News from The Briefing Room: Allegorithmic Unveils New Version of Procedural Texturing Middleware, ProFX 2.6

More Siggraph news from our ongoing virtual press conference


San Diego — Aug. 7, 2007 — Allegorithmic, an emerging 3D technology company developing advanced texturing tools for real-time 3D content, today announced ProFX 2.6, the newest version of its patented procedural texturing middleware. Featuring a newly optimized core that runs faster and on a wider range of machines (starting with Pixel Shader 2.0), ProFX 2.6 is the only middleware that allows game developers to professionally author and render high-quality procedural textures. Designed for use with MaPZone Pro 2.6, Allegorithmic‘s advanced texture authoring software, ProFX 2.6 lets game studios produce texture assets up to two times faster than with regular techniques. ProFX 2.6 procedural texture files are very small in size - typically 500 to 1000 times smaller - making them ideal for use in massively multiplayer online games (MMOGs), virtual communities, casual, and downloadable games. ProFX 2.6 is scheduled to ship in fall 2007.


“The gaming industry is clearly moving toward online gaming and online distribution of content,” said Dr. Sebastien Deguy, president and founder of Allegorithmic. “Since ProFX textures take up infinitely less storage space, ProFX is naturally becoming a cornerstone in procedural texturing for the gaming market with customers ranging from industry giants to small innovative developers.”


Key features in ProFX 2.6:


* Compatibility with Pixel Shader 2.0 maximizes the number of machines that benefit from GPU acceleration of ProFX


* Seamless integration with MaPZone Pro 2.6 adds increased productivity for developers


* ProFX textures are extremely small without sacrificing quality; they are 500 to 1000 times smaller than regular compressed bitmap textures making them ideal for MMOGs and other game projects with limited disk space


* The production time of ProFX textures is typically 1 to 2 times shorter than producing regular textures Read on at The Briefing Room


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