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March 01, 1996 12:00 AM

The State of Multimedia on NT

Windows IT Pro
InstantDoc ID #2418
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I remember going to an IBM presentation where the speaker ran a Windows-based computer from the podium, but all the Windows computer did was send signals to a Macintosh system that had been strategically hidden behind the stage. Until recently, Apple Macintosh systems ruled the multimedia world. Windows machines were considered great number-crunchers, but they just didn't have the power to drive high-end graphics, audio, and video applications.

I wasn't surprised that the IBM speaker used a Macintosh system for a behind-the-scenes workhorse because I've been developing multimedia products for Windows (and even DOS) for a long time--long before multimedia and the Media Control Interface (MCI) were standard PC fare. Unfortunately, multimedia authoring under Windows has never been a particularly easy task: You run into "minor" annoyances, such as system instability, conflicting device drivers, and slow performance. Furthermore, many of the development tools I use are either unstable or don't even exist under Windows. So, I have two systems on my desk: a Power Macintosh 7500/ 100 and a 486 DX2. Both systems are loaded with the latest multimedia hardware and software, but I usually develop large portions of multimedia projects on my Macintosh and transfer them to the Windows machine only if I need to.

The first time I saw Windows NT version 3.1, I decided it was just another flavor of Microsoft Windows. I lumped it into that "I'll only use it when I have to" category and promptly forgot about it. Earlier this year, though, I was introduced to NT version 3.51, and I decided to reevaluate my opinions about Windows multimedia development.

Multimedia Demands
When an NT user told me that NT can offer multimedia developers significant speed and power advantages, I was intrigued. Multimedia production is a very demanding application because it pushes your hardware, software, and operating systems to their limits. To find out more about what NT had to offer, I borrowed a Hewlett Packard Vectra XU 6/150 (a 150-MHz Pentium Pro with 32MB of RAM) running Windows NT 3.51, loaded some of my favorite multimedia applications, and began to play.

Time is the enemy in multimedia development, and nothing can consume it more quickly than media preparation. Every developer can relate to the frustration you feel as you watch a progress bar crawl across the screen at deadline as you process an image, 3D animation, or video clip. In some cases, a digital video or 3D rendering can take hours--or even days--to generate a few minutes of final footage. These kinds of activities are very processor-intensive and account for up to 70% of the total production schedule (and budget). With the kind of speed you find under NT, the time you save over the length of a project can be quite significant.

The familiar Windows interface greeted me when I started the HP and logged onto the system. As a test, I started Adobe Photoshop 3.0.5, opened a full screen, 16-bit graphic, and played with a few of the filters. I watched how fast the progress bars moved, and using this highly non-scientific method, I determined that NT is just plain fast! (See "Photoshop 3.0.5 for Windows NT" on page 81 for more precise test results.)

Of course, the primary reason for this kind of speed is that NT is a true 32-bit operating system, which by itself is a great improvement over the 16-bit Windows 3.x environment. NT also supports RISC technology, which gives multimedia developers access to some of the fastest CPUs on the market today, including the Alpha AXP, MIPS R4x00, and PowerPC chips. But perhaps even more significant is NT's Symmetrical Multiprocessing (SMP). SMP allows one application to take advantage of the computing power of multiple processors simultaneously.

Stability
I wanted to see how well Windows NT works under stress, so my next experiment was to run two of the 16-bit authoring systems that I use the most: Macromedia's Director and Authorware. I'd heard a rumor that these applications had problems running under NT; however, not once during my tests did NT hiccup or break a sweat--even during some very complex animation sequences and scripting tasks. I decided to break an NT cardinal rule and use a Dynamic Link Library (DLL) included with Director that tries to directly access my Hercules video board. Director came to a screeching halt, but Authorware and NT remained intact and kept running properly.

Windows NT can offer this kind of resiliency because, unlike Windows 3.x, NT runs all applications in separate memory-address areas (this includes not only Win32-based applications, but Win16 applications as well). It completely isolates the operating system from any application code. When an application crashes, it is unlikely that either the system or another application will be affected.

Under the NT architecture, applications can't directly access hardware, as I confirmed with my Director DLL test. You must access all hardware, including video drivers, CD-ROM drives, audio cards, and multimedia peripherals, through NT drivers. At first, this might seem like a disadvantage to those developers who are accustomed to bypassing the operating system for better performance and hardware control. In actuality, NT's approach to managing hardware offers a more stable environment without sacrificing performance.

Under the Hood
NT supports all the Windows 3.1 multimedia extensions and MCI commands. This means you won't have to rewrite titles that use these extensions and commands. (Do I hear a collective sigh of relief coming from multimedia developers everywhere?) Even so, there are some significant improvements in NT that affect how multimedia applications perform. The only way many developers will notice them, though, will come from the enhanced performance of the media applications and authoring systems they use every day.

For example, the quality of Video for Windows has been re-engineered for NT 3.51 so that it can support both 16- and 32-bit applications programming interfaces (APIs). Nearly everyone is familiar with the usual signature of software-based digital video: small size, blocky look, and inconsistent playback. The major reason for these limitations has been the constraints imposed by operating under a 16-bit architecture like Windows 3.x. Using 32-bit APIs significantly improves video performance--You can see this when you use the built-in Indeo and Cinepak coder/decoders (codecs).

3D animators will appreciate another significant advance: OpenGL. We've all seen previews of what it can do--just look at the 3D screen savers included with NT. OpenGL is based on original specifications by Silicon Graphics, and in simplest terms, it allows for fast, very accurate, high-quality 3D modeling and rendering. 3D applications access OpenGL at the software level and are isolated by the presence or absence of OpenGL hardware acceleration. This means that OpenGL allows the application to make the best use out of the hardware that is available on your system.

Authoring Applications
Generally speaking, if you author on the same platform and operating system that your end-users have, you'll significantly reduce the potential conflicts and "quirks" you'll have when you finally test and deliver your product. The bottom line is most end-users are still running Windows 3.x or Windows 95, not Windows NT. Does this prevent developers from authoring on Windows NT?

For the most part, authoring under NT for Windows 95 should present few problems, unless you use direct commands for specific device drivers, such as direct, non-MCI Moving Pictures Experts Group (MPEG) commands. When porting to Windows 3.x from Windows NT, you may need to recompile your presentation with a different runtime engine if you used a 32-bit authoring system. You shouldn't have to recompile if you used a 16-bit authoring system. If you are converting from NT to Macintosh, you'll need to compensate for system differences, such as fonts and digital video standards (e.g., Video for Windows vs. QuickTime).

You should ask yourself which of your favorite multimedia development tools can run in the NT environment. My own research revealed a mixed bag. (See "Media Applications" on page 28 for the lowdown.)

Hardware
Because media elements typically contain huge amounts of data, you should get as much of them into RAM as possible. This reduces frequent disk access, which can totally negate the performance advantages of NT. Although the NT Workstation specification recommends a minimum of 12MB, you should consider 32MB of RAM as the absolute minimum.

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