Archive for the ‘Development’ Category

Ventuz R5.24 RC1 Ready for download!

June/25 2010 by Ralf

A big milestone has been reached with this version! Almost 3 months of development and testing have payed out to present this update. A few users has already got a preview to this version but this version wasn’t ready for production. The feedback we’ve got was amazing. “A feature missed for years” is now available in Ventuz 2008!

“Interfacing Technology”


What’s that? At the end is a simple feature, but it’s very very powerful to increase the modularity of Ventuz drastically. Collaborative work becomes much more effective than ever before. Interfaces are some kind of Exposings whose remain existent if you delete the actual content of a container. This enables you to divide the actual logical work from the design part because you could define a ‘communication’ interface with a container upfront and ‘implement’ the actual content later. Of course you can exchange such content easily or drag&drop the content from one container to another – without losing the bindings!

Another big feature: Scene Ports act now ‘like’ containers and of course, they can have interfaces! Because of that Cross-Scene-Bindings are now possible!

You will love it – because we already do!  :)

Feel free to download Ventuz 2008 R5.24 RC1 now and don’t hesitate to use it. The official release is planned shortly (may be next week). The 2 weeks of testing with hundreds of scenarios were successful that we think it’s time to reveal this technology to you!

We prepared a Whitepaper for R5.24 (PDF) to help existing Ventuz users to get faster into the new features.

Download Ventuz 2008 R5.24 RC1 x86 or Ventuz 2008 R5.24 RC1 x64


Interfacing

Expect also many other nice features (like node navigation) and bug fixes in R5.24

Have fun!

Your Ventuz Development Team

Ventuz Release NotesVentuz 2008 R5.24

FEATURE F494 It is now possible to repeat a paste operation of nodes with the RMB if one copies via drag&drop with pressed Modifier keys!
FEATURE F511 If the monitoring mode in the Animation Editor is enabled, it’s possible to play/pause/continue an animation by pressing Space key.
FEATURE F517 The Hardware profile for serial com ports can now address the local hardware explicitly in addition to the system enumeration.
FEATURE F522 It is now possible to navigate to source nodes which provide values for Input/Output properties. This even enables the navigation to nodes which expose certain properties. A long right mouse button click on the property name in the Property Editor brings up the context menu with several navigation options.
FEATURE F523 Introducing the new Interface Container concept. Now it is possible to mark Content/Hierarchy Containers as Interface Container. The content of such containers can be exchanged leaving the bindings connected. See the Interfacing document for further details!
FEATURE F524 It’s possible now to navigate to Nodes that have written messages to the Message Log window by double-clicking on the new icon left to the message.
CHANGE C182 Bound and exposed Input properties are now displayed and handles as Output properties on higher Container levels.
CHANGE C277 The Keyframe Animation node now hides its methods and output properties if it doesn’t have any State logic or if it is controlled by a Controller/Animation node.
CHANGE C278 Content nodes (e.g. Text Effects) which can be dropped on bindings restore the original binding if these nodes are deleted.
CHANGE C279 Changing the Blocked/Inactive state of a node in Ventuz Designer marks the scene as modified now!
BUG B158 Copy & Paste of Slide nodes erased the settings in the Pivot and State properties. Fixed!
BUG B439 Very huge DDS textures (8k x 8k) could cause a memory leak in the preview of the File Open dialog. Fixed!
BUG B440 The internal memory statistics displayed incorrect values for DDS textures with DXT compression. Fixed!
BUG B443 Bindings from output properties of container nodes were always added twice to the internal collections. This could corrupt the consistency of the scene. This issue is now detected when loading a scene to the Designer and can be fixed in the Consistency Check.
BUG B444 Resource Loader (like ImageLoader, Movie nodes etc.) were not informed about missing resources. This caused errors in the following. Fixed!
BUG B445 If one selected Hierarchy Nodes in the Hierarchy Editor, they were not always brought to view in the Content Editor. This is fixed now!
BUG B446 After disconnecting embedded animations, references between the animations remained alive. Fixed!
BUG B450 Texture Fonts and Advanced ImageLoader could produce wrong values for Memory Statistics. Fixed!
Interfacing
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ATI FirePro V8800

April/14 2010 by Ralf

we just received our V8800 flagship. First tests are very promising! Four Display Port outputs spanned as one desktop / Ventuz output. wow!
Combined with 4 Matrox DualHead2Go, we’ll get 8 times 1920 x 1200 … (or use TripleHead2Go: 12 times 1440 x 900)

Stay tuned!

VBOX
VBOX
VBOX
VBOX

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Fonts, Styles, Far-East Scripts and more in Ventuz

April/12 2010 by Ralf

Many people were asking us if Ventuz supports Far East scripts and writing.

The answer is simple:     yes

If you use such fonts, you have to be aware of some points, because 3D-real-time rendering is not comparable to normal rasterization technologies used in 2D software. A ‘normal’ rasterizer (like Word, Flash or Photoshop) renders the actual character glyphs directly on the basis of the font file. The glyph gets pixelized during that process while some rasterizers use caching algorithms to speed up the actual rendering. Newest technologies like Direct2D™ or ClearView™ enhance the actual 2D rasterization drastically, but they are still not usable for our environment: 3D space in real-time.

For that reason Ventuz (and any other 3D-rendering system) have to convert the font data into formats usable by the graphics board directly (Direct3D™ or OpenGL). That means, the glyph outline information have to be converted into vertices (meshes) or textures (pixel glyphs) while applying certain visual effects like extrusion, bevel or blur – the Style. The final result of this conversion is stored on harddisk for easy and fast reload of this internal font format. In Ventuz, we call it the Font-Cache. You can find the cache folder in the common application data folder of your system:

Windows Vista and Windows7

 C:\ProgramData\Ventuz\Fonts

Windows XP

 C:\Document and Settings\All Users\Application Data\Ventuz\Fonts

If you need to re-convert (or re-generate) the font cache you can simply delete this folder. Ventuz will create it again as soon as a font is requested by the renderer.

Ventuz also requires the original font file to render fonts – even if the cache already has been generated for the required font and style. The font file contains further information such as character width, spacing, kerning. Ventuz uses two Windows APIs to access the actual Font file: Windows Presentation Foundation (WPF) and Graphics Device Interface (GDI+). Unfortunately there are a few differences between these two API’s: font styles (bold, italics, etc) are handled differently and are not compatible. Additionally, font files (like TTF or OTF) have multiple ways of describing a font: ISO, Windows, Mac, etc. Unfortunately, some fonts do not line-up all settings for all systems: a font marked as Bold for Mac could be marked as Regular for Windows. This issue brings up many problems in our Font-Engine. The easiest way to solve such font problems is to validate the font itself. A check, if the font works in MS Word or Photoshop doesn’t imply that the font is valid! Please use Microsoft Font Validator or the great FontCreator from High-Logic to validate your fonts. We’ve already seen many commercial fonts with such invalid settings – the usage of a validation tools always solved them.

A font file consists of outline description coming along with so called ‘mappings’. The mapping is the actual translation from the code page (ASCII, ISO, Unicode) to the glyph indices as well as the rules for combining multiple glyphs to one mapped character (special extensions or phonetic tones, like the German öüä). As long Ventuz is using Unicode mappings, some fonts do not provide the proper mapping tables. In such a case, Windows is doing a dynamic mapping for us, but this does not work properly for non-US (non-Latin) characters, because Unicode is the only complete mapping for all glyphs in the world (Cherokee and Samaritan included). Other mappings may not know about Chinese and Hangul glyphs and make it impossible to map the characters properly to Unicode. Therefore be sure that your font supports Unicode mapping if you want to use non-Latin languages.

A normal Latin font like Arial holds about 300 glyphs and a conversion to our font cache is fast and easy. Other fonts can hold more than 50,000 glyphs (Chinese, Japanese and Korean = CJK) and a font conversion can take up to 15 minutes!

Ok, time is not an issue if we only need to convert once. But memory becomes an issue! The font Arial Unicode MS holds the almost complete set of visual Unicode glyphs (about 50,000). Converting all glyphs to textures or meshes doesn’t make much sense if you only need a subset of it like Latin. Therefore we’ve implemented a CharacterSet filter (see Project Settings) to tell Ventuz which Unicode ranges you want Ventuz to convert into the cache. Unfortunately the breakdown of these ranges is not very handy, but is helps to separate Latin from Far-East and from historical or rarely used scripts. We’re planning to give more detailed options here in future versions.

The Character Set can reduce the number of glyphs converted into the cache, but what happens if you really need all glyphs? Chinese or Korean? In that case you have to handle to Font-Engine very carefully. We’ll try to give you some assistance:

1)      First of all, you should be very clear about the fonts you want to use in your project.  Use as less as possible (1-3)

2)      Try to select Fonts containing only the glyphs you really need. If you want Korean (Hangul) for example avoid fonts holding all Chinese glyphs as well.

3)      Make sure that all font files are valid by using a font validation tool as mentioned before.

4)      Create a new empty project

5)      Select only the Character Sets in the Project Setting you really need. Usually Latin, Symbols (and Special Language1 for Far-East)

6)      Import them into your projects font folder and make sure that the actual file name has no special characters (only Latin or ASCII)

7)      Create exactly the same amount of Font presets, including $Default for the fonts you want to use. In further Design step avoid any direct font references – only use the presets! This makes it also easier to change a typeface later by simply changing the preset.

8)      ‘Develop’ the styles for your fonts. The recommendation for large fonts (CJK) is to use only MeshFonts, because

  1. Texture fonts (normal quality) require about 10 times more memory than the same font/typeface as Mesh. The complete Hangul-set for example needs about 200MB texture memory.
  2. Mesh fonts are always hard-edged and seamlessly scalable
  3. Try to avoid extrusion or bevel styles for mesh fonts because every bevel/extrusion tessellation will multiply the amount of vertices needed for the mesh font. A simple extruded font requires about 4 times memory if generated with all sides (front/sides/back)
  4. Texture fonts are faster to render and have additional effects like blur, but 12,000 glyphs placed on textures (Hangul) will make this advantage void. If you like to achieve effects like shadow, try to combine multiple layers of mesh text elements.
  5. Try to use only ‘normal’ quality. If you need high resolution mesh fonts, try to select just one font to be used with that style.

9)      If your styles have been developed, assign all final styles to style presets. Write down, which typeface-style combinations have to be used in your project, because every single combination will create its own cached and loaded font.

10)   Create a ‘Font-Style-Sheet-Scene’ where all allowed combinations are displayed on screen with dummy texts. You also could assist your team with such a scene with creating Repository Elements for each combination: call them Headline, Normal, Bold, etc

11)   Close Ventuz and delete the Font Cache.  (see above)

12)   Launch Ventuz and open your project again. Load you font-style-sheet and let Ventuz re-generate all typeface/style combinations.

13)   Check the resource values in the Scene Statistics dialog where you can see the actual memory occupied by your fonts. There shouldn’t be any other fonts as you have configured in you presets and style-sheet scene.

14)   Start creating the actual scenes by only accessing the allowed combination (Repository items)

In general we can say that a 12,000 glyph high-quality mesh font (no extrusion) needs about 40MB of memory. The same high quality texture font would need about 400MB!

If you follow these guides and always handle such large fonts carefully, you can be sure to create a complete function Chinese, Japanese or Korean Ventuz show!

Have fun!

Ralf

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Scene Management Demo Projects

February/26 2010 by Karol

Hi Ventuz users,

we assembled three small Ventuz Projects to demonstrate the new features of Scene Management/Layout Scenes and ScenePorts.
Hopefully this makes some things clearer and gives you new opportunities to build greater projects in less time.
We appreciate your feedback in our forum.

And here is the download link.

ScenePort Examples Project

This Ventuz Project demonstrates some of the use cases for the new ScenePort node. Read the annotations in the Ventuz scenes (01 .. 03) to get some details about the functionality of the scenes.

Screen Setup 3×2

This Ventuz Project demonstrates the Scene Management setup for a video wall of 3×2 screens.  The total resolution is 5760 x 2400.
The video wall if fed by three Ventuz machines. Each machine renders one third of the complete scene. Use the Stage Editor (Ctrl-F12) to switch between the Preview (Design) and Production Layout scenes. Read the annotations inside the Layout scenes for further information.

Screen Setup 4×1

This Ventuz Project demonstrates the Scene Management setup for a video wall of 4×1 screens.  The total resolution is 4320 x 1920.
The video wall is fed by one single Ventuz machine. Use the Stage Editor (Ctrl-F12) to switch between the Preview (Design) and Production Layout scenes. Read the annotations inside the Layout scenes for further information.
The Preview and Production Layouts differ in principal because the Design is 4 times 1080 x 1920 but the production machine has to render 4 times 1920 x 1080 in a horizontal span mode. This is necessary because 2 DualHeads2Go have to be used to split the graphics card output in two further fragments.

Best Regards

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Ventuz R5.20 RC1 available for download

February/5 2010 by Ralf

The release candidate 1 of the next version of Ventuz is available for download.

Our internal working title of this version was “The SM-Version” where SM doesn’t mean what you might think… it simply means: Scene Management

Why did we change the ‘old’ scene management?

In the previous versions of Ventuz the scene management had several problems and insufficient features. Also, the ability to split several parts of a show into smaller pieces, what scenes were initially meant for, did not fulfill the requirements. The previous approach of the “Scene Reference” didn’t help that much. The main issues were:

  • Asynchronous load of scenes was not possible. The renderer stopped while loading sub-scenes.
  • Multiple instances of the same scene in memory couldn’t be handled properly (remoting)
  • Nested scenes were not exported correctly.
  • Reference scenes couldn’t be edited on-the-fly. You only were able to open another instance in the Ventuz Designer, edit it and “Save & Reload” the scene into its referencing node.
  • Blocking a scene reference didn’t really save performance, because the entire logic inside still kept working (like animation, movers, etc)

What’s new?

  • The Scene and Slide Reference nodes have been replaced by the Scene Port and Slide Port node.
    A Port node can hold a scene and is able to render the scene as it was “inside” the hosting scene. Hierarchy nodes like Axis, Color, etc can affect the sub-scene.

    image001

  • The main features of ports are:
    • If a Port is blocked by its Blocked property or by another parent node (alpha, switcher, etc) the scene gets inactivated and the internal scene logic is turned off. The performance saved on CPU is fantastic!
    • A Port can reference a scene by its name (URL), but also can reference a scene from memory. The remoting is able to load a scene and assign it later to Ports. This technique will allow us to switch or cycle scenes between ports in later versions of Ventuz.
    • A Port can be “locked”; that means the remoting or the new Stage Editor (see below) is not able to change the scene-to-port assignment. You can either lock a port by checking its “Lock” property or simply bind the File property to a data source (e.g. URL node or Excel)
    • Ports can load scenes asynchronously (in background). A “Progress” value from 0% to 100% informs the hosting scene about the load progress. The Port also provides a “Loaded” and a “Failed” event  to trigger certain stuff inside the hosting scene (like a fade in/out animation)
  • Every Scene can have an unlimited number of Scene Ports to “host” sub-scenes. We call the level of nested scenes the Scene Level. The scene level you usually work with is “Level  1”, the next lower level is “Level 2” and so forth.
  • Every Scene Port has a name (the normal node name) and an ordinal number starting at zero. This number is used to address ports within a scene via remoting. It is also important for “Layout Scenes” (see below)
  • If you open a scene currently assigned to a port, you can edit it on-the-fly! This makes modular work really easy!
  • Within the Ventuz Designer you can edit the exposed properties of a scene. A real “inter-scene-communication” does not exist yet. This will be the next step of development (see below)

The new Stage Editor

When working with nested scenes and remoting, you easily could lose the overview of which scene is rendered where. That’s why we developed the new Stage Editor (Ctrl-F12):

image003

This Editor allows you to see all scenes in memory along with their available ports. Scenes can be loaded by the Ventuz Designer, by a Scene Port or by Remoting. The editor is again a tree view like you already know from the scene hierarchy editor. Drag&Drop makes it easy to assign scene to ports and track assignment changes via remoting. The scenes currently opened in the Designer as well the current scene are visually marked in the Stage Editor.

Inside the Stage Editor you also can switch and select the Layout of your current project (see below). It also allows you to temporarily change the MachineID for your local machine for testing cluster setups. Both features (layout and ID switches) are also accessible via keyboard shortcuts.

The editor is quite simple and has no “hidden” key shortcuts for special operations. Only Drag&Drop and the toolbar on top! Click and Double-Click on Scenes and Ports start some logical actions… try it out!

Advanced Layout Scenes

The new Scene Management allowed us to implement a very powerful new feature called Project-Layouts or Master-Scenes. A Layout is a scene loaded with your project before your first “user-scene” on Level 1. Layouts are placed in “Level 0” and can be used to create complex scene setups like multiscreen, stereoscopic, cube-projections, layering, etc. The big advantage of using layouts is that you don’t need to mess around with this setups anymore! Let Ventuz create Layouts for you (future versions) or let your Ventuz-Guru create the stereo-setup. You simply place a single sphere in your Level 1 scene – that’s it.

In the past, the “guru’s” created the “scene head” and provided a blank scene to the actual content designers. The new Layout concept separates the idea of layout, content and sub-content!

Layouts are simple scenes holding at least one unlocked scene port, preferable port ordinal 0 (the default port) is not locked. A layout scene is a normal scene:  you can use all nodes, externalize properties and insert layout related content.

The possibilities of layout are massive:

  • A split layout with two ports (left and right) by using two relative viewport nodes splitting the screen in two parts.
  • A layered scene layout: imagine three ports, background, content and overlay!
  • An effect-layout making a standard glow and mirror rendering!

Configure the layouts in the project settings dialog by accessing the new “Layout” config page:
image005

Create a layout setup by selecting “new”. Enter a layout name and select the actual layout scene file. The fields “description” and “icon” can be used to help a user of your layout to work with it.

A very important feature of a layout is to override the actual rendering and screen settings of your project. In the D3D Overrides tab, you will find a small checkbox on every configuration group. If you check that box you can setup new values for each particular layout:

Imaging you setup a multi-head projection with two Ventuz machines with two outputs each. In such a case you could create a “preview” layout showing you the entire 4-screen-stripe, a “production” layout showing the actual content of one Ventuz machine depending on the machine ID (left or right).
image007 image009

Export Scenes and Projects

Inside the Ventuz Designer all layouts of a project are loaded in memory to allow the user to switch between them whenever (s)he wants. The Ventuz Presenter/Runtime only loads one layout and doesn’t provide the ability to switch layouts during production!

If you export scene / projects to archives, please notice the following

  • Export a scene to VZA (Ventuz Design Archive)
    VZA exports stores the current open scene of the Designer into an archive including all nested scenes and their resources. Resources can be deselected in the resource dialog during export.
  • Export a scene to VRA (Ventuz Runtime Archive)
    VRA exports does the same as an VZA export, but all exported scenes are written in runtime format (.vrs – Ventuz Runtime Scene). All required resources are included as well.
  • Export to VPR (Ventuz Presentation)
    A Presentation export does not export the currently opened scene anymore! It actually exports the current layout setup, which means the current active layout with its complete current port assignment! So don’t forget to select the correct “production” layout before exporting a VPR!
    If you need to add more scenes to your VPR, you can use the Resource Linker node to embed more scenes in your presentation. The main-scene, could decide which scene to load during runtime!
  • Export to VZD (Ventuz Director)
    A Director is a special form of the Ventuz Project file allowing the Presenter/Runtime to startup. If you export a Director the current active layout is “marked” to be the “production” layout of that Director. You also will be asked to export the current layout as a Runtime Archive VRA with the difference to the normal VRA export that no nested scenes are included in that export.
    A change to the Ventuz Presenter/Runtime allows to “auto-import” Ventuz Runtime Archives even if they are “beside” the director file instead of being stored in the AutoImport folder, because this folder might not exist on the first startup.
    The new auto-import also imports all found VRA files before (!) actually initializing the renderer and layouts.

What’s also new in R5.20

  • There is a new “Rectangle Rounded” geometry node. Check it out! It’s powerful for borders and frames, but also for rectangular soft shadow. Have a closer look to its texture mapping options.

    image015 image013 image011

  • The Render Target Node has been extended to select “Project” for its Multisampling Quality. In that case the Project settings are used, probably overwritten by the layout setting.
    The RT can also perform a “Render-Once” mode. This mode can be used to render textures of content which doesn’t change (pre-compose) or generate thumbnails of your sub-scenes!

Roadmap for Ventuz 2008

  1. Interface Containers
    This feature will allow you to define a bind for properties, methods and events at a container without (!) having any content inside that container. The actual container-content defines the actual functionality by exposing properties, methods and events. As long name and type of those “interface members” matched the containers definition (hull) this members get bound.
    This technique will allow you to change container content (by drag&drop) without the need to re-bind the outer communication!
    The same technique is used to “talk” to nested scenes as well. Your master scene could call the “Start” method on a port. As long the nested scene exposes a “Start” method, the trigger will do what you expect. Ventuz becomes really modular!
  2. Symbols
    The mechanism of “externalizing” properties will be enhanced that way, that other properties in your stage (bulk of nested scenes) can access these externals. You can create real “variables” or “parameters” or exchange information across all scenes without the need to bind them!
  3. Remoting SDK
    The new Scene Management required a revision of the entire remoting as well; otherwise the new features weren’t accessible at all. The new Remoting server is already running and exposed to .net-Remoting, but not officially “released” to be used.
    The old remote interfaces (CLI, Vertigo, OSC, .net remoting 1.0) have been adapted to the new remoting layer and should work as they did before, without accessing the new layout feature!
    The upcoming SDK will provide the ability to implement your own remoting interfaces. The CLI, OSC and Vertigo remoting will get a new version each to make to new features (ports) usable for them.
    Another important reason why we changed the remoting is that the importance of cluster remoting came in focus faster than we thought. Therefore the new remoting allows asynchronous execution of each command. All commands can be scheduled and queued by assigning a timestamp (cluster-clock). The Cluster-HUB will be part of the remoting SDK for synchronizing the external control of multiple Ventuz Machines in a Ventuz-Cluster.

Don’t worry to test the R5.20!

Due to the massive changes in the Ventuz core, content saved with R5.20 can’t not be loaded in any lower version anymore: Scenes, Projects and all Archives

R5.20 has been tested for weeks and some customers are already producing with it. Our latest exhibition shows (Best Of Events, Dortmund and Integrated Systems Europe, Amsterdam) were build with that version without any problems.

Anyway, big changes popup new issues. Areas where issues could appear:

  • Export of VPR Presentations and other archives
  • Remoting, especially VertigoXMedia and OSC, async callbacks
  • Launch of very, very complex nested scenes with nested async loads

Our current development focus is on releasing the R5.20!

The reason why we have a “Release Candidate” is to give our customers the chance of influence on issue as soon as possible!

If we do not get feedback from your side we consider this version as “accepted” and will release and support it as usual. So, please don’t hesitate to download and install R5.20 RC1

We appreciate your comments and bug-reports!

Your Ventuz Development Team!


DOWNLOAD R5.20 RC1 HERE!


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VBOX

January/25 2010 by admin

The question regarding the right hardware in order to run Ventuz has been asked a thousand times and our answer has always been -> “Take whatever you like as long as it works out for you” !

This hasn’t changed and will not change, but we also know that not everybody was happy with this answer. Our intention was to give you the chance to take whatever you like, to buy from your local hardware supplier or stick to the partner you always worked or made good experiences with. The second reason was to distinguish ourselves from competitors who bundle their software with hardware. And last but not least, we are software experts but no hardware gurus.

But hardware is a very important part and we lost a couple of deals simply because we did not commit ourselves to any particular hardware configuration. Therefore, it was one goal for 2010 to find a solution for that.

We tested a couple of hardware-manufacturers and configurations during the last couple of weeks.

It took a couple of attempts until we found a partner who understood what we do, who listened to us and delivered an exceptional piece of craftsmanship. It was a little bit like finding the lid for the pot.

Our choice: XI-MACHINES, a small premium workstation manufacturer who’s primary focus is to combine quality, functionality, power and quietness. The boys are really living for this! Their pretty impressive reference list contains companies from both the professional and broadcast market, containing companies like AUDI or the philarmonic orchestra of Berlin and Vienna.

Together we created the VBOX which is available from now on. The website to order will be online soon! If you need a VBOX now, please call us or drop us a line.

The basic workstation contains latest technology like Intel’s Core i7 CPU, Tripple Channel memory or hot-swapable HDD’s built into a 4RU chasis. The workstation is ultra silent due to special noise canceling modifications, temperature controlled fans etc. The quality is impressive and the VBOXs are leaving the XI-MACHINE workshop only if they have passed their extensive 36 hours system stability test.

All in all, you can continue buying your stuff wherever or from whoever you like, but if you don’t feel like building it yourself or buying it from a source you don’t know, just have a look at the VBOX.

We wouldn’t stick our head out if we weren’t so proud and 100% satisfied with our newest baby.

VBOX
VBOX 3
VBOX 2
Flyer

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X-mas special for special needs ;)

December/8 2009 by Ralf

… some British and hopefully many others too will love this functionality!
It will be available with the next release of Ventuz (R5.19) within the next days.

R5.19 is coming with that new feature and many bug fixes – don’t hesitate to update!

Cheers

Comment1 Comment »

Hardware…

July/29 2009 by admin

…. recommendations for Ventuz is one of your most popular questions we are being asked on a regular basis. Usually we just say go for whatever you like as long as it is state of the art technology. Sometimes we add comments like “we would go for Intel CPU” or “you better choose Nvidia than ATI” or “high FSB is recommended” or …..

To be honest, we leave you in the clouds!

To give you an idea what we would go for, here is the shopping list for our new Demo system which we assembled yesterday.

Housing: Chenbro RM42200 19″ 4RU (~170 EUR)
Power supply: Be Quiet! E6-650W 80+ Straight Power 2.2 (~100 EUR)
Motherboard: Intel DX48BT2 (~200 EUR)
CPU: Intel Core 2 Duo E8500 (~140 EUR)
RAM: DDR3 PC1600 4096MB OCZ KIT Platinum CL7 (~70 EUR)
GPU: ASUS ENGTX275 HTDI/896MD3 (~175 EUR)
HDD: RAID 1 with 2 x 250 GB Seagate ST3250310NS (~100 EUR)
DVD: LG GH22NS black SATA (~30 EUR)

Total ~990 EUR excluding Tax and shipping.

Comments: The reason why we go for the Chenbro is because they are rock solid, easy acessible and we have a flight case for 19″ 4RU. But if they are not flying around, we use them in the office like a normal tower underneith the desk or desktop on the desk.

OS: Windows XP Professional with SP3

The system got 158.331 points in CrystalMark2004R3

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