
If you include home computers, they were on home consoles/systems in the mid-late '80's already. (Amiga, Atari ST, DOS PC/compatible, and MAC)

Games like Starglider II, Elite, F-15 Strike Eagle II (later on Genesis), Mech Warrior, Stellar 7, and Silpheed. (this last one is debatable as I think it uses polygonal models rendered and loaded into RAM and used as sprite tiles) And there's elite, but many versions of that are wire frame, a couple have hiden line removal, and the Arcorn Archimedes version is actually shaded)

There's many more too, but these are off the top of my head. (and many more later released in the early '90's for the ST/Amiga, both 1985 platforms, like Frontier: Elite II)

Now, by early '90s came the start of gouraud shading and simple texture mapping (on the PC version of Frontier for example), of course usually on relatively high-end machines. (while games like X-Wing and Doom had 33 MHz 386 DX as the minimum requirement, you really needed at least a mid range 486 to get decent performance)

Now, as for dedicated home game systems, I think the Genny was the first to have shaded polygonal graphics. (albeit very simple and choppy, like some ST/Amiga games) By the time Star Fox came out, the Jag and 3DO were on the horizon, and both easily blew the Super FX chip out of the water technically, even the 21.5 MHz version. (not that Nintendo didn't put the Super FX to good use, though the library was quite limited; doom was probably the most technically impressive, and not just considering the processor, but 2 MB ROM limit with 128 kB of RAM)
Perhaps they should have made the Super FX chip into a simple add-on instead, maybe a lock-on cart with a game built in and preferably more ROM address space, like 4 MB, and additional RAM (or after Star Fox, jump straight to the 21.5 MHz Super FX 2 in said cart, maybe with something liek Stunt Race built in -that probably would have been a lot more playable on the 21 MHz one anyway) A lot more paractical than adding $10-15+ per cart.

I'm rambling now, but yeah, lots of simple polygons at home even in the 80's.

parallaxscroll
08-01-2009, 10:53 PM
Any console, computer, arcade board, etc can generate polygon graphics, and there were a number of polygon games in the 1980s, in arcades, on home computers, and probably on consoles too. But most if not all of these were done via software on the CPU(s), even in arcades. Very few had dedicated polygon hardware. It wasn't until the very late 80s, and early 90s that arcade games got hardware dedicated for 3D graphics.

One arcade machine & game was a major advance for dedicated hardware-accelerated 3D gaming, one that almost everyone forgets, doesn't mention, or doesn't know about: Microprose F-15 Strike Eagle arcade game in 1990.
It allowed more polygons than any computer version of F-15 Strike Eagle (mid-late 80s), F-15 Strike Eagle II (1990) and even F-15 Strike Eagle III that came later, around 1993, because all of the computer versions ran on software-based polygon graphics, and couldn't generate anything close to that of dedicated 3D hardware. The arcade version had hardware that pushed 2000 flat-shaded polys/sec at 30fps, thus 60,000 polys/sec. This was less than Sega's Model 1 board which had about triple the performance (180,000/sec) in 1992, but for 1990 the F-15 Strike Eagle arcade hardware was semi-state-of-the-art, for arcades.

http://arcadeflyers.com/flyers_video/microprose/225000102.jpg

F-15 Strike Eagle II computer game
http://www.oldgames.sk/images/oldgames/simulator/F-15.Strike.Eagle.2/egame_001.png


All the home computer games that used any form of 3D polygon graphics in the 1980s and early 90s, be it flat-shaded, gouraud shaded or texture-mapped, were software based. It wasn't until 1994 or 1995 that the first hardware-accelerated 3D tech was introduced as consumer/gaming products for PC gaming. Such as the Diamond EDGE 3D card (aka Nvidia NV1), the Creative Labs 3D Blaster that used 3D Labs GLiNT chip, and several others including S3 ViRGE, Matrox Mystique, ATI Rage, upto the first 'decent' 3D card/chip for PC gaming: the Rendition Verite V1000, which soon got squashed by the popularity and performance of 3DFX Voodoo Graphics.

The SuperFX chip for SNES Star Fox, was a hardware solution for 3D graphics, one of the first if not THE first for consoles. Although SuperFX performance was around 1/3 that of the F-15 Strike Eagle arcade hardware and about 1/10th that of Namco's System 21 and Sega's Model 1 boards.

The Sega SVP processor for Genesis Virtua Racing (and other canceled games) was in a class similar to that of the SuperFX chip, whether it had slightly higher or lower performance, I don't remember.

parallaxscroll
08-01-2009, 11:16 PM
another striking comparison

F-16 simulation on E&S CT5 simulator system - 1981 (hardware-based polygon graphics)
http://i28.tinypic.com/2r5asus.jpg


Falcon 3.0 on 386/486 PC -1991 (software based polygon graphics)
http://www.thediscworld.co.uk/falcon3.jpghttp://medialib.computerandvideogames.com/screens/screenshot_5854.jpg


please note, the F-16 simulation graphics from 1981 is not some pre-rendered CGI movie, it's real-time, interactive 60fps.


Air Combat arcade on System 21 - 1993 (hardware-based polygon graphics)
http://i27.tinypic.com/11mb1ir.jpghttp://i30.tinypic.com/2r6kwp4.jpg


With the introduction of Namco's Air Combat arcade game in 1993,
we were getting 60fps, high polygon graphics, compared to what the
PC could do in software with games like Falcon 3.0 , F-15 Strike Eagle II / III
and anything else.


However even high-end arcade games of the early 90s
were not on par with high-end military simulators of 1981, as you can see.

parallaxscroll
08-01-2009, 11:29 PM
opps, double post.

bohokii
08-01-2009, 11:40 PM
Actually, 1983.


are you refering to i,robot?

Baloo
08-01-2009, 11:56 PM
It looks like After Burner.

parallaxscroll
08-02-2009, 12:04 AM
It looks like After Burner.



No, more like a very high-res, high-poly Air/Ace Combat I.

parallaxscroll
08-02-2009, 12:33 AM
somewhat off-topic from my already somewhat of post:)

http://www.youtube.com/watch?v=OkWuB9wA_18

an older U.S. Air Force / Lockheed Martin representative showing off an F-35B Joint Strike Fighter simulator... Gotta love the video game system references he throws in there :)

Rusty Venture
08-02-2009, 03:07 AM
Of course a military flight simulator is going to look jawusum, you got a damn near limitless budget to make this thing.

I'm sure the military was like "it needs to look like this and it needs to have physics like this" and the company could throw however many processors/memory chips they needed to get the job done.

parallaxscroll
08-02-2009, 04:04 AM
Of course a military flight simulator is going to look jawusum, you got a damn near limitless budget to make this thing.

I'm sure the military was like "it needs to look like this and it needs to have physics like this" and the company could throw however many processors/memory chips they needed to get the job done.



Pretty much, yeah.

j_factor
08-02-2009, 05:50 AM
are you refering to i,robot?

Yes.

parallaxscroll
08-02-2009, 05:54 AM
ot again

Ivan Sutherland (of Evans & Sutherland) Sketchpad Demo, 1963

http://www.youtube.com/watch?v=USyoT_Ha_bA
http://www.youtube.com/watch?v=BKM3CmRqK2o

The beginnings of computer graphics and GUI.

Absolutely F**king amazing!

Rusty Venture
08-02-2009, 06:19 AM
This reminds me of this program I saw talking about a former Soviet air base (the show was filmed in circa 2004 or so) and it covered some American pilot going there or something.

Other than the talk of lack of funding for the place, and the fact the place looked like it was falling apart (which they said it looked like that when it was funded and still maintained) the flight simulator was *FAR* behind what I was used to seeing the US military use.

If you ever used one of those car/plane games where you have the little model that is over a endless loop of paper "terrain", this thing was its gigantic big brother. I don't think this was that old of a simulator (maybe ~20 yrs old when the show was filmed) because they were training to fly Mig-29's, and there was a Mig-29 model on this thing. I don't think the U.S. Military has used something like that since the 1960's...maybe 1970's.

Even this simulator from 1981 totally blows that Soviet simulator away.

parallaxscroll
08-02-2009, 07:37 AM
That's really interesting about the Soviet flight simulator, I'd like to see a video of it, if there is one.


BTW the Evans & Sutherland CT-5 stands for Continuous Tone 5. From what I gather continuous tone has something to do with scanline raster graphics. It was the 5th generation Image Generator, from a line that started in the 1970s. CT-5 was concidered a tremendous, major step forward in computer graphics at the time.

E&S CT-5's great rival from General Electric Aerospace, was the Compu-Scene line of image generators. i.e. CT-5 was equivalent to Compu-Scene IV. Many of the features of Compu-Scene were scaled down into the Model 1 and Model 2 arcade boards for Sega.

Perhaps in some way, the capabilities of E&S CT-5 were scaled down into the System 21 and System 22 boards for Namco. I'm not saying that's true, but it is known that E&S helped Namco with at least the System 22 board which first appeared with Ridge Racer in 1993.
I read that CT-5 eventually got texture-mapping capabilities in the 80s. The CT line as well as other IGs were eventually combined into one group, renamed ESIG (Evans & Sutherland Image Generator) in the mid-late 80s.

Evans & Sutherland developed a line of desktop PC graphics cards in the 1990s called REALImage. Guess what they were competing against? Lockheed Martin's Real3D line of PC graphics. Real3D was a decendant of CompuScene, and I assume REALImage was a decendant of the CT / ESIG lines.

Silicon Graphics was not the pioneer of 3D graphics, they simply refined it and marketed it more successfully in the 1990s. Evans & Sutherland was doing in the 60s and 70s what SGI was doing in the 80s and 90s. The same goes for the other great 3D graphics pioneer: General Electric Aerospace/Martin Marietta/Lockheed Martin-Real3D (now mostly at ATI / AMD).

All of our modern 3D graphics, for our PlayStations, Dreamcasts, our Sega & Namco arcade games, our old 3DFX or modern GeForce & Radeon cards, our Xboxes, our Wii, etc etc *all* have their origin in one or both of the two great 3D graphics pioneers: Evans & Sutherland, or GE Aerospace.