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Allegorithmic Unveils Substance at GDC 2008

New Generation of Middleware for Authoring and Generating High-Quality Dynamic Textures in Real-Time Offers Unprecedented Visual Quality and Graphical Detail for Online and Retail Games
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Allegorithmic, an emerging 3D technology company developing advanced texturing tools for real-time 3D content creation, announced Allegorithmic’s Substance®, its new texturing middleware for authoring, generating and streaming dynamic textures in real time. Shown for the first time at the 2008 Game Developers Conference (GDC), Substance is poised to redefine the development and distribution of rich content for the next generation of online and retail games. For more information please visit Allegorithmic during GDC 2008 in the North Hall, booth #6533.

"Substance addresses a tremendous need in the games industry and is the culmination of more than two years R&D time at Allegorithmic," said Dr. Sebastien Deguy, the company’s president and founder. "For the first time, developers and players have a powerful solution that is so fast it allows for continuous texture streaming during the execution of a game. With Substance, game play will no longer be restricted by bandwidth or memory allocation issues, enabling developers and players to experience higher resolution textures, more dynamic content and richer environments."

"Substance brings us a clear technological edge," said Gregory Garcia, lead graphics engineer at Ubisoft. "Procedural generation of textures allows us to consider new asynchronous loading strategies in order to obtain much bigger worlds. Moreover, Substance will allow us to create richer and more diversified content as well as spectacular graphical effects with controlled production costs."

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